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

2009-01-13 Thread Ben Everett
http://www.moddb.com/mods/forsaken/downloads/forsaken-assets-source-code -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: Tuesday, January 13, 2009 5:05 PM To: Discussion of Half-Life

Re: [hlcoders] Fatal error C1853

2008-06-26 Thread Ben Everett
Delete the .pch file in your build directory (Debug or Release directory in cl_dll and dlls directory), then rebuild. This means there is an error in the Pre-Compiled Headers file... a clean build won't necessarily delete it. You can also right-click the file that generates the PCH and select

Re: [hlcoders] Post your code!

2008-06-16 Thread Ben Everett
of intellisense cache in that rar that could be deleted. I tooled around in a few of the maps but didn't manage to work anything out. Fantastic visuals though. :-) Ben Everett wrote: Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think of that? -Original Message- From: [EMAIL PROTECTED]

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
not your work. Otherwise, bring it on! :-) Ben Everett wrote: Hmm, since Forsaken is now officially dead (can't get in touch w/ anyone anymore) I've thought about releasing the source code, art assets, and map assets for free as well as the last playable build of the game. What would you guys think

Re: [hlcoders] Post your code!

2008-06-15 Thread Ben Everett
://www.moddb.com/mods/3591/forsaken/downloads Ben Everett wrote: Copyright isn't an issue at all, distribution is. I'll contact FilePlanet and FileShack to have them host it. You can already nab all art assets and code from: http://www.obike.net/forsaken/Forsaken%20Release.rar I'll upload a installation

[hlcoders] Off Topic: Racing in the 2008 Tire Rack One Lap of America

2008-04-30 Thread Ben Everett
Hey guys, Just sending out an e-mail to all of you to let you know I will be racing from May 3rd-10th in the 2008 Tire Rack One Lap of America. This is an endurance race visiting premiere tracks all over the United States where I will be racking up 4,000mi in seven days! Races

RE: [hlcoders] SDK Update heads up?

2007-10-15 Thread Ben Everett
Why will we not want to merge straight to the new SDK code, just too much changed? Or is it that there will be no way to work off of the new engine until those are updated? I think if we got the new SDK code pretty quickly we can have a merge already in-place for when you release the new engine.

RE: [hlcoders] Creating a Sphere Trace

2007-09-25 Thread Ben Everett
CEntitySphereQuery. Example: CBaseEntity *ent = NULL; for (CEntitySphereQuery sphere(GetAbsOrigin(), FORSAKEN_SPAWN_RADIUS); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity()) {

RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-11 Thread Ben Everett
Testers Having Issues Running Modification -- [ Picked text/plain from multipart/alternative ] Didn't someone else have this problem here once? Or was that Forsaken too :o? /ProZak On 11/08/07, Nick [EMAIL PROTECTED] wrote: bugs happen, get used to them :P On 8/10/07, Ben Everett [EMAIL

[hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers that are unable to run our mod. The users experience an issue where after the Preparing to Launch... screen, the game just closes during the loading screen. There are no MDMP

RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
PROTECTED] On Behalf Of Ben Everett Sent: Friday, August 10, 2007 10:10 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Beta Testers Having Issues Running Modification This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] We have some beta testers

RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
through the normal steps of removing the .blob file, and other steps listed on the steampowered support site? Adam --- Ben Everett [EMAIL PROTECTED] wrote: No these are not debug DLLs... this is a small minority that is having the problem (~2%). -Original Message- From: [EMAIL PROTECTED

RE: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Ben Everett
just incase, it could be a stupid question, but do they have source sdk base, and access to download it? i can't remember what happens when you don't have it.. if it just quits.. or what On 8/11/07, Ben Everett [EMAIL PROTECTED] wrote: Yup, as I posted. -Original Message- From: [EMAIL

RE: [hlcoders] settings.scr and sv_lan

2007-07-09 Thread Ben Everett
@list.valvesoftware.com Subject: Re: [hlcoders] settings.scr and sv_lan theres probably a listenserver.cfg file thats overriding the setting. if the file is not in the cfg directory its in the base games gcf file. On 7/8/07, Ben Everett [EMAIL PROTECTED] wrote: This is a multipart message in MIME format

RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
Keep looping through the trace, and whenever you hit a wall or anything set it to ignore that entity. This is done by setting up a trace filter (the part where you are passing NULL). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ratman2000 Sent: Monday,

RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
] How to trace? Hello, thanks thats a nice idea but its to many time thats needed so i get lags becouse i trace over the full map :/ Is there no other way to trace and hit only players? With friendly Reguards Ratman2000 - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders

RE: [hlcoders] How to trace?

2007-07-09 Thread Ben Everett
? Hello, can you give me an example please? Thanks! With friendly reguards Ratman2000 - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, July 09, 2007 8:04 PM Subject: RE: [hlcoders] How to trace? You can setup a complex trace

RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Ben Everett
? -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday, July 07, 2007 1:17 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Also, one thing I can add is that I can attach to the hl2.exe process once

RE: [hlcoders] Crashing on Debug

2007-07-08 Thread Ben Everett
] On Behalf Of Ben Everett Sent: Sunday, July 08, 2007 10:14 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crashing on Debug Mike, Yup SP1 for VS2005 is installed, as well as the SP1 VS2005 Vista x64 patch. Steam runs great outside of the debugger for the most part. Only a few

[hlcoders] settings.scr and sv_lan

2007-07-08 Thread Ben Everett
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that if you include an option in settings.scr for sv_lan, that no matter what you change the setting to inside of the Create Game dialog that the change does not take place. Is this by

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
for you. On 7/5/07, Tom Leighton [EMAIL PROTECTED] wrote: Add -allowdebug to your command line... You're missing it and usually that crashes me :) Ben Everett wrote: It ran fine until I swapped over to Vista x64, and that is when the issue started. The other programmer on the project has

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
-allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2) This doesn't work, still crashing. 3) This I know, but running in Release mode doesn't do much help when I'm trying to set breakpoints :) The main thing to note

RE: [hlcoders] Crashing on Debug

2007-07-07 Thread Ben Everett
, July 07, 2007 2:30 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Crashing on Debug -- [ Picked text/plain from multipart/alternative ] you added -allowdebug on your command line from the debugger? On 7/7/07, Ben Everett [EMAIL PROTECTED] wrote: 1) Well aware of this. 2

RE: [hlcoders] Crashing on Debug

2007-07-05 Thread Ben Everett
%5 %6 %7 %8 %9 From: Ben Everett [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crashing on Debug Date: Wed, 4 Jul 2007 19:07:46 -0500 This is a multipart message in MIME format. -- [ Picked text/plain from multipart

[hlcoders] Crashing on Debug

2007-07-04 Thread Ben Everett
This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] Steam.exe is crashing whenever I attempt to debug our modification, it's before hl2.exe even launches. I'm launching source sdk base\hl2.exe with the working directory set to source sdk base. Command

RE: [hlcoders] Team colors are screwey

2007-06-30 Thread Ben Everett
investigate this bug, but I doubt anyone will. Good luck in solving the bug. If you find a fix please email it to me, I would be interested in fixing this bug as well. On 6/29/07, Ben Everett [EMAIL PROTECTED] wrote: Sounds like GetTeam is returning a bad value, or your order for the teams is wrong

RE: [hlcoders] Team colors are screwey

2007-06-29 Thread Ben Everett
) ) ); In c_playerresource.cpp I am using: #ifndef HL2MP m_Colors[TEAM_BRITAIN] = COLOR_BLUE; m_Colors[TEAM_FRANCE] = COLOR_RED; m_Colors[TEAM_GERMANY] = COLOR_YELLOW; m_Colors[TEAM_SPECTATOR] = COLOR_WHITE; #endif and the colors are defined in shareddefs.h Baer From: Ben Everett

RE: [hlcoders] Team colors are screwey

2007-06-28 Thread Ben Everett
What are you using to obtain team colors? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Baer Sent: Thursday, June 28, 2007 5:42 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Team colors are screwey -- [ Picked text/plain from

RE: [hlcoders] Changing sprite's orientation

2007-06-21 Thread Ben Everett
Are the texture coordinates on the model correct? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis Sent: Thursday, June 21, 2007 5:12 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Changing sprite's orientation Hi, I'm having some

RE: [hlcoders] Rotating a player

2007-05-09 Thread Ben Everett
What may help you with that is changing the view vectors (i.e. what is forward, up, and right). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Wednesday, May 09, 2007 1:23 PM To: hlcoders@list.valvesoftware.com Subject: Re:

RE: [hlcoders] String_t conversions

2007-05-05 Thread Ben Everett
To save data inbetween map changes, using KeyValues and saving and loading from file works wonders. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Saturday, May 05, 2007 4:29 AM To: hlcoders@list.valvesoftware.com Subject: RE:

RE: [hlcoders] hl2mp fresh source compilation for linux crashing on startup

2007-05-03 Thread Ben Everett
Is the crash on the machine you compiled the binary on? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Tsakok Sent: Thursday, May 03, 2007 2:31 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] hl2mp fresh source compilation for linux

RE: [hlcoders] Model Problem; Error Ingame

2007-03-22 Thread Ben Everett
Could it be an attachment problem? ;) Check your paths first, after that your QC file is the next bet. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan Yhtio Sent: Thursday, March 22, 2007 6:34 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] SpawnSpecificGibs()

2007-03-21 Thread Ben Everett
In the Cgib::Spawn function you can change the AddSolidFlags and SetCollisionGroup flags. You can also modify your bullet collision code to affect that collision group (as it may be ignoring it now). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan

RE: [hlcoders] SpawnSpecificGibs()

2007-03-21 Thread Ben Everett
assume what your saying is I could use the TraceBullet to check if it has collided with the model; but if it has then what shall I do? Some how tell the model to respond to it?? Thanks, Mukkan Ben Everett wrote: In the Cgib::Spawn function you can change the AddSolidFlags and SetCollisionGroup

RE: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Ben Everett
Forsaken had that issue before, it turned out to be a problem with the actual models. If I recall, it was how the parent bones were setup as well as the bone/attachment orientations for the muzzle effect. If that isn’t it, what Minh said about the effect not being filtered could be the problem.

RE: [hlcoders] updating server w/ client info

2007-02-21 Thread Ben Everett
Modify CUserCmd. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Wednesday, February 21, 2007 5:41 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] updating server w/ client info -- [ Picked text/plain from

RE: [hlcoders] Prediction with Prone

2007-02-15 Thread Ben Everett
That... and also are you doing client-side simulation of prone or is the code only server side? The client-side simulation should be very close to what is being done on the server, and also check to see what is being sent/received on the client for prone. Limiting the amount of bits sent across

RE: [hlcoders] connect to web/database

2007-02-10 Thread Ben Everett
There is no way built into the SDK to connect to a server... however you could do it via sockets. Another option is to use the MySQL++ API to connect to the server directly. http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M ySQL-and-C/ -Original Message- From:

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

2007-01-31 Thread Ben Everett
This makes the most sense. As far as companies that do this already, id Software comes to mind. Even having the materials/models/scripts/etc included in the open-source repository makes sense as those are easily available (you can just create a SRCDS server and easily download them). Valve's

RE: [hlcoders] VAC keeps booting me from my own listen server! :(

2007-01-27 Thread Ben Everett
Also, running sv_lan 0 at the moment is causing a crash. The error occurs when trying to retrieve a ConVar's value. I also get booted from a server immediately if I'm not using -insecure where it says Response timed out. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]

RE: [hlcoders] Falling spectators

2007-01-25 Thread Ben Everett
It sounds like you have something going funky in your player code's InitialSpawn. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Sent: Thursday, January 25, 2007 6:07 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Falling

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-18 Thread Ben Everett
Memory and CPU cycles are cheap ;) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jon Day Sent: Thursday, January 18, 2007 10:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I'm very interested in finding out

RE: [hlcoders] UTIL_BloodStream (I mean STREAM) (No Texture)

2007-01-17 Thread Ben Everett
Of course not, they are locked in glass boxes (with breathing holes) w/ a OC-3 piped directly into their brain. They are in glass boxes so the management and artists can poke 'em w/ sticks :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias

RE: [hlcoders] Placing Light Sources during Game Play.

2007-01-16 Thread Ben Everett
You have ELight's and DLight's that you can place dynamically. Also, the flashlight code is in flashlighteffect.cpp and .h on the client. The newer effect uses a projected texture for the flashlight. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mukkan

RE: [hlcoders] Linux DS Build problem

2007-01-12 Thread Ben Everett
them up as it should. If that doesn't make any sense, lemme know and I'll do my best to explain. It's been a long night _ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Wednesday, January 10, 2007 9:35 PM To: hlcoders

RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB and doing a stack trace I get the following: #0 0x in ?? () #1 0x02bf94b3 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0x02cfaeaf in

RE: [hlcoders] Linux DS Build problem

2007-01-10 Thread Ben Everett
:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Wednesday, January 10, 2007 8:09 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Linux DS Build problem Just tacking onto this thread... compiling my mod on linux and attempting to run it causes a seg fault. When attaching GDB

[hlcoders] Custom Controls Property Pages

2007-01-07 Thread Ben Everett
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm having issues with having custom controls be displayed on a property page. For some reason, they aren't rendered (although they are created and I can find the child instance by FindChildByName). I

RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
Still no luck with this =/ Other dedicated servers run fine; however, this one is causing issues. No different configuration than the other servers. Anyone else have a suggestion? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Saturday

RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
] On Behalf Of Ben Everett Sent: Saturday, December 30, 2006 1:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SRCDS Error with Source SDK Base mod Which is interesting considering the fact that it works fine with a listen server but not with a dedicated server. Hmmm, I'll do some

RE: [hlcoders] SRCDS Error with Source SDK Base mod

2007-01-04 Thread Ben Everett
, Ben Everett [EMAIL PROTECTED] wrote: Interestingly enough, fixed. Rolled back to an older bin file, ran the server, upgraded to the new bin file, and ran the server again with no error this time. Weird. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

Re: [hlcoders] SRCDS Error with Source SDK Base mod

2006-12-29 Thread Ben Everett
. Adam --- Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] When running a server via srcds (w/ the game set to hl2mp when the update command is passed to HLDSUpdateTool), clients keep receiving

[hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some users are getting this error when they attempt to create a server; however, they do not receive it when they join a server. Any clues as to the cause of this issue? This has only started for

RE: [hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
UserID Ticket Just curious which mod is this? Can you get any minidump files from the users? On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Some users are getting this error when they attempt

RE: [hlcoders] Error Verifying STEAM UserID Ticket

2006-12-21 Thread Ben Everett
the Steam folder and restarting? I haven't seen this issue that often. On 12/22/06, Nick [EMAIL PROTECTED] wrote: lol.. perhaps you are right. Nice mod btw... hehe On 12/21/06, Ben Everett [EMAIL PROTECTED] wrote: Forsaken. And minidumps from a non-crash? Kinda hard to have these users do

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-12-20 Thread Ben Everett
: RE: [hlcoders] Map not loading in mod, steams fault? :) No, that was unrelated. Ben Everett wrote: Was this issue fixed in the Nov 21st Steam client update? I noticed that one of the items fixed was Fixed Source engine mods not launching correctly on 64-bit systems and didn't know

RE: [hlcoders] PropertySheets VGUI

2006-12-20 Thread Ben Everett
I have no experience with directly using property sheets in VGUI; however, all VGUI controls are closely modeled off of their Windows equivalent. If you google for some examples of property sheets and property pages that should point you in the right direction. Sorry I couldn't be of any more

RE: [hlcoders] My mod disapeared.

2006-12-05 Thread Ben Everett
Copy the Steam.dll file from %STEAM_INSTALL_DIR% to %STEAM_INSTALL_DIR%\SteamApps\login\sourcesdk\bin\. After that you can still set the active game directory via the command line as described in the wiki. http://developer.valvesoftware.com/wiki/The_Game_Directory -Original Message-

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-27 Thread Ben Everett
this is happening. - Alfred Ben Everett wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore

RE: [hlcoders] QCI, Custom Sequences and Activities

2006-11-27 Thread Ben Everett
I'll have the guy who did the character animations for Forsaken e-mail you, as this doesn't really belong on the coders list :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Golden Sent: Monday, November 27, 2006 5:40 PM To:

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going into offline mode solved the issue only temporarily before Steam won't let them launch anymore This operation can't be completed while Steam is

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-17 Thread Ben Everett
unresponsive computer with steam pegging at 99% I shut it down with task manager. J On 11/17/06, Ben Everett [EMAIL PROTECTED] wrote: Some of the beta testers are having this issue as well, we have MDMPs of the event and it's crashing inside of HL2 with no trace-back into my code. Going

RE: [hlcoders] Threading

2006-11-14 Thread Ben Everett
When creating a new thread, don't reply to an e-mail and change the subject and delete all of the contents. Instead, create a new e-mail message and send it to [EMAIL PROTECTED] That way threading works properly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] Gametype console variable

2006-11-13 Thread Ben Everett
Use a ConVar. ConVar g_gametype(g_gametype, 1, FCVAR_REPLICATED | FCVAR_ARCHIVE, Selects the gametype.); Then, to determine which game rules to run simply have InstallGameRules have some logic so that it calls CreateGameRulesObjective depending on what you want. -Original Message- From:

RE: [hlcoders] ConVar question

2006-11-13 Thread Ben Everett
Yes, ConVar's can be sent between the client and server... but why send something that is explicitly server-side to the client? You can have the client notified of ConVar changes by FCVAR_NOTIFY. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis

[hlcoders] Stopping Sounds via QC File

2006-11-09 Thread Ben Everett
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is it possible to have a sound _STOP_ playing in the QC file? We have a looping burning sound that is played as part of our Molotov code. However, code that we call specifically to stop the sound

RE: [hlcoders] VS2003 vs VS2005

2006-11-01 Thread Ben Everett
Forget the compiler, the debugger is leaps and bounds above VS2003. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, November 01, 2006 5:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] VS2003 vs VS2005

RE: [hlcoders] memory leak

2006-10-31 Thread Ben Everett
BoundsChecker, but it isn't cheap. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Darnell Sent: Tuesday, October 31, 2006 4:57 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] memory leak -- [ Picked text/plain from

RE: [hlcoders] Source SDK Update - 9/14/2006

2006-09-14 Thread Ben Everett
Thanks a lot Mike! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Thursday, September 14, 2006 11:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Source SDK Update - 9/14/2006 Hi All- We put out another minor update to

RE: [hlcoders] Interesting Hierarchy Bug

2006-09-07 Thread Ben Everett
Good catch! Add it to the bugzilla, as you have a better idea of what is going on than I do (busy bug fixing my own code). An interesting condition to say the least, anyone else w/ experience in this field wanting to comment? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] VGUI togglebuttons / checkboxes missing in new SDK?

2006-09-03 Thread Ben Everett
The underlying problem has to do with the CBuildFactoryHelper class and how the creation of VGUI elements are handled. Right now the macros DECLARE_BUILD_FACTORY, DECLARE_BUILD_FACTORY_DEFAULT_TEXT, DECLARE_BUILD_FACTORY_CUSTOM, and DECLARE_BUILD_FACTORY_CUSTOM_ALIAS are used to declare a static

RE: [hlcoders] CBuildFactoryHelper Not Working For Some Controls

2006-08-29 Thread Ben Everett
: [hlcoders] CBuildFactoryHelper Not Working For Some Controls -- [ Picked text/plain from multipart/alternative ] I had a similar problem with ImagePanel not being available anymore before, in the meantime I used CBitmapImagePanel and it worked for me. On 8/27/06, Ben Everett [EMAIL PROTECTED] wrote

[hlcoders] CBuildFactoryHelper Not Working For Some Controls

2006-08-27 Thread Ben Everett
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I've noticed that CBuildFactoryHelper doesn't have a constructor called for all control names. The controls that do have the constructor called are as followes: EditablePanel Panel RichText Button

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy

RE: [hlcoders] Muzzleflashes

2006-08-16 Thread Ben Everett
I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders]

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
On the client: d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746) : error C2039: 'GetMode' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera'

RE: [hlcoders] 2 versions of same gui

2006-08-16 Thread Ben Everett
Off the top of my head this is what I think: Multiple inheritance and a reference to the parent for in-game and menu (possibly done when you create the panel?) Some logic for determining when you are in-game and at the main-menu and updating the parent accordingly There will most likely be some

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Thanks for the offer Michael... I uninstalled steam and backed up the HL2 GCFs. After re-installing steam and re-downloading the SDK and creating a from-scratch mod, everything works now. The interesting thing is that there are over 5,000 different comparisons on what I was trying to compile with

RE: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Ben Everett
Baseanimating. Client, DLL, and game_shared. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo Sent: Wednesday, August 16, 2006 11:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reloading while running/walking? -- [

RE: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Ben Everett
There is also GCFScape. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Sunday, July 30, 2006 1:21 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] GCF .Cache Extraction I knew i had seen the tool around some where,

RE: [hlcoders] Portal

2006-07-30 Thread Ben Everett
I don't consider the problem (as far as rendering is concerned) that complex of a problem. Consider the most-likely complex case (rendering wise) of an entrance portal in front of the player, and the exit portal behind the player. First, this would seem like an infinite loop problem, while I beg

RE: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Ben Everett
Congratulations on your new job, and may you tolerate us the best you can... I feel sorry for you joining on at these tumultuous times :) In other news, that's good to know that an SDK update is actually coming. Working on Forsaken without knowing what is coming in the next update has been a

[hlcoders] Undeterministic Behaviour for Third-Person Muzzle Flashes

2006-05-23 Thread Ben Everett
Working on third-person muzzle flashes, I have encountered an issue. I am unable to _RELIABLY_ get the third-person (world) muzzle flashes to shoot from the proper origin or angles. The interesting portion of this is that the muzzle flashes will work reliably for a brief period of time, after

RE: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-27 Thread Ben Everett
I just did a simple test and got the behaviour I just explained. #include stdio.h int main() { int *pValue; printf(%p\n, pValue); return 0; } VS.NET 7.1.3088 and VS8.0.50727.42 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

RE: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-26 Thread Ben Everett
The most common cause of crashes in release mode but not in debug are due to variable initializations. In debug mode all variables are initialized to '0', while in release mode they do not have a default initialization value. The most common cause of these crashes is failing to properly

RE: [hlcoders] First Person Spectator

2006-02-14 Thread Ben Everett
In theory, yes... although I don't know how well that will work in action. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew (Bromfitsen) Sent: Tuesday, February 14, 2006 9:59 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] First

RE: [hlcoders] Pistol/Uzi

2006-02-13 Thread Ben Everett
It is in the scripts\weapon_name.txt file. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Monday, February 13, 2006 9:22 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Pistol/Uzi -- [ Picked text/plain from

RE: [hlcoders] First Person Spectator

2006-02-13 Thread Ben Everett
at it, you might also be able to use GetAnimEyeAngles() from C_SDKPlayer - m_angEyeAngles is a networked copy of the v_angle so should work just as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: 31 January 2006 03:45 To: hlcoders

RE: RE: [hlcoders] Round Timer/Map Reset

2006-02-02 Thread Ben Everett
This is why I'm against copy/paste coding it's quite obvious from the code. Use filter.AddKeep(...). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: Thursday, February 02, 2006 5:54 PM To: hlcoders@list.valvesoftware.com Subject: Re: RE:

RE: [hlcoders] Eax in half-life 2?

2006-01-30 Thread Ben Everett
It would still be possible to do it if you are willing to completely re-code the sound system... it'd take quite a lot of work. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: Monday, January 30, 2006 9:10 PM To:

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
I'd also like to add the fact that adding more precision (in the SendPropQAngles) to a higher bit (instead of 13) can eliminate some of the issues some of you have with the up/down angle. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent:

RE: [hlcoders] First Person Spectator

2006-01-30 Thread Ben Everett
Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp

[hlcoders] Listen server fix?

2006-01-21 Thread Ben Everett
Has there been a permanent fix to users being unable to connect to a listen server? Having to do the 'sv_lan' trick gets quite old, fast... and for development builds it's hard to keep a dedicated server up and running (I hate having to run to campus to hold a no-lag 16 player server). Will the

RE: [hlcoders] Creating wireless networking with half-life 2 engine

2006-01-07 Thread Ben Everett
Fun concept. You'll probably be better off creating your own entity and creating your own method for hit-testing, overlap, etc. The OnTakeDamage and CEntitySphereQuery are pretty limited in the fact that it'd be harder to calculate world (i.e. walls) disrupting the radio wave. You'd probably do

RE: [hlcoders] Successful mod team tips and warstories?

2006-01-02 Thread Ben Everett
In Forsaken, we get this a lot. The community is die-hard on having vehicles and iron-sights in game but we believe it doesn't fit into the world. The point is to take their suggestions, discuss it, and maybe have a little test version with one weapon in the game. If you feel it doesn't mesh well

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