Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Garry Newman
Yeah Valve please drop everything you're currently doing and improve a 10 year old editor. That's the most important thing right now. On Fri, Oct 11, 2013 at 5:37 PM, Nick xnicho...@gmail.com wrote: threads like this make me facepalm at the arrogance of valve software. everyone in source

Re: [hlcoders] Player voice volume

2013-05-08 Thread Garry Newman
I don't think it's exposed to modders. I had to add engine code to get it in G(arry's )Mod. On Wed, May 8, 2013 at 3:52 AM, Jesse F jesf...@gmail.com wrote: I was hoping someone might be able to help me out. I'd like access to info about the waveforms sent by people using in game voice. I'd

Re: [hlcoders] Reload Materials In-Game

2013-01-29 Thread Garry Newman
mat_reloadmaterial mat_reloadtextures As far as I know there's no commands to reload a vtf based on name. garry On Tue, Jan 29, 2013 at 4:11 PM, Trevor Janok tja...@comcast.net wrote: Hey guys, ** ** Anybody have any clue on how to update materials in realtime? I think GMod does

Re: [hlcoders] Transition table overflow.

2012-08-23 Thread Garry Newman
I think Brian just likes being grabbed garry On Thu, Aug 23, 2012 at 11:46 AM, J. McBroom jimbo...@gmail.com wrote: Gave it a shot, no luck unfortunately. It definitely seems like it's somehow tied to the amount of content loaded, if we only precache half the models then we're fine...

Re: [hlcoders] Transition table overflow.

2012-08-23 Thread Garry Newman
Transition tables aren't related to string tables. They're used to store the renderer's state (the SHADOW section in shaders). garry On Thu, Aug 23, 2012 at 12:08 PM, J. McBroom jimbo...@gmail.com wrote: Yep, checked it out and everything looks normal, not that close to hitting the limit of

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Garry Newman
I might be missing something obvious, but can't you just override *Player::GetRenderAngles() or *PlayerAnimState::GetRenderAngles() or find out where it's fudging m_angRender in the playeranimstate // Rotate entire body into position m_angRender[YAW] = m_flCurrentFeetYaw; m_angRender[PITCH] =

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-07-25 Thread Garry Newman
, 2012 at 5:49 PM, Nick xnicho...@gmail.com wrote: Anyone have an estimate the least down payment required for a license? On Thu, May 24, 2012 at 3:37 AM, Garry Newman garrynew...@gmail.com wrote: Licencees have their own mailing list, I usually get good a response on there... garry

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-24 Thread Garry Newman
Licencees have their own mailing list, I usually get good a response on there... garry On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters mcwattersand...@gmail.com wrote: Thanks for the clarification, the licensee SDK bit is what I figured immediately after I read the bit about

Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Garry Newman
FYI I was getting this in GMod too, and I too have had to hack around it. The problem (for me at least) occured in filesystem_steam - when it attempts to shutdown the Steam interface. Here's my awesome fix. http://puu.sh/wiAG garry On Tue, May 22, 2012 at 7:24 PM, Andrew McWatters

Re: [hlcoders] Press a key virtually?

2012-04-05 Thread Garry Newman
You know this is hlcoders not hlmappers right? Technically you could code something that does this.. by getting the key name, then looking up the bind.. then running that command. But I'm guessing you're looking for a mapping way to do it, right? Assuming you are trying to do it via a map..

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Garry Newman
I think this is what you're looking for? https://developer.valvesoftware.com/wiki/Unlocking_chapters_in_your_mod garry On Wed, Apr 4, 2012 at 9:55 AM, Melissa Zak miss_bee...@hotmail.com wrote: Good news is that FileSystem is mentioned in the lua sandbox library, but I wouldn’t have a

Re: [hlcoders] Read and write to and from file?

2012-04-04 Thread Garry Newman
I don't think it can be done at all tbh garry On Wed, Apr 4, 2012 at 10:23 AM, Melissa Zak miss_bee...@hotmail.comwrote: Hey garry, thanks for the reply No. I’m trying to save variables so that my coop maps on my level chooser unlock like the Portal 2 coop campaign. Game code is out of

Re: [hlcoders] PreCaching Models - what exactly does it do?

2011-09-14 Thread Garry Newman
I stopped models precaching in GMod - and you can get up to a second loading delay when spawning a model - especially ragdolls. So I think it's safe to assume it loads the whole thing, model, physics, materials, textures. garry On Wed, Sep 14, 2011 at 2:57 PM, Jed j...@wunderboy.org wrote:

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-04 Thread Garry Newman
That's a good point garry On Thu, Aug 4, 2011 at 12:50 AM, Psy_Commando psycomma...@gmail.com wrote: yeah, but if its a single player mod. On Tue, Aug 2, 2011 at 3:30 AM, Garry Newman garrynew...@gmail.comwrote: Not really because the server can make it so that the clients run only

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-02 Thread Garry Newman
, Aug 1, 2011 at 7:19 PM, Garry Newman garrynew...@gmail.comwrote: Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.com wrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote: It's not actually the codebase that matters, it's the benefits of the later Source versions including Mac support, better multi-threaded rendering, etc. But

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
Rennison* On 1 August 2011 17:22, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D garry On Mon, Aug 1, 2011 at 5:05 PM, Stephen Swires stephen.swi...@gmail.comwrote: It's not actually the codebase that matters, it's the benefits

Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-01 Thread Garry Newman
Just putting it out there as another option garry On Mon, Aug 1, 2011 at 7:11 PM, Marek Sieradzki marek.sierad...@gmail.comwrote: On Mon, Aug 1, 2011 at 6:22 PM, Garry Newman garrynew...@gmail.com wrote: The solution is simple - code your mod in GMod :D Why would anyone want to keep

Re: [hlcoders] Awesome

2011-04-15 Thread Garry Newman
dozens of new people would purchase gmod. Please garry, do not turn your back on fans who want to play, but are unable to order online for various reasons... On Thu, Apr 14, 2011 at 12:32 PM, Garry Newman garrynew...@gmail.com wrote: Exactly right. A lot of sites are reporting that people

Re: [hlcoders] Awesome

2011-04-14 Thread Garry Newman
Exactly right. A lot of sites are reporting that people get banned from Steam - this isn't true. (How's that going to work?) garry On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison saul.renni...@gmail.com wrote: To be slightly more detailed than Rodrigo and Tobias were: According to Garry's

Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Garry Newman
It's called view bob and view sway. That should help you find it :) garry On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer maar...@off-limits.be wrote: Hi list, As a fix for a previously posted issue we seriously scaled down all our view models. As a consequence i've had to change quite a

Re: [hlcoders] (no subject)

2011-01-13 Thread Garry Newman
Anyone know of a way to block these emails? I get about 20 a day. (I mean these virus ones, not the mailing list) garry On Thu, Jan 13, 2011 at 4:08 PM, gageat...@yahoo.com wrote: http://uxumidajulato.blogspot.com ___ To unsubscribe, edit your

Re: [hlcoders] Remember June 2006?

2010-10-28 Thread Garry Newman
I'm in two minds. Part of me thinks yeah, messing with this stuff was a lot easier when it was just a zip file with the programs in it, without all the bullshit of 4 different engine versions, without having to fight Steam to make everything work. But another part of me thinks that if people can

Re: [hlcoders] Source Engine 2!!!

2010-06-11 Thread Garry Newman
You got a link to this? I'm interested to see it - from what I saw it looked like they were using the projected texture stuff - is it more than that? Does it still use lightmaps? garry On Fri, Jun 11, 2010 at 2:22 AM, Byron Mallett byrona...@gmail.com wrote: Judging by the GameInformer

Re: [hlcoders] Compiling SDK Shaders, Pixelshaders not compiling.

2010-05-07 Thread Garry Newman
I get quite a lot of people playing GMod on laptops. They have a lot of trouble. garry On Fri, May 7, 2010 at 4:22 PM, Olly oli...@gmail.com wrote: Nope, only ~5% of steam users (that took part) still use DX8. http://store.steampowered.com/hwsurvey On 7 May 2010 15:57, Ryan Sheffer

Re: [hlcoders] VS2010

2010-04-13 Thread Garry Newman
Anyone wanna try to convince me to upgrade? garry On Tue, Apr 13, 2010 at 7:26 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: I'm using the RC, which is alot more stable compared to the betas. I had no problems with upgrading (Missing Information is compiled with 2010). -

Re: [hlcoders] VS2010

2010-04-13 Thread Garry Newman
Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jeffrey botman Broome Sent: Tuesday, April 13, 2010 8:55 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] VS2010 On 4/13/2010 2:36 AM, Garry Newman

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
, but it wouldn't work. It'd be very cool if it did. On Sun, Mar 21, 2010 at 9:43 PM, Saul Rennison saul.renni...@gmail.comwrote: Even better, I bet you could just use: http://steamcommunity.com/openid/ Thanks, - Saul. On 21 March 2010 12:32, Garry Newman garrynew...@gmail.com wrote: Thanks

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Garry Newman
I was told that it works, but you need to already be logged in on the steam community site.. garry On Mon, Mar 22, 2010 at 5:01 PM, David Kraeutmann da...@davidkra.net wrote: Strange, it doesn't work for me... On Mon, Mar 22, 2010 at 5:06 PM, Tom Edwards t_edwa...@btinternet.com wrote: Oh

[hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
Is there any way that another website can verify a steam login? I'm quite keen to make one of my websites check whether a user owns GMod before letting them download files (because at the moment in the comments there's a lot of does this work on non-steam - and I don't want to pay to let them

Re: [hlcoders] Steam 'Connect'

2010-03-21 Thread Garry Newman
2010 08:45, Garry Newman garrynew...@gmail.com wrote: Is there any way that another website can verify a steam login? I'm quite keen to make one of my websites check whether a user owns GMod before letting them download files (because at the moment in the comments there's a lot of does this work

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-18 Thread Garry Newman
Totally agree. These projects always seem to have a 2 week argument about licenses - which ultimately achieves nothing. You're not gonna take someone to court because they downloaded your map compiling tool and have hex edited your name in the About dialogue to theirs. Who cares?? Hey guys I have

Re: [hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-04 Thread Garry Newman
It's so you can render models using a specific material (You know, like GMod's material override thing). It'd be useful for doing deferred shading effects (rendering normal, depth buffers etc), but it doesn't affect world brushes and static models. garry On Mon, Jan 4, 2010 at 9:53 AM, Tom

Re: [hlcoders] How to find SteamID

2010-01-04 Thread Garry Newman
This probably isn't useful to anyone, but I had to get the SteamID of other players clientside - and couldn't find a way to do it (without networking them from server) But eventually I found a way to convert the FriendsID to a SteamID.. const char* C_GMOD_Player::GetNetworkIDString() { if (

Re: [hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-03 Thread Garry Newman
I feel your pain. Both of these things are just like that and you can't do anything about them. Sorry ! :( garry On Sun, Jan 3, 2010 at 8:06 PM, Christopher Harris char...@resrchnet.comwrote: Hey, I am wondering if there is some way to do something similar to ForceOverrideMaterial on a

Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-13 Thread Garry Newman
Yeah antialiasing ruins shadowing/outline for some reason :( garry On Sun, Dec 13, 2009 at 5:06 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: To me it looks like a bug in the antialiasing code/functions. I took a picture to explain the issue better what I mean, it is not ideal

Re: [hlcoders] Modifying Font tall on the fly

2009-12-09 Thread Garry Newman
AFAIK you need to destroy and recreate it. It isn't just rendering text, it's drawing all the characters to a texture and then copying them over (educated guess). garry On Wed, Dec 9, 2009 at 9:01 AM, Janek jan...@gmail.com wrote: No idea ? This tall parameter should be somewhere. J.

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-05 Thread Garry Newman
, 2009 at 5:20 AM, Garry Newman garrynew...@gmail.com wrote: Yeah voter fraud is what I'm trying to avoid. I don't want it to become a contest of who has got the most IP addresses or email addresses. It gets messy. Common opinion is going to influence the vote though - since we obviously

Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Garry Newman
have to win 10 grand. On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote: Whoever remakes Build Bridge/To The Top automatically wins 1st place! On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote: I don't know whether

[hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Garry Newman
I don't know whether this will be considered spam, but I thought I'd let the list know about this contest incase anyone's interested (to my mind it's probably the 2nd most logical place to post this) The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5 gamemodes win a prize.

Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Garry Newman
LL_Function( render, GetRenderTarget ) { RENDER_CONTEXT(); Push_ITexture( pRenderContext-GetRenderTarget() ); return 1; } Pretty much returns a texture LL_Function( cam, IgnoreZ ) { RENDER_CONTEXT(); if ( g_Lua-GetBool(1) ) { pRenderContext-DepthRange( 0.0f, 0.01f ); return 0; }

Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Garry Newman
People have recreated it in GMod.. http://www.facepunch.com/showpost.php?p=18527654postcount=1069 http://www.facepunch.com/showpost.php?p=18527654postcount=1069You don't really need any new shaders or anything. It's just drawing the players to a texture in one colour, blurring it, then drawing

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Garry Newman
If you can find the file named exclude.lst in the game's steam depots, that's what is excluded from the DS. GMod's exclude.lst: *.flv *.vtf *.sw.vtx *.jpg *.dx80.vtx *.tga *.ttf garry On Mon, Nov 23, 2009 at 7:31 PM, Adam amckern McKern amck...@yahoo.comwrote: If you can find the original

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Garry Newman
All this license bullshit. What's the point. garry On Fri, Nov 20, 2009 at 9:50 PM, Bob Somers magicbob...@gmail.com wrote: Eww... yikes, I can't imagine GPL3 being a viable license for a large chunk of projects then. Stick with LGPL, it seems to make the most sense out of all the OS

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Garry Newman
I don't think so.. I think it's just looks like the server is lagging when players warp around and seem to buffer up before playing all their usercmds out in under a second. Also, I think I read somewhere that the lag compensation in Source only works up to 200ms - so I guess anyone with a ping

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Garry Newman
I heard they're aiming to raise the bar by not only developing HL3 in secret - but also releasing it in secret. garry On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote: Well what we want to know is what are the next features that are going to be added to source.

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Garry Newman
I've got offsite SVN and a windows home server. Windows Home Server is defo worth looking into just for day to day stuff. I could throw any of my computers out of the window right now and still be able to browse its hard drive via WHS. garry On Wed, Aug 19, 2009 at 7:21 AM,

Re: [hlcoders] whats happening with this engine

2009-08-05 Thread Garry Newman
They're probably too busy doing actual work to respond to a list of scatterbrain pipe dream demands from a bunch of lazy modders. garry On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com wrote: I like how valve has absolutely no response to make regarding this subject. On Sun, Jul 26,

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Garry Newman
I'd still choose Lua's syntax over Python's though. I just want PHP scripting in my game :0 As for the engine. Yeah sometimes it feels stupid and old, but it seems like every time you start to count Valve out they come back and knock your head off with some awesome shit. garry On Fri, Jul 24,

Re: [hlcoders] Detecting Memory Leaks

2009-07-06 Thread Garry Newman
I just derive all my objects from a class that spazzes out on exit if it isn't unallocated. But that's probably the kind of thing that you have to do from the start, so you know that whatever you changed last caused a leak - rather than later. The built in _CRTDBG_MAP_ALLOC stuff has worked for

Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

2009-07-04 Thread Garry Newman
Gimmie ten bux and I'll show you how to make all the TF2 DOF'd screenshots you could ever want! garry On Sat, Jul 4, 2009 at 8:34 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: H... create a lookalike mod with tf2 content mounted and ask garry how to do DOF blur? 2009/7/4 Matt

Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Garry Newman
Slightly off topic, but why do people use Perforce over SVN (besides 'cuz Valve does')? garry On Thu, Jun 25, 2009 at 4:25 PM, botman botman.hlcod...@gmail.com wrote: Ben Tucker wrote: im having some perforce troubles I have two computers on the same network, and both have perforce

Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Garry Newman
TBH, that link makes me think SVN is better. I'm not convinced. At all. garry On Thu, Jun 25, 2009 at 4:47 PM, botman botman.hlcod...@gmail.com wrote: botman wrote: Garry Newman wrote: Slightly off topic, but why do people use Perforce over SVN (besides 'cuz Valve does')? garry

Re: [hlcoders] Dynamic shadows on ViewModel

2009-06-12 Thread Garry Newman
They're not receiving shadows, they're receiving light. You just set the viewmodel to receive shadows though (not totally complicated) garry On Fri, Jun 12, 2009 at 8:15 PM, KLIMaka beast...@yandex.ru wrote: No one knows how to make dynamic shadows visible on the ViewModels? Like this

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
40 fonts! Yikes! I'd just move the camera, or render the text to a texture and scale that. garry On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter slau...@vault13.co.ukwrote: That's essentially what I was asking how to do, any pointers on where to look for drawing to a texture instead of the

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Garry Newman
Have a look at the surface interface.. garry On Tue, May 5, 2009 at 10:47 PM, Richard Slaughter slau...@vault13.co.ukwrote: That's essentially what I was asking how to do, any pointers on where to look for drawing to a texture instead of the hud? Thanks, Rich Garry Newman wrote: 40

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Garry Newman
Do what? Anything I've done, all you've gotta do is ask and I'll tell you how I've done it. garry On Tue, Apr 28, 2009 at 6:04 AM, Cory de La Torre gear@gmail.comwrote: Minh's got it right ;D Like Garry had ever released how to parent the projector, amirite. On Mon, Apr 27, 2009 at 8:10

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Garry Newman
on the screen.. garry On Tue, Apr 28, 2009 at 6:29 PM, Michael Corsaro corsa...@gmail.com wrote: How did you implement DoF and the Sun Flares? On Tue, Apr 28, 2009 at 9:02 AM, Garry Newman garrynew...@gmail.com wrote: Do what? Anything I've done, all you've gotta do is ask and I'll tell you

Re: [hlcoders] remove me from list!

2009-04-27 Thread Garry Newman
Please leave me on the list. This is a notification that I want everything kept as it is. garry On Mon, Apr 27, 2009 at 6:33 PM, Joost van kempen little_jo...@hotmail.comwrote: ME TOO PLZ! Date: Mon, 27 Apr 2009 18:27:14 +0100 From: www@gmail.com To: hlcoders@list.valvesoftware.com

Re: [hlcoders] npc_surface - Could VALVe kindly provide the sourcecode to this awesome test entity?

2009-04-14 Thread Garry Newman
Why can't people just code their own stuff.. garry On Tue, Apr 14, 2009 at 5:21 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Source is all about modding. Valve should understand that. Half of modding (or more) is experimenting. I don't see why letting people experiment with it is a good

Re: [hlcoders] npc_surface - Could VALVe kindly provide thesourcecode to this awesome test entity?

2009-04-14 Thread Garry Newman
Wasn't it just a bunch of env_cubemap spheres floating about? garry On Tue, Apr 14, 2009 at 11:59 AM, James Keith jimmy4...@gmail.com wrote: Fine, you code up a NPC that has the properties of a fluid. James - Original Message - From: Garry Newman garrynew...@gmail.com

Re: [hlcoders] Flight controls problem

2009-02-27 Thread Garry Newman
Rotate using a Matrix garry On Fri, Feb 27, 2009 at 8:23 PM, Grash mr_gr...@yahoo.com wrote: They've been trying to figure this out for the past 3 weeks. What's the best way to tackle this problem? - Grash --- On Fri, 2/27/09, Christopher Harris char...@resrchnet.com wrote: From:

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Garry Newman
I'm aware :x It seems like most if not all of the problems stem from the client in single player never 'connecting' properly. Also, everyone's steamid has changed. garry On Tue, Feb 17, 2009 at 5:56 PM, danny stannard dannystann...@btinternet.com wrote: The recent update that went live seems

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

2009-01-13 Thread Garry Newman
So what you're saying is that Valve are busy working on World Peace, so you might as well just suck it up and learn the engine by looking at the code, right? garry On Tue, Jan 13, 2009 at 4:04 PM, Minh minh...@telus.net wrote: If you want to save the planet, why don't you just recycle more..

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

2008-11-22 Thread Garry Newman
Assuming that GetTargetInScreenSpace uses the view/proj matrices to work out the pixels.. if you're rendering this in a panel then wouldn't they have changed, making it all useless? Try capturing the positions during the actual rendering process, then using those to draw to the HUD later on.

Re: [hlcoders] Help with externs

2008-11-11 Thread Garry Newman
extern is a generic c++ thing.. it just means the variable is defined somewhere else. garry On Tue, Nov 11, 2008 at 12:45 PM, Yorg Kuijs [EMAIL PROTECTED] wrote: Hey list, have been fiddling with trying to get the bool fThrewGrenade from weapon_frag to grenade_frag using extern bool but

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Garry Newman
If by multiple skins you mean multiple materials on the same model, then yeah, it would definitively be less expensive to have a single material. If by multiple skins you mean different skins that you can switch between, then I'd say no, it's exactly the same.. because all it's really doing there

Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Garry Newman
Does UTIL_PointContents return anything useful? garry On Thu, Sep 18, 2008 at 8:19 AM, Andrew Watkins [EMAIL PROTECTED] wrote: Hey all, very simple question that I can't seem to find the answer to - how to tell if a point is outside the game world or not? I've added an ability allowing

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Garry Newman
I dunno. I'm guessing it could be even simpler than that. For the demo's you've only got to really record what things looked and sounded like. So things like models, angles, positions, gestures. You don't need to know all the internal data like reload timings etc.. with the exceptions of data for

Re: [hlcoders] Weapon Variables and Replication Issues

2008-09-14 Thread Garry Newman
There's a function on the weapon like IsFirstTimePredicted, you'll probably want to use that on your clientside increment to prevent it adding to it multiple times. Can't really explain why your server var isn't changing without seeing your code (my best guess would be that you aren't changing

Re: [hlcoders] Client File Download

2008-09-13 Thread Garry Newman
Yeah, right on. On Sat, Sep 13, 2008 at 3:39 PM, Keeper [EMAIL PROTECTED] wrote: - I know a lot of things which work that Microsoft don't include with - windows Yeah, usually the only things that work are what M$ doesn't include ;) ___ To

Re: [hlcoders] Client File Download

2008-09-11 Thread Garry Newman
Unblocking it would still affect GMod10. GMod10 downloads Lua files using the downloadables table method with a dua extension, into a seperate 'download cache' folder, then uses the files from there. Ideally there'd be a callback into client.dll from the engine saying like hey should we download

Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?

2008-08-11 Thread Garry Newman
Ya, I'll probably start playing mods again if they're proper on Steam. garry On Mon, Aug 11, 2008 at 6:47 PM, 1nsane [EMAIL PROTECTED] wrote: Zombie Panic Source and Age of Chivalry? It would be nice if Valve finally started distributing mods for ?free? over Steam... that would make updating

Re: [hlcoders] Dynamic Mesh Issues.

2008-07-28 Thread Garry Newman
Looks like it's drawing on the opaque pass but isn't writing to the depth buffer. Change the entity so it's in the transparent render group, should fix it right up. garry On Mon, Jul 28, 2008 at 10:55 AM, Haza [EMAIL PROTECTED] wrote: We have a problem where a dynamic mesh is not being drawn

Re: [hlcoders] Bots Server Plugins coming - woot

2008-07-25 Thread Garry Newman
Nice. Looks pretty intelligent. (Moreso than most TF2 players). This might be a stupid question but can you still get achievements by killing the bots? I mean if they're on a proper server and you do something to them that would normally unlock an achievement.. garry On Fri, Jul 25, 2008 at

Re: [hlcoders] .Bik as background?

2008-07-15 Thread Garry Newman
Hahaha garry On Tue, Jul 15, 2008 at 9:38 AM, Tom Edwards [EMAIL PROTECTED] wrote: But you aren't going to answer him? :-p Tony omega Sergi wrote: He did. (me) -Tony On Tue, Jul 15, 2008 at 4:13 AM, Wiktor Deresz [EMAIL PROTECTED] wrote: How about asking creators of PV? 2008/7/15

Re: [hlcoders] Replacing a single scripted sound with a random scripted sound

2008-07-10 Thread Garry Newman
Can you replace any of the sounds? I would have thought that it would be reading that file from inside the gcf instead of from the disk.. garry On Wed, Jul 9, 2008 at 11:11 PM, Tom Edwards [EMAIL PROTECTED] wrote: I've spent a happy evening dubbing 80s pop epics and glam rock over TF2's

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Garry Newman
I think you're probably underestimating the work required to provide it to us. I doubt it's just a case of including a few extra cpp files. garry On Mon, Jul 7, 2008 at 4:12 PM, Nick [EMAIL PROTECTED] wrote: More portal is better for everyone. The only way valve would benefit from not

Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Garry Newman
I had this problem for about 2 days. It was crashing in InitialSpawn. At first I thought it was something to do with the call to gamestats in InitialSpawn. What I think fixed it for me was this. I compared all of Valve's files with all of mine, and deleted the files that Valve had deleted but

Re: [hlcoders] Antlion worker spit

2008-07-03 Thread Garry Newman
I had trouble getting it to work when I was first adding it to GMod. I don't remember exactly how I got it working but I think it was something to do with something that was #ifdef'd out (probably an #ifdef EPISODIC). I remember it did take me a while to work it out - if you can't find it let me

Re: [hlcoders] Changing Dyn Shadow quality?

2008-07-02 Thread Garry Newman
Yeah you can up the size and number of render targets for it. Just search the code for r_flashlightdepthres to see where it's used. garry On Wed, Jul 2, 2008 at 6:32 AM, Jake Breen [EMAIL PROTECTED] wrote: I was wondering if it would be possible to increase the quality of Source 2007's Dynamic

Re: [hlcoders] Linux Orange Box

2008-06-21 Thread Garry Newman
Valve need to come and clean my bathroom. I bought Half-Life 1 in 2001, I pay their wages, they owe me this. garry On Sat, Jun 21, 2008 at 9:11 AM, Nick [EMAIL PROTECTED] wrote: Look! another one, like roaches they come out at night. I have no idea who you stole your steam account from, but I

Re: [hlcoders] Linux Orange Box

2008-06-21 Thread Garry Newman
No, THEY haven't cleaned my bathroom since 2001! I don't see why I should have to do it when I bought their game! garry On Sat, Jun 21, 2008 at 3:13 PM, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Garry Newman wrote: Valve need to come and clean my bathroom. I bought Half-Life 1 in 2001, I

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
Most of this is done in Lua. I have a searchable version of all the Lua code here: http://code.garrysmod.com/ Here's how the balloon is made (Even though it doesn't make much sense) http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua All

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
I don't really understand the question. The entities are linked already, in the engine. In what way do you mean linked on the client? garry On Sun, Jun 15, 2008 at 12:01 PM, John [EMAIL PROTECTED] wrote: You didn't answer my question though :( On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman

Re: [hlcoders] Post your code!

2008-06-15 Thread Garry Newman
be a case of copying the LINK_ENTITY_TO_CLASS code you already have and just creating the same entity with the same name on the clientside -- the engine afaik picks up the entity name automatically. Garry Newman wrote: I don't really understand the question. The entities are linked

Re: [hlcoders] Post your code!

2008-06-14 Thread Garry Newman
I'd glady share some of my code if anyone wants to know how I do something specific in GMod. (Bear in mind that pretty much all of GMod is scripted via Lua). garry On Sat, Jun 14, 2008 at 10:29 AM, Tom Edwards [EMAIL PROTECTED] wrote: Do you have any code lying around that might be useful to

Re: [hlcoders] Source SDK Base OB needs updating?

2008-06-12 Thread Garry Newman
I'm getting this too. Recompiling with the particles.lib in the SDK doesn't fix it. I think it's causing problems with the Hunter NPC. The particle trails don't show up, but there's particles at 0,0,0 that never go away and cause sub 5fps when looking at them after a while. Anyone fixed it?

Re: [hlcoders] gravity gun help

2008-06-07 Thread Garry Newman
In multiplayer when you pick up an object it creates a clientside version of the physics object, for prediction. A lot of things (like props) don't have a clientside version of the physics objects, so it wouldn't really collide with them. The only real good way around it is to disable the

Re: [hlcoders] Havoc Physic Engie (No-Charge version)

2008-06-03 Thread Garry Newman
Hasn't PhysX always been free? My only real turn off with PhysX is having to install drivers to use it. garry On Tue, Jun 3, 2008 at 7:36 AM, Dominik Tugend [EMAIL PROTECTED] wrote: http://tryhavok.intel.com/ Wonder if we'll see it in HL1 mods, heh. Don't know if NVIDIA's PhysX will do

Re: [hlcoders] Changing the players Velocity?

2008-05-29 Thread Garry Newman
: Garry Newman [EMAIL PROTECTED] Sent: Monday, May 26, 2008 3:01 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Changing the players Velocity? I think all you need to do is remove the ground entity. I can't remember the exact function

Re: [hlcoders] Proper mod versioning?

2008-04-12 Thread Garry Newman
Hah, was that message stuck in your outbox for a few months? garry On Sun, Apr 13, 2008 at 1:15 AM, [EMAIL PROTECTED] wrote: Well Valve dodges the issue entirely because Steam enforces client updates prior to the client HL2 even being launched. If there was no client/server mod version

Re: [hlcoders] Impact Callback crash ( Orange Box Engine )

2008-04-11 Thread Garry Newman
You didn't have cars driving about when this happened did you? garry On Fri, Apr 11, 2008 at 8:51 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: They are pretty busy guys so I imagin they wont have the time. The mailer is the best connection to them imo. This is also a Multiplayer mod, I'm not

Re: [hlcoders] Impact Callback crash ( Orange Box Engine )

2008-04-11 Thread Garry Newman
cause/solution. garry On Fri, Apr 11, 2008 at 10:33 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: Every time its happened to me a jeep or a jalopy was is the map, either with a driver or no driver. On Fri, Apr 11, 2008 at 1:10 PM, Garry Newman [EMAIL PROTECTED] wrote: You didn't have cars

Re: [hlcoders] Projected texture bug

2008-04-05 Thread Garry Newman
Your best bet is probably to increase the size of the shadow textures. If you think it's worth it. The only other way to fix it AFAIK would be to edit the shader, but what you'd gain in accuracy you would lose in z fighting looking crap all over the place. garry On Sat, Apr 5, 2008 at 9:54 PM,

Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Garry Newman
This is one way to do it. Although the best way is to edit the bone matrices so it's bigger. I can't remember the exact function but if you really want it I'll get it. I think you could technically increase the size of the physics, by building a new physics object. But I don't know how fast this

Re: [hlcoders] How do you change camera Render Target's resolution?

2008-03-11 Thread Garry Newman
It's created in engine. I'm pretty sure that you can re-create it, with the same name, and it'll still work. Although when you resize it the monitors in levels will get all messed up. garry 2008/3/11 [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- I have been trying to

Re: [hlcoders] how to create floating labels over entities?

2008-02-27 Thread Garry Newman
I have some code knocking about to place the camera so you can draw VGUI in the world easier if anyone's interested. The fonts look like total shit though. It's pretty much exactly the same as what the vgui screen thing does. garry On Wed, Feb 27, 2008 at 9:02 PM, Tony omega Sergi [EMAIL

Re: [hlcoders] Vehicle crashes on Orange Box?

2008-02-22 Thread Garry Newman
that I noticed the most were when objects/npcs would be killed before physics force was applied, and fixed that by just moving the physics force application before the damage. On Wed, Feb 20, 2008 at 2:29 PM, Garry Newman [EMAIL PROTECTED] wrote: Yeah, but that's no real use at all

Re: [hlcoders] Vehicle crashes on Orange Box?

2008-02-20 Thread Garry Newman
, Feb 20, 2008 at 4:15 AM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] We do have the jeep, airboat, jalopy in our mod and we haven't noticed any crashes other than some simple crashes related to vehicles in MP. On Feb 19, 2008 6:58 AM, Garry Newman

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