[hlcoders] Re : hlcoders Digest, Vol 20, Issue 1

2009-10-02 Thread Zamo Cédrik
Hi, In my mod all gui text are written like this #GameUI_GameMenu_[Command]. I.E.: #GameUI_GameMenu_Quit instead of Quit. How to fix this ? I see this by running debug-start new instance in visual studio 2005. If I run the mod from steam it crash after valve's screen and before the first GUI

Re: [hlcoders] Re : hlcoders Digest, Vol 20, Issue 1

2009-10-02 Thread Jorge Rodriguez
Try adding them to your mod's language resource file. I don't know why they're missing. The file is: yourmod/resources/yourmod_english.txt As for the crash, you'll have to debug that yourself. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list

[hlcoders] Frame order documentation

2009-10-02 Thread Jorge Rodriguez
On popular demand I took the time to document the order in which all of the game library methods are called by engine.dll. The article is on the wiki here: http://developer.valvesoftware.com/wiki/Frame_Order I'd appreciate input before I move on to the next thing on my to-do list. If there's any

Re: [hlcoders] Frame order documentation

2009-10-02 Thread Tom Edwards
Amazing work. There's a similar (but far less detailed) list at http://developer.valvesoftware.com/wiki/Game_initialization that you might be able to glean some extra detail from. :-) Niggles; it would be better to split the lists under the Engine subheading into two, one for client and one

Re: [hlcoders] Glados / TF Announcer voice scenes

2009-10-02 Thread Tom Edwards
Try naming the actor who speaks the lines !player. Harry Jeffery wrote: I'm just forwarding this from the mapper becaus the steam forums didn't help at all: Hey, I have a few vcd scenes in my mod and I'm trying to make them hear-able everywhere around the map, like how

Re: [hlcoders] Frame order documentation

2009-10-02 Thread Bob Somers
This is stellar Jorge, thank you SO much for taking the time to do this! --Bob On Fri, Oct 2, 2009 at 5:30 AM, Tom Edwards t_edwa...@btinternet.com wrote: Amazing work. There's a similar (but far less detailed) list at http://developer.valvesoftware.com/wiki/Game_initialization that you

[hlcoders] terrains...finally its here:)

2009-10-02 Thread Adam Donovan
so yeah I rant on about terrains systems..had to go and work for a game company to actually get things moving in the direction I wanted...glad I didnt just wait for valve to make one:) So after about a year working on this part time I can show off our new terrain engine...Highest res engine for

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Tobias Kammersgaard
*List**Description**hlcoders*http://list.valvesoftware.com/mailman/listinfo/hlcodersDiscussion of Half-Life Programming /ScarT 2009/10/2 Adam Donovan adamjjdono...@gmail.com so yeah I rant on about terrains systems..had to go and work for a game company to actually get things moving in the

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Harry Jeffery
Woah, nice work. It's not really right for the source engine anyways, valve uses smaller levels in BSP. Not the 100% prefab based stuff you see in the mainstream. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Andrew Ritchie
The purpose in this is what? Are you proposing you could have single handedly removed all of Source's BSP requirements, improved Source's geometry streaming, created that full terrain system and ensured it worked with the other game systems by yourself within a year? It looks very nice, the fact

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Adam Donovan
chill I love Valve..and realized that I needed to go elswhere to make what I wanted..I have been on this board for just soo long that I thought I would post it..It would be possible to put in some sort of LOD terrain system though..I mean this can run on the xbox so most modern pcs playing ep2

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread HB
Congrats, it looks wonderful. Clouds need a little tweaking though ;) And to Andrew: What is wrong with you? Geez.. Adam Donovan wrote: so yeah I rant on about terrains systems..had to go and work for a game company to actually get things moving in the direction I wanted...glad I didnt just

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Nathan Voge
I've seen you around here for years and I'm happy you posted it. It is good to see what people are up to every now and then. I think it looks great. There were a few LOD jumps at unexpected distances but I guess you gotta do it at some point. Congratulations. Date: Fri, 2 Oct 2009 22:52:39

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Jorge Rodriguez
Looks good Adam. Valve doesn't need this kind of thing because they focus on micro gameplay, while this is more of a macro thing. However, I'm sure someone will find some use for it. On the other hand, this thing has nothing to do with Half-Life, so you're a little bit off topic. -- Jorge Vino