[hlcoders] custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] working on a small project with some people in berlin this week and I am having allot of problems getting any changes to happen with the footsteps sounds for a little mod they are using. I first tried editing game sound physics.txt to use our

Re: [hlcoders] custom footstep sounds never load?

2007-11-11 Thread Rodrigo 'r2d2rigo' Diaz
-- [ Picked text/plain from multipart/alternative ] Maybe you are using wrong frequency/sample/etc values for the sounds, I remember the original HL only accepting mono/8KHz WAV files. Just check the values of these things for default HL2 sounds. 2007/11/11, Adam Donovan [EMAIL PROTECTED]: --

[hlcoders] RE: custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
-- [ Picked text/plain from multipart/alternative ] I did look into the sound sample rate and they are all the same 44k, 16 bit mono. My sound files are all the same format as valves so dont think thats the problem. Actually when I made my sounds I just opened up the original valve files and

Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-11 Thread bloodykenny
Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this

[hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Josh Marshall
Hey, A single-player mod im working on requires to use models from CSS, now everything is working fine. Muzzle flash is in the right place and recoil anim's are fixed, problem is... when the gun runs out of ammo it will still play the recoil anim and show a muzzle flash. Any way to stop the

[hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { game

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Ondřej Hošek
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra On 11.11.07 21:11 Uhr, [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't

[hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-11 Thread Haza
Try these two functions. Just wrote them then in like 3min, haven't tested them. It allows you to send wchar_t strings. All it really does is substitutes 0x00 for 0xFF. So you loose the use of 0x00FF and 0x characters. I think I forgot to check for wchar_t string ending in the Encode

[hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong.

Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Ryan Sheffer
It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes, lag compensation and prediction. I would advise HL2MP to newer coders. As for the Ep2 SDK, it isn't

Re: [hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Ryan Sheffer
Take a look at the baseclass fire() function for bullets. It goes through all the steps from leaving decals on the world and models to throwing particles. On Nov 11, 2007 10:24 AM, Josh Marshall [EMAIL PROTECTED] wrote: Hey, A single-player mod im working on requires to use models from CSS,

Re: [hlcoders] Simple stealth effect

2007-11-11 Thread Ryan Sheffer
I believe there is a problem with trying to fade / change alpha on certain materials. On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote: I have noticed the same thing in a few places, like GMod. Anytime something nearby (perhaps just on the hud?) is changing opacity, it flickers

Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
Roger, thanks for the reply. : ) On Nov 11, 2007 6:03 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes,

Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Adam Maras (memzero)
Any guess on whether the Ep2 SDK will give us the same options for mod creation? Ryan Sheffer wrote: It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
Valve is in a tough position with the cinematic physics, they will have to most likely create their own version of the third party application they used, and that is a lot to expect. On Nov 10, 2007 11:21 AM, Τeo95 [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ]

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez --

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Adam Maras (memzero)
Somehow it sounds like if the specifications were that easy to work with, Valve would have already released something for us. //Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on

Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Ryan Sheffer
Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article. On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote: Never mind about creating that article, can't describe how they work :x Jake Breen wrote: I'll try and start an

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Christopher Harris
It looks just like you run a model through a physics solver and save it as an animation and that is about it to get the same effect as they have. Don't know if they have any other fancier features that are used in conjunction. Chris - Original Message - From: Jorge Rodriguez [EMAIL

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] Well the name of the application would be a start, so the community'd know what is to deal with :-) /ProZak On 12/11/2007, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Somehow it sounds like if the specifications were that easy to work

Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Jake Breen
Done. http://developer.valvesoftware.com/wiki/%24jigglebone Ryan Sheffer wrote: Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article. On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote: Never mind about creating that

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Kevin Ottalini
http://en.wikipedia.org/wiki/Source_engine quote: Cinematic Physics oversees the destruction of a two-storey forest shackDuring the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on

Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
I think they might be using an XSI plugin. On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote: http://en.wikipedia.org/wiki/Source_engine quote: Cinematic Physics oversees the destruction of a two-storey forest shackDuring the July 2006 Electronic Arts Summer Showcase press

[hlcoders] Self Shadowing on models

2007-11-11 Thread Minh
-- [ Picked text/plain from multipart/alternative ] I'm not sure if i noticed it or not while playing through EP2 but does the new EP2 engine support self-shadowing on models? I just played Call of Duty 4 and was impressed with the self shadowing done on the prop models and player models.

RE: [hlcoders] Self Shadowing on models

2007-11-11 Thread caleb smith
-- [ Picked text/plain from multipart/alternative ] I found the entity that valve made the gman self shadow with (decompile the 4th episode 2 map I think), and basically it acts exactly the same as the player flashlight. I can imagine its the same entity. From: [EMAIL PROTECTED] To:

Re: [hlcoders] Self Shadowing on models

2007-11-11 Thread Jake Breen
Self-Shadowing can only be created by a special light ent, and the flashlight. caleb smith wrote: -- [ Picked text/plain from multipart/alternative ] I found the entity that valve made the gman self shadow with (decompile the 4th episode 2 map I think), and basically it acts exactly the same

Re: [hlcoders] Self Shadowing on models

2007-11-11 Thread Christopher Harris
Yes, use the flashlight to do it. http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html - Original Message - From: Minh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 8:14 PM Subject: [hlcoders] Self Shadowing on

Re: [hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-11 Thread bloodykenny
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I mentioned previously, a sort of base-128 workaround like below. It works, it's just really lame. Oh well, thanks though. my_uint16_t my_htons(my_uint16_t i) { assert(i 255*255); my_uint16_t encoded_i = 0;

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours

RE: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread caleb smith
-- [ Picked text/plain from multipart/alternative ] the base sdk has everything that hl2dm has + some more. infact, I believe thats were most source games reference all there models from (hl2, hl2dm etc), to save space. To: hlcoders@list.valvesoftware.com From: [EMAIL PROTECTED] Subject: Re:

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Adam Maras (memzero)
You can use the SDK Base SteamAppId but mount the HL2DM content in your mod. [EMAIL PROTECTED] wrote: As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM

[hlcoders] Adding extra model on player's head

2007-11-11 Thread Adam Maras (memzero)
I need to put a custom model (party hat!) on the heads of the players of my mod. Someone's building the model for me right now; I (being rather new to Source) need to figure out how to put this hat atop the heads of my players. Of course, soon enough, the hat will be sort of unlockable, so I

Re: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Kori
Sounds like you want an Attachment. I don't know anything about Modeling. But i think you want something like the Silencer on the M4 in counter strike. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Sunday, November

Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Christopher Harris
Your client is fuxoring messages... But I don't know exactly if it is the case, but if it is not you can mount the 320 app in your dll init functions. If they aren't there you can display a message to user saying you are missing content the mod needs to run, etc. Chris - Original Message

RE: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Mark Chandler
Basicly make a bone where you want to attach the hat to. In code there is a function that will give you the location of that bone so you can move your hat to that location and parent it with the bone -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam

Re: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Christopher Harris
In the QC file a modeller will define a location on the model that moves with a bone specified in the attachment command. Then in code you can use Attachment functions of CBaseAnimating baseclass to get a location ever think of this attachment and move the party hat to this angle and location.