Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Jorge Rodriguez
This has bothered me for a while and I would like to know the solution too, but my layman's solution is to copy stuff outside of the CLIENT_DLL block and then right click it, it's usually recognized by intellisense immediately. -- Jorge Vino Rodriguez

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-02 Thread Jorge Rodriguez
Okay I'll install it when I have time and try it out. Thanks Brent. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
Does anybody have the sources for Cannonfodders MDL compiler from this website? http://www.chaosincarnate.net/cannonfodder/cftools.htm I need to give my artists something they can deal with that's better than raw .qc files, because you know how artists are and how they can never understand

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
DuctTape looks awesome, just what I need. How can I get in on this? If you are mostly done and need someone to help you finish, I'm your man. We really need a tool like this. You mentioned there's an SVN somewhere, where is it? -- Jorge Vino Rodriguez

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
OR We can use DuctTape, which has an active developer and is almost done. Any word on when that will be, Tobias? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
I was about to download the sources until I noticed they're in CVS. Subversion or Git would have been OK. Maybe I'll do it later. I'll have to check with the developers and see what's going on. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
Sorry I meant DuctTape, from the SF site that was linked before. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Cannonfodder's MDL compiler sources?

2009-05-01 Thread Jorge Rodriguez
I would help, but I really can't be bothered with CVS. I hate to be whiney but I've had so many nightmares and I'd really rather not go back there. I'd honestly rather mail you patches. But that probably won't stop me from getting involved some time in the foreseeable future when my schedule

Re: [hlcoders] posting

2009-04-27 Thread Jorge Rodriguez
In gmail there is a More actions button. If you click it, on the bottom of the list there is an option that says Mute which prevents an email thread from ever appearing in your inbox again. I am pressing it right after I press Send for this message. Good day. -- Jorge Vino Rodriguez

Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecode to this awesome test entity?

2009-04-15 Thread Jorge Rodriguez
It's just a bunch of physics spheres with some clever mesh rendering to make them look connected. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Disabling floating weapons

2009-03-30 Thread Jorge Rodriguez
Steve, This doesn't really pertain to your question, it's more of a general suggestion. If you use a source control tool like Subversion ( http://articles.thewavelength.net/581/ here's a guide) you don't have to label every line you change, since the tool will keep track of that for you. --

Re: [hlcoders] linux compile - mod won't load issue

2009-03-30 Thread Jorge Rodriguez
A quick Googling of your error message Cannot find new threads: generic error reveals some problems with glibc or the kernel. Unlikely as that sounds, I would suggest you try it on another distro and see if it works, so to rule out funny business. -- Jorge Vino Rodriguez

Re: [hlcoders] Compiling a complex static prop - Weird collision boxes

2009-03-07 Thread Jorge Rodriguez
Jay beats me to the reply once again. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] (no subject)

2009-03-06 Thread Jorge Rodriguez
I wish I could lock this thread. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Looping .mp3 music

2009-02-28 Thread Jorge Rodriguez
Sound files are looped by putting marks in the files, and .mp3 doesn't support marks. Convert to .wav and use something like Wavosaur to set marks. (In other words, I don't know of any way to loop MP3's.) -- Jorge Vino Rodriguez ___ To unsubscribe,

Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Jorge Rodriguez
scripts/dsp_presets.txt -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Jorge Rodriguez
Aw damn, Jay beat me to it. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] several questions

2009-02-17 Thread Jorge Rodriguez
Maybe it will work to have a special frozen animation that is completely still that you just set to play at the appropriate time? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] several questions

2009-02-16 Thread Jorge Rodriguez
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote: 1. Does anybody know if it's possible to have a sound be emitted that only the player it was meant for can hear? As far as I know all sounds are emitted into the world. I might be making a hitbleep system similar to quake,

Re: [hlcoders] several questions

2009-02-16 Thread Jorge Rodriguez
If you're in shared code, this might work #ifdef CLIENT_DLL EmitSound(etc etc); #endif Or you can do it in client-specific code by reading whatever synchronized variables might tell you what you need to know to play the sound. Otherwise you'll have to send a message to the client to play the

Re: [hlcoders] CNetworkVar madness

2009-02-11 Thread Jorge Rodriguez
Copy another small similar entity and rename it, and see if it works? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] CAI_ExpresserHost in Multiplayer

2009-02-10 Thread Jorge Rodriguez
Make your class definition look like this: class CHL2_Player : public CBaseMultiplayerPlayer { public: DECLARE_CLASS( CHL2_Player, CBaseMultiplayerPlayer ); Your problems will go away. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Jorge Rodriguez
I've never done ingame video playback, so take this advice at face value. On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: - AVI files seem to be rather large, according to my experience Compress them? If you're running 1080 movies then no wonder they are

Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Jorge Rodriguez
Ragdoll and solid body physics (like weapons falling on the ground) is possible in Source if you import a physics library and send all of the bsp data available through the pm shared data into it, but the ragdolls will look terribad unless you create your own collision model and constraints. It's

Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Jorge Rodriguez
On Thu, Jan 29, 2009 at 8:14 PM, Tony Sergi to...@valvesoftware.com wrote: He meant goldsrc not 'source' ;0 Sounds like this is his real problem right here. :P -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
Minh, If you are planning to have 1000 of these moving around all at the same time then yes. Otherwise no. If you notice things are slow, then is the time to fix it and make them parent off the root bone, otherwise I wouldn't worry. -- Jorge Vino Rodriguez

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
I believe HW bones uses some kind of video card hardware acceleration to make things to faster, and is an OB feature. I know all the TF2 models use it. I believe it may have optimized nine of your bones out, automatically doing the attachment offset dealie. I could be wrong. -- Jorge Vino

Re: [hlcoders] MDL question

2009-01-21 Thread Jorge Rodriguez
Leave it to Jay to show me up. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] SDK +voicerecord not working

2009-01-20 Thread Jorge Rodriguez
voice_enable 1 voice_loopback 1 bind v +voicerecord Press v and listen to yourself talk. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Particle system collisions

2009-01-19 Thread Jorge Rodriguez
Nothing an Orange Box particle system does can be queried or have any effect on the gameplay. In other words, you can't see what individual particles doing or have any callbacks into the game when they collide with one thing or another. You need to write code that estimates what the particles are

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Jorge Rodriguez
net_fakelag 200 is 400 ping, I can't expect any game to be playable under those circumstances. Even ordinary walking gets laggy in those circumstances. I never go above 100. Either way I don't know the answer to your problem. I would suggest trying to avoid using SetAbsVelocity() and using shared

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Jorge Rodriguez
I think Valve could afford to hire one technical writer whose job would be to go through every feature and document it as fully as he can given the code that exists. It's not an issue of whether they can afford it or whether it can be done, it's just that they haven't bothered to actually do it. I

Re: [hlcoders] Animation Events on Server only?

2009-01-13 Thread Jorge Rodriguez
Here was my approach: // in eventlist.cpp or your own precache function REGISTER_SHARED_ANIMEVENT( AE_CF_ENDAFFLICT, AE_TYPE_CLIENT|AE_TYPE_SERVER ); // in yourgame_shareddefs.h enum { AE_CF_ENDAFFLICT = LAST_SHARED_ANIMEVENT, // AE_YADEYA }; // On the client void

Re: [hlcoders] Animation Events on Server only?

2009-01-13 Thread Jorge Rodriguez
Oh, and the entry in the sequence in the QC looks like this: { event AE_CF_ENDAFFLICT 19 primary } -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Update all clients

2008-12-09 Thread Jorge Rodriguez
Valve does this automatically through their Perforce system. This isn't available to the modding community, but if you put your game in a source control system, (Subversion and git are two popular ones) you can have each artist use it and update/commit their stuff as they change it. -- Jorge

Re: [hlcoders] Trouble moving a func_brush entity

2008-12-08 Thread Jorge Rodriguez
A func_brush is the proper entity to use, but instead of moving it upwards in your code, I think a better route is to set it on a path in Hammer and have it move upwards according to the track. Here's some info on how to get that going: http://developer.valvesoftware.com/wiki/Path_track --

Re: [hlcoders] Trouble moving a func_brush entity

2008-12-08 Thread Jorge Rodriguez
No sorry I'm a coder not a mapper. Someone around here might know. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Jorge Rodriguez
engine-ClientCmd() is equivalent to typing something into your console. A faster way to type something into your console is to bind a key to it. There's really nothing that ClientCmd() can send that can't be sent by binding it to a key somehow. -- Jorge Vino Rodriguez

Re: [hlcoders] How to get effects to spawn from attachment?

2008-11-27 Thread Jorge Rodriguez
Did you include in the particle system an initializer to spawn near the attachment and an operator to lock movement to that attachment? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] GetTargetInScreen space returning wrong/scaled position

2008-11-22 Thread Jorge Rodriguez
There is also ScreenTransform(). I don't know if it will work for you but it is worth noting. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-31 Thread Jorge Rodriguez
Those functions should both work just fine. May I suggest: Use the debugger and figure it out? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-28 Thread Jorge Rodriguez
Better yet, create a Throw() function in the grenade class to remove the entity following, set m_bThrown, turn the entity visible, turn on the pretty lights, notify the aliens, fasten the seatbelts, seal all entrances and exits, close all shops in the mall, cancel the three ring circus, secure all

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Normally what's used is what's called a bone merge, but something like that isn't really necessary in this case. Probably the easiest way is to have in the grenade's think function it call SetAbsOrigin(GetOwner()-WorldSpaceCenter()); every frame until it is thrown. -- Jorge Vino Rodriguez

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Events? Animation events? No, I wouldn't think so. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-27 Thread Jorge Rodriguez
Animation frames and simulation frames are different, I was talking simulation frames. An entity's think function gets called ten times a second. Not quite every simulation frame, but you know, whatever. Anyway all of that is moot, what I was trying to say is, put something like this in your

Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-26 Thread Jorge Rodriguez
As I was reading your problem, that's the solution that came into my head at first. It's totally possible, it might require some leg work for a non-veteran, but it's not something out of the ordinary. -- Jorge Vino Rodriguez ___ To unsubscribe, edit

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
He forgot an asterisk. C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** ( this ); -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Jorge Rodriguez
In Nethack terminology: a What do you want to use or apply? w You open a bag called brainsack. Do what? o Take out what type of objects? h Take out what tool? b b - your brain. a What do you want to use or apply? b You are now using your brain. Good luck. -- Jorge Vino Rodriguez

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Jorge Rodriguez
Most of the cool shaders on the character models that you probably want to use are already available through the material properties of whatever material you skin your player model with. The neat looking shadows are done with $lightwarptexture and the rim lighting with $rimlight and so on. --

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Jorge Rodriguez
I believe the view model uses an animation event instead of being triggered by code. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Jorge Rodriguez
I ran it on a RHEL install about a year and a half ago. What problems are you having? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Jorge Rodriguez
It is possible that Valve decided to change what GCC version they build against since then. After all they have Steam, they can update it any time they like. I think you can probably figure it out for yourself by finding the libraries and investigating which version of libstdc++ they link against,

Re: [hlcoders] HL1 + Linux compile

2008-10-04 Thread Jorge Rodriguez
On Sat, Oct 4, 2008 at 5:01 PM, Sykes [EMAIL PROTECTED] wrote: Yea.. its what i thought.. well thanks for ur help fella :D + great article on wavelength BTW :D we're just putting together last release of action halflife :) You've got to be kidding. I wasn't aware anybody still cared about

Re: [hlcoders] HL1 + Linux compile

2008-10-03 Thread Jorge Rodriguez
http://articles.thewavelength.net/617/ On Fri, Oct 3, 2008 at 6:55 AM, Sykes [EMAIL PROTECTED] wrote: Im sure there is some info around *somewhere* but since i've upgraded my linux servers a few times. im having problems getting a working GCC 2.95.3 compiler! Has anyone successfully used a

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Jorge Rodriguez
If you have an entity nearby that you can do a trace from that you know is not inside the displacement, then you can just see if you hit the entity or the world (presumably the displacement.) However, if you think about it, displacements are open-ended, so if there is a point next to a

Re: [hlcoders] CUtlVector*... Memory management?

2008-05-31 Thread Jorge Rodriguez
On Sat, May 31, 2008 at 9:22 PM, Stephen Gigante [EMAIL PROTECTED] wrote: It doesn't. Firefox manages it's memory exactly the way it wants to; by caching the back button. No, no, that's not true. It does consume a huge amount of memory caching the user history, but it also has many memory

Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jorge Rodriguez
On Mon, May 19, 2008 at 10:27 AM, Tobias Kammersgaard [EMAIL PROTECTED] wrote: What is somewhat interesting too, Tony Omega Sergi stopped coming to the IRC channel in GameSurge (#HLCoders). Yeah he probably got sick of people asking him to help them learn C++. I could have told him not to

Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Jorge Rodriguez
He is working on building robots that complain all day so that Valve can replace modders with more efficient machines :P (I don't know.) -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Second View Model?

2008-03-16 Thread Jorge Rodriguez
It's definitely possible if you want to go at it from a programming perspective. The engine has no idea about the view model. Take a look at the function C_BasePlayer::GetViewModel() and you'll see that there's a list of view models for each weapon the player has. I think it should be pretty easy

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-16 Thread Jorge Rodriguez
On Fri, Mar 14, 2008 at 4:31 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Yeah I wonder how they get on the mailing list to begin with. When I run into someone on the internet that I don't like, I sign them up for hlcoders spam :P -- Jorge Vino Rodriguez

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Wouldn't that mean he just has to recompile the models? I don't think any code changes are necessary for changing which bone is merged to. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list

Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the

Re: [hlcoders] SMD Format?

2008-02-23 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/SMD -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Editting Msg(...)

2008-02-04 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On Feb 4, 2008 5:54 AM, Garry Newman [EMAIL PROTECTED] wrote: MyMsg( %s, Hello %s ); crash :x WELL DONT DO THAT THEN! :P Seriously I wouldn't worry about that, the frequency of %s in the string passed in is very small, and if he's still

Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-03 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: check the qc for an $animation line that does something like 'frame 9 15' what that means is, start on frame 9 and use 15 frames. Not to be contrary, but doesn't this mean

Re: [hlcoders] Editting Msg(...)

2008-02-03 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Alternatively, offhand, void MyMsg( const tchar* pMsg, ... ) { tchar szMsg[1024]; va_list args; va_start( args, pMsgFormat ); vsnprintf( szMsg, sizeof(szMsg) - 1, pMsg, args ); va_end(args); #ifdef CLIENT_DLL Msg( C: );

Re: [hlcoders] TF2 Scoreboard

2008-01-31 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] The code to do this should be in client\vgui_avatarimage.h -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] 9 way blend animation.

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] You're going to have to be more specific. What exactly is wrong? How are you trying to make it work that's not working? In HL2 the default SDK already has nine way blending set up in the SDK, so unless you're redoing the player model entirely it

Re: [hlcoders] Changing player view angle in a hl2 mp mod

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] This is how I do it: // Update the current command with our view angles. VectorAngles( vecDir, m_pCurrentCommand-viewangles ); #ifdef CLIENT_DLL SetLocalViewAngles( m_pCurrentCommand-viewangles ); engine-SetViewAngles(

Re: [hlcoders] Any Source 2007 code update?

2008-01-14 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] http://www.youtube.com/watch?v=7WHptG35EWU -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange box SDK - interfaces

2007-12-26 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] It will definitely include support for loading Steam avatar images on the scoreboard. I'm not sure Valve is going to have TF2-style stats and achievements available for mods, but on the (I think slim) chance that they do, that will require the

Re: [hlcoders] Proper mod versioning?

2007-12-09 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Jeremy, by their lack of response it's obvious that Valve's not going to do this. You have options: - Include the version number in the game description string. It's not a tragedy if you do this. - Change the name of the game directory, such

Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-24 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] I remember getting similar errors after applying a patch that I found on some wiki. I removed the patch and it worked. This may or may not help you but this is the patch that fixed that problem for me. Index: memoverride.cpp

Re: [hlcoders] I am having trouble lobbing traffic cones at people.

2007-11-19 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Offhand I would say you need to look at collision groups. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Proper mod versioning?

2007-11-17 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On 11/17/07, Jeremy [EMAIL PROTECTED] wrote: It's a bit hard to believe something so trivial as client-server versioning ... trivial? I don't know where you got that idea. -- Jorge Vino Rodriguez --

Re: [hlcoders] Linux Compile Going Wrong

2007-11-13 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] If he were missing header files then it would say he is missing header files. I would guess that he has some wrong #define's or -D's or perhaps compiler flags, or problems with inconsistent newlines, or something like that. -- Jorge Vino

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] SDK Update heads up?

2007-11-02 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On 11/2/07, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Valve Time Sounds like Cuban Time :) http://www.urbandictionary.com/define.php?term=Cuban+Time -- Jorge Vino Rodriguez -- ___ To

Re: [hlcoders] tracking down infinite loops

2007-11-01 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] How do you know it's not a source code problem? His mod is still in development and infinite loop problems are common. Maybe if this was a retail game with all the kinks worked out you could talk about audio subsystems. His best bet is what Jay

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] What are the values of MAX_OBJECTIVES and MAX_QUESTS? It sounds like your DT is just too large. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Does the problem persist if you remove m_Objectives and m_Quests or if you make MAX_OBJECTIVES and MAX_QUESTS smaller? -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] No. 32 players * 256 quests * 256 objectives = 2097152 entries, and the prop buffer is probably something like 1024. You probably don't want all of that data in DT's because each field needs to be initialized and baselined and all that jazz, and

Re: [hlcoders] Questions from a newbie

2007-10-22 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Hi Ed On 10/22/07, Ed Kehoe [EMAIL PROTECTED] wrote: 1) Is there anywhere online where I can find out detailed information on the different mod types presented under Create a Mod? I'm mostly interested in the pros/cons of one mod project

Re: [hlcoders] offline mode for mods

2007-10-08 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Works fine for me, and here's what I do: - Log on where there's an internet connection. - Change Steam to offline mode. - Set the computer to hibernate and take it wherever you're going without internet. - Boot it back up and everything runs

Re: [hlcoders] building mod on linux

2007-05-11 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Ouch ok, lots of confusiong. On 5/11/07, edman747 [EMAIL PROTECTED] wrote: It is possible that someone has already worked through the HL SDK v2.3making it ANSI-C compliant? What I would give for a download link. Maybe if I start with SDK

Re: [hlcoders] building mod on linux

2007-05-08 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] http://articles.thewavelength.net/617/ Also, I recommend RH 7.3 for building HL1 binaries. You can find RH 7.3here: http://fr.rpmfind.net/linux/redhat/7.3/en/iso/i386/ 7.3 comes installed with GCC 2.96 by default. I used it to build TS just a

Re: [hlcoders] Entity not respawning

2007-03-19 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Hi Emiel. Making a Star Wars mod? I would suggest a different approach. Instead of having the flag itself be picked up and carried by the player, why don't you try letting the flag spawning entity just disappear when the player touches it? Then

Re: [hlcoders] Making a Score Keeping system.

2007-03-16 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg17437.html Just ignore him. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Jay, you really shouldn't take yourself so seriously. Just because you got your high school diploma doesn't give you the credentials to criticize a group of professionals whose job you could not do. Believe it or not, Valve is doing a good job,

Re: [hlcoders] IVModelRender::DrawModel() returning 0

2007-02-05 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] Thanks, Jay. You were right to point me to SetupBones(). It ended up being the lack ACT_IDLE that caused the blinking. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Steam offline mode?

2007-02-05 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] I am never able to log onto offline mode unless I am actually online. This seems inane to me... you have to be online in order to log into offline mode? Seems that if you've been online before Steam should use your previous authentication and go

Re: [hlcoders] Re: Open Source Mods (again)

2007-02-05 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] I love you Mike. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] IVModelRender::DrawModel() returning 0

2007-01-31 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] I'm trying to replace the player model, but when I get it in game it blinks a lot, and sometimes doesn't display at all. I tracked it down to IVModelRender::DrawModel() returning 0 instead of drawing. I can't see anything in the parameters that

Re: [hlcoders] IVModelRender::DrawModel() returning 0

2007-01-31 Thread Jorge Rodriguez
-- [ Picked text/plain from multipart/alternative ] On 2/1/07, Minh [EMAIL PROTECTED] wrote: How are you changing the player model? Are you using CBasePlayer::SetModel() ? In sdk_player.cpp where previously it said: SetModel( SDK_PLAYER_MODEL ); It now says: SetModel(

Re: [hlcoders] New SDK impossibly buggy.

2006-12-17 Thread Jorge Rodriguez
[EMAIL PROTECTED] wrote: Yeah I don't think Valve QA uses debug builds... See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List and the bugzilla page for asserts. Although I can't seem to find the first one you mention at the moment. I thought I'd filed it though so I'm holding

[hlcoders] New SDK impossibly buggy.

2006-12-13 Thread Jorge Rodriguez
Trying to build the new SDK, I'm getting a whole bunch of errors. List: - When exporting the SDK, the launcher commonly crashes at the end of the export. I am not sure I have all the files. - I hit the Assert(0) in gamemovement.cpp near line 3903 (just above Restoring player view height\n) all

Re: [hlcoders] New SDK impossibly buggy.

2006-12-13 Thread Jorge Rodriguez
Mike Durand wrote: The crash seems really suspicious. I suggest that you Refresh SDK Content from the launcher and see if that goes away. Been there done that. I'll try again if you like, but Jeff Katz (on this list too I believe) experienced the problem too. The asserts are a known issue -

[hlcoders] CommandLine_Tier0

2006-12-11 Thread Jorge Rodriguez
When trying to update my HL2SDK in CMake project to the latest SDK I now get this error: The procedure entry point CommandLine_Tier0 could not be located in the dynamic link library tier0.dll I understand that the CommandLine() function was moved from vstdlib to tier0 but since I am fully

Re: [hlcoders] CommandLine_Tier0

2006-12-11 Thread Jorge Rodriguez
Alfred Reynolds wrote: Half-Life 2 is running an older binary set, you need to use app ID 215 (Source SDK Base) if you want to use current SDK drops. Open up your gameinfo.txt and change its app ID to 215. Alfred, Thanks for the reply. My GameInfo.txt is already running ID 215. You can see

Re: [hlcoders] CommandLine_Tier0

2006-12-11 Thread Jorge Rodriguez
Tony omega Sergi wrote: how are you running your mod? by command line? if you are, how are you calling it? From the debugger with the following options: -steam -sw -dev -allowdebug -game \steam\steamapps\sourcemods\hl2cmake I haven't changed that since before the new SDK updates started

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