Re: [hlcoders] Full screen postprocess

2005-03-03 Thread Grant Christensen
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

 --

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Re: [hlcoders] Full screen postprocess

2005-03-03 Thread Grant Christensen
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.


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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
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 :).


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Re: [hlcoders] Steam: Technology failure

2005-01-26 Thread Grant Christensen
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

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[hlcoders] Font size selection

2005-01-23 Thread Grant Christensen
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.

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[hlcoders] Bad configuration in .sln

2005-01-20 Thread Grant Christensen
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.

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Re: [hlcoders] SDK update

2005-01-19 Thread Grant Christensen
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?

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[hlcoders] Slap assistance

2005-01-18 Thread Grant Christensen
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.

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