Re: [hlcoders] Full screen postprocess
Any heads up as to what is in the update today? On Thu, 3 Mar 2005 15:52:01 -0800, Mike Dussault [EMAIL PROTECTED] wrote: I added a sample of this to the next SDK update (going out today). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dan Partelly Sent: Thursday, March 03, 2005 8:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Full screen postprocess This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, Is there any way to do full screen post process steps from the shader API ? Dan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Full screen postprocess
Can someone that does a merge let us know if it appears there are any bug fixes, or word from Valve. Always good to know what bugs can be checked off the list. On Fri, 4 Mar 2005 02:01:01 +, Ben Davison [EMAIL PROTECTED] wrote: It was just released. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
Well then obviously thunderbird is bloated ware as well, and all it does is read mail doesn't it? On Thu, 27 Jan 2005 02:42:21 +0100, Martin E.T. Misuth [EMAIL PROTECTED] wrote: Ben Davison wrote: And for original poster, steam is currently using 0 CPU and 2 megs of ram, it's not just a gui steam acts as an interface for a virtual filesystem aswell. Ok, so how do you explain following situtation ? http://steam.ethome.sk/steam.png If I open several Steam windows at same time (especially the ones with IE Control) I can get to even nicer nubers :). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam: Technology failure
Oh how sad, I remember using Kermit on dial-up BBS's back in the early 90's. Did you have to take me back there :) Anyway - on topic, I have no problems at all with steam running. Sicne they have fixed the slow load times on the SDK etc, it runs like a charm, and that is on a 1.6 Celeron laptop. I do however have 1GB of ram, and that definately helps! On Wed, 26 Jan 2005 20:42:50 -0600, jeff broome [EMAIL PROTECTED] wrote: On Thu, 27 Jan 2005 12:16:28 +1000, Grant Christensen [EMAIL PROTECTED] wrote: Well then obviously thunderbird is bloated ware as well, and all it does is read mail doesn't it? Hmmm, maybe Valve could scrap Steam and use Kermit instead? Check out the features: - Error-free file transfer. (whoo-hooo!!!) - Terminal emulation. (great for displaying those ASCII advertisements) - Script programming to automate complicated or repetitive tasks (hurray!, or something) Kermit can download a file in 36 seconds Kermit can upload a file in 21 seconds!!! It can transfer a mixture of text and binary files in a single batch. (holy shit, batman!!!, can Steam do THAT???) Yes, Kermit is the wave of the future. Get Kermit today... http://www.columbia.edu/kermit/kermit.html Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Font size selection
In my death.cpp displaying the player death messages I am using the weapon fonts that are used by the hud weapon selection boxes to display in the death notice. In my mod_textures.txt I have: g_grenade_projectile { font weaponIcons character k } How do I tell it which size of the font to use, as it is using a rather large one by default. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bad configuration in .sln
I am not sure if anyone has reported this before, but when you grab a clean checkout of the MP code from the SDK, one of the projects (can't rememebr if it was client or dll - not in front of it) has the intermediate directory for the Debug build set to use the Release directory. So your debug object files will go in with your release ones overwriting them, or getting confused about what needs rebuilding. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
What would be really good for futer updats would be an actual change log of what files have changed. this would be good bacuase I know that sometimes when doing a merge I lose track of if I have looked at all files or not. This would be a great check list to ensure all files have been merged. just something simply like: sdk_player.cpp + (means added) sdk_player.h -(means removed) player.cpp | - means changed Anyway, would be handy, not sure if your revision control system supports it. would also help find all of the changes you have made, unlike the current posts that just mention the major changes. Grant. On Wed, 19 Jan 2005 18:46:09 -0800, Alfred Reynolds [EMAIL PROTECTED] wrote: Refresh SDK content just updates the various tools and example content in the SDK. You need to Create A Mod to extract the new code. - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update Ben Davison wrote: I've run a diff on the old code and the new code, and for some reason it's coming up with no changes to the code. Did it say Copying Files. Please wait... for about 2 or 3 minutes right after you clicked on Play Games-Source SDK? I also did a Refresh SDK Content, just for fun. I got differences all over the place (first 2 files in cl_dll\game_control, NavProgress.cpp and NavProgress.h are new). There's LOTS of changes in sdk\nav_*.* Are you doing a Single Player MOD or Multiplayer MOD? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Slap assistance
Hi I am currently adding a slap command to my mod. I am good with coding and gameplay related stuff, hence having working scoreboards, team selection, war code etc, but am new to the graphics side of things. If anyone could give me some assistance with what would be the best way to do this it would eb appreciated. i have a slap function in SDKPlayer which recieves as input the amount of health to take. I would then like to make the player get slapped, thus moving up and away from their current position. similar to the way you teleported after exiting the jeep with the physics bug before that part of it was resolved. Thanks for any assitance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders