Re: [hlcoders] Orange Box SDK Beta (Not L4D) - bugs

2009-03-18 Thread Yaakov Smith
But +mouse1 in chat does nothing unless you click the Filters option, and in the menu its used to select a menu button/tab/whatever. It isn't used to shoot there. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Walter Gray
Bugs only in this thread please, put questions somewhere else. Yaakov Smith wrote: What is the command to go prone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-18 Thread Walter Gray
Same problem here. Even with the String::CRC32 package installed, I get the second error. Garrett wrote: I was messing around trying to compile shaders, and I've come across a couple of issues. In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl, there's a line at the

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-18 Thread Walter Gray
Quick update, running shadercompile.exe with the -verbose command yields this: Running distributed shader compilation... E:\Projects\GoldenFistOB\src\materials ystem\stdshaders well, that worked... After VMPI_Init After VMPI_FileSystem_Init After Shared_ParseListOfCompileCommands omitted

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-18 Thread Tony Sergi
Yeah it looks like the old shadercompile.exe is on pub steam, added that to my list. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray Sent: March-18-09 3:57 AM To: Discussion of Half-Life

[hlcoders] SDK Beta question

2009-03-18 Thread Yaakov Smith
What is the command to go prone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] UTIL_EntitiesInBox cause a game to freeze.

2009-03-18 Thread Charkrid Pornpitackchaikul
Hi, I just adjust my melee attack collision code to use UTIL_EntitiesInBox() so it support multiple target hit. But the function is enter a finite loop and never return. I can't debug more deeper, because I don't have a engine code. Does anyone counter this problem? Please help me with

Re: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.

2009-03-18 Thread Tony Sergi
Post the code that uses it. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Charkrid Pornpitackchaikul Sent: March-18-09 5:13 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders]

Re: [hlcoders] SDK Beta question

2009-03-18 Thread Stephen Swires
+alt1 On Wed, Mar 18, 2009 at 8:49 AM, Yaakov Smith m4ngr...@gmail.com wrote: What is the command to go prone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Olly
Didn't valve used to have a bugzilla? Maybe they would be more useful there. 2009/3/18 Walter Gray chrysal...@gmail.com Bugs only in this thread please, put questions somewhere else. Yaakov Smith wrote: What is the command to go prone? ___

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Tony Sergi
No, right now it's more useful to either post here or email me directly. Posting here is probably better though because then people can see what other people posted. Bugzilla is a pain for me to check right now. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com

Re: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.

2009-03-18 Thread Jay Stelly
Check the bounding box you are sending it. It doesn't clamp to the world bounds and will loop for a long time if you send it invalid bounds. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread cheeseh-bu
Just another note, the ServerGameDLL interface is still version 005 in the code, but in TF2 it is 006, and i believe this is causing some problems with my current plugin, also if there are any other interfaces still to be updated in code? Thanks, -[rcbot]cheeseh On Wed, Mar 18, 2009 at 3:00 PM,

Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Martin Smith
In game/shared/sdk/weapon_sdkbase.cpp, a couple of calls to MDLCACHE_CRITICAL_SECTION() were added. This compiled in the scratch solution from the beta SDK, but gave me an undefined error once I merged my mod in. Adding #include datacache/imdlcache.h solved the problem. And thanks for the

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-18 Thread flynt
There's a small fix for this problem that works for me. Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out. After that open up the buildshaders.bat and change the line (73 74) from: if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile set ChangeToDir=%SDKBINDIR%

Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Idrox Gedrono
Okay, but that doesn't answer my question: is there a way to change the model that the arms use? Just off the top of my head, weapons in HL2DM must certainly support multiple arm models, since combine have shiny gloves and rebels don't. How is this accomplished? On Tue, Mar 17, 2009 at 6:12

Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Here's the steps that I think you would need to do. -Decompile the viewmodels that you want to use -Load the decompiled viewmodels into a 3D program such as XSI or Maya -Modify the viewmodel by changing it's mesh geometry and/or re-texturing it -Create any new animations that are needed (such as

Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread botman
Models can have multiple skins. You can switch between the skin for different materials on the model. -- Jeffrey botman Broome On 3/18/2009 6:57 PM, Idrox Gedrono wrote: Okay, but that doesn't answer my question: is there a way to change the model that the arms use? Just off the top of my

Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Ben Mears
Good point. But you would still have to compile the new skin into the model, right? I think you would still need to decompile the model and apply the new texture/skin to the model in a 3D program and then export the new reference SMD for the model with the new texture/skin. You would also need

Re: [hlcoders] First-Person Arms Model

2009-03-18 Thread Idrox Gedrono
Very well. The arms model must not change, then, but instead the skin on the arms. Half-Life 2 Deathmatch has skins for both rebels and combine. The question is, then, how (and where) do you change the skin of the player's weapon in code? Ben Mears wrote: Good point. But you would still