Re: [hlcoders] steam issues

2006-06-07 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] They tend to come out for really good questions, or pedantic bug reports (coughbloodykennycough :D) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] FW: Source Beta Engine Released

2006-05-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Sure, while we are all speaking for ourselves. Tjoppen and I at BG2 are more than willing to take time to merge code if it means reductions in the sort of bugs the SDK comes with. Also, a request for when you do actually release it. The blank

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

2006-04-27 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I think MSVC tries to be a little too freindly sometimes :) My C lecturer had a laugh when I said that the compiler initilises everything to 0 :D Oh well, in most cases that's not a bad thing to have, but it would promote some bad habits if you

Re: [hlcoders] Is there an easy way to get an entity list client side?

2006-04-25 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Is this for specific types of entities? For BG2 I was using messages to change hud data, Tjoppen used this instead // Global list of client side team entities CUtlVector C_Flag * g_Flags;

Re: [hlcoders] CUtlVector

2006-04-21 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] CTetherHook::m_hookList; So, every tether hook has an unique list of hooks? -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] The Wall Bug of KZMOD

2006-04-13 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] They released a BETA, calm down ;) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It's just geometry. Ever since I worked on it(I did a slowdown when you land, kinda like CS, but I added friction to do it, so players don't slide when they land(big problem on their really difficult jumping puzzles)) there has been some friction

Re: [hlcoders] Transfering Values from Client to Server

2006-04-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] That is how you do it. You should now be able to access the weapons m_bCurrentSpellType variable just like you do on the server via tthe client class. -- Draco -- ___ To unsubscribe, edit your list

Re: [hlcoders] Are we ever going to get an update for VS2005?

2006-04-06 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I was expecting a SDK update when DOD:S came. Right now it's been a good 11 months since we had an update to the source code. I want this update so I can put the BG2 code in it and see if it fixes a few problems we have with the current sdk. --

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] btw, Tjoppen looked at that line you changed and said Isn't that just like currentspeed = mv-m_vecVelocity.Length();? I tried it, and sure enough, it works the same. wall speed is gone :) thanks -- Draco --

Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] This might sound lazy, but can you see about digging that up and linking it here? I'll go digging for it myself tomorow. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] RE: hlcoders digest, Vol 1 #2428 - 5 msgs

2006-03-27 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It's amazing the amount of people we get here asking to get taken off the list, when the Gnu mailman link is right down the bottom of each message (or no less than 13 times during the digest you just posted at us). Just enter your email address

Re: [hlcoders] The Wall Bug of KZMOD

2006-03-27 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] So the wall movement thing didn't change things? Has kaos even tried it yet? Using a variation on the line omega posted last week(i sent you the whole thread) i got rid of the speed increase in bg2. -- Draco --

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-23 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ To unsubscribe, edit your list preferences,

[hlcoders] speed increase when walking along walls, any fixes?

2006-03-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Hi, everyone would of no doubt noticed that running against a wall(strafing and moving forward works best) makes you run really fast. If anyone has played kreedz climbing yet(I used to code for it) you might of noticed moving against walls is

Re: [hlcoders] speed increase when walking along walls, any fixes?

2006-03-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] my guess would be in gamemovement.cpp where i made the changes to the movement code. I don't have access to kreedz climbing's code anymore, but ill pass that to soulfather -- Draco -- ___ To

Re: [hlcoders] filesystem_steam.dll cant load

2006-03-15 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] LOL, gmail collapses all the directly quoted bits, so I didn't actually have to scroll down to read what you said :) But yeah, really long :o I always cut off the quotes and only keep a sentence or 2 that are relevent to my response. I'll keep

Re: RE: [hlcoders] Meetup at GDC?

2006-03-10 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I wish I could go to that, but I'm in Queensland :( It's in Melbourne, right? -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] players falling out of DM maps

2006-03-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] BG2 used to crash when there was too many telefrags at once. Falling out of maps is a issue with badly placed spawn points(usually the bottom of the player sticks through the displacement and falls through). Also, HL2DM doesn't have lots of

Re: [hlcoders] Question about custom weapon sounds..

2006-03-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Wierd. Are you adding that sound script to the existing HL2 sound script files? Make sure to extract them all from the GCF. This ensures that you don't get some kind of incompatability. Maybe the engine isn't finding your weapon_sounds file? --

Re: Re: [hlcoders] Round Restarting Players

2006-03-07 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It is working very well in HL2DM actually :/ -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [OT] [hlcoders] Overlay Text

2006-03-02 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Yeah, I'm tempted to unsubscribe for a week or so just to dodge this crap again. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] RE: hlcoders digest, Vol 1 #2380 - 2 msgs

2006-02-26 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] In fact, if you hadn't noticed, it's said no less than TWELVE times in that digest you just posted. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Animation issues

2006-02-24 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It's nothing to do with the model, the blank SDK does it(that's what you are using isn't it?). When I was stuffing about with that SDK, I ported some old HL1 models from my first mod to it, the shotgun had the wierd animation skipping problem

Re: [hlcoders] HL1 Source Multiplayer

2006-02-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] It would be exactly the same leap we have been taking with HL2DM. If you want something close to HL1 in source, the blank SDK is excellent, boasting the old skool ladders, quakeish movement and a shitload of intentional bugs :) The bugs are all

Re: [hlcoders] HL1 Source Multiplayer

2006-02-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] You are right though, it won't bring any advantage, you'll have to code it through the existing sdk's. I just want to play it, that gauss gun was the best gun any game had :D -- Draco -- ___ To

Re: [hlcoders] Lasergun

2006-02-21 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] In quake2 the railgun had an effect that was just a whole shitload of sprites arranged in that awesome spiral pattern along the traceline used in firing. Wow, that sounds like a particle system doesn't it? It would be easy to replicate that

Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] If you add lots of the SDK bots to a server, especially an listen server you get a hell of a lot of CPU related lag as you strugle to process all of them. This happens in other games too. If all else fails do what the Brainbread team did, if no

Re: [hlcoders] WIKI: Creating A Custom Menu Screen

2006-02-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] A step in the right direction Kamran, excellent work. I'm more worried about changing the style of the dialogs, but I may have to try this for BGII -- Draco -- ___ To unsubscribe, edit your list

Re: [hlcoders] vgui2.dll

2006-02-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Thanks Alfred, any iterfaces youcan provide us would be great :) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: Re: [hlcoders] Round Restarting Players

2006-02-18 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] as you can see from this part MapEntity_ParseAllEntities( engine-GetMapEntitiesString() , filter, true); // print a message to all clients telling them that the round is restarting UTIL_ClientPrintAll( HUD_PRINTCENTER, Round

Re: [hlcoders] MainMenu commands

2006-02-18 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] those commands are VGUI commands and are handled by gameui.dll Yeah, I want to redo the whole HL2 sci fi grey look and put in something more in theme with the rest of my mod, but we have no control over that. I wish I had the engine licence ;) I

[hlcoders] Masking hud textures

2006-02-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I have been having trouble with the VGUI2 code for the HUD. On my mod's HUD we have 2 bars, stamina and health. The bars are these little vials of liquid. The thing is, I can't get it to draw like it did in HL1. In the hl1 version we would mask

Re: [hlcoders] Masking hud textures

2006-02-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Ok, I'll try that tomorow, though when I looked at CHudTexture that wasn't a member, I'll have to find another container for my base texture I think. -- Draco -- ___ To unsubscribe, edit your list

Re: [hlcoders] Round Restarting Players

2006-02-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Can you paste a snippet, we can't see how everything interacts. Whatever needs reseting would probably be reset when you respawn the players(you do that, right? not just teleport them?). If not, take a look at all the checks on those things, and

Re: [hlcoders] Masking hud textures

2006-02-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I use that currently, but I can't get it to crop the top, only crop the bottom. int w,h; int ystart = GetTall() - m_Base-Height(); m_Base-DrawSelf(0,ystart,ColourWhite); int healthheight = player-GetHealth()* 1.05; int healthy =

Re: [hlcoders] Round Restarting Players

2006-02-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I can't see what's wrong with it :/ Are you keeping something or not keeping something you should be keeping? -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Newbie...

2006-02-11 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Yes, and remember to start small. Get the sample plugin from the SDK to print text, take commands. Just play around with it untill you get the hang of it. This list and the forums Botman linked are filled with lots of helpful and experienced

Re: [hlcoders] How to developing plugins in vb.net?

2006-02-10 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] MSVC 7.1, other probly won't compile without problems. The next code release, which needs to hurry up, will bring msvc 2005 support as well. -- Draco -- ___ To unsubscribe, edit your list preferences,

Re: [hlcoders] VGUI2 Masking

2006-02-09 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I would like to know how to do this too, at present BGII's HUD has a really crappy looking method of making the health bar rise and fall, we need to mask the bit we want gone. I found that the old HL1 EnableScissors function was missing, so I

Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Look for the variable for whether you are zoomed or not, if you have trouble finding it, look for the function that handles the zoom key(theres a file for imput isn't there? search for the command name the zoom key is bound to). You should be

Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Well, there must be more checks to it, also check out the hud element for the zoom as well. This sort of thing could be hidden all over. If you get reallly fed up with it, make a zoom yourself, with SetFov and maybe some sort of scope effect.

Re: [hlcoders] Anybody got a CS:S player model into HL2:DM?

2006-02-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Take a look through the code for mentions of the activity names and sequence names of the hl2dm models, change them to css ones. -- Draco -- ___ To unsubscribe, edit your list preferences, or view

Re: Re: Re: Re: Re: [hlcoders] HL2MP:SDK - Fire while Zoomed

2006-02-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] The other coder, Tjoppen, was the one who did that, here's a paste of the function that handles it http://www.rafb.net/paste/results/roN7bD43.html it all seems to be done in MuzzleFlash_Pistol_Shared, but the code is available if you want to

Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] This is ridiculous, because a 9mm pistol round has considerable muzzle drop beyond that range and must be compensated for by elevating the barrel and aiming with utmost care simulating bullets in games is easy, replace the traceline crap with a

Re: [hlcoders] Round Timer/Map Reset

2006-02-02 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Do you mind if I use that map filter code in BGII? We were looking for a way to reset round anyway, and I thought we'd have to reset every entity individually :/ -- Draco -- ___ To unsubscribe, edit

Re: [hlcoders] Vectorized Aiming

2006-01-31 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] of course, you play any light gun game and you can see how shooting at the hip might work, but to get any kind of accuracy, especially with moving targets, you need to shoot properly. Note that when you 'shoot from the hip' you still move your

Re: [hlcoders] First Person Spectator

2006-01-30 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] This is a bad one D: A few of BGII's players have gotten kicked because an admin has looked in spectator mode and seen them shoot somewhere they appear not to be looking(we are missing the up/down angle) xD It's just a missing network variable

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] You're right about having to be looking the same way as the gun, you pretty much have to make the gun part of you, or you will miss every time. This sort of aiming system you are talking about would feel more at home on a console system or

Re: [hlcoders] audio code needed

2006-01-28 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] The target ID hud panel could be easily modified to play a sound for each monster. If not, it's just a matter of firing a traceline, then checking what you hit, then making the sound play for each entity you hit. -- Draco --

Re: [hlcoders] Steam SDK dosnt work with Windows XP x64???

2006-01-28 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] If it all downloaded, you could extract it with GCFScape http://nemesis.thewavelength.net/index.php?p=25 -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] SDK - Fatal Error

2006-01-28 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Or you could just repeat it. Anyways, the problem is being looked into, and is being dealt with one tool at a time. The beta sdk is supposed to work better or something though. I wouldn't know how to fix this, as I only use HLMV, Hammer,

Re: [hlcoders] Not code, but need help

2006-01-24 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] My solution to the problem was unistall DOD:S, but the better one is just play windowed(I didn't think of that one! I might have to grab it again) -- Draco -- ___ To unsubscribe, edit your list

Re: [hlcoders] Respawn

2006-01-22 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] You could EF_NODRAW them, then remove that a second or 2 after they spawn. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Listen server fix?

2006-01-21 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] No it won't, this is a steam issue it seems, as it affects both the HL engines. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Source SDK Update Released

2006-01-18 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I'm with Adam on this one, I have been waiting for too long for the new code sdk's. I was expecting them right after DOD:S, then Lost Coast came out. So please, a guesstimate on that would be great. Put us out of our misery here. -- Draco --

Re: [hlcoders] Source SDK Update Released

2006-01-18 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] That's the worst estimate I've heard yet, you are probably right too :( I just want to benefit from any bug fixes the HL2DM sdk has. -- Draco -- ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] Source SDK Update Released

2006-01-18 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Thanks for the update David. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Bullet Impact Smoke

2006-01-12 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Thanks mate! I was looking for where that was called for BG2, I want to try bigger and longer dust puffs like the HL1 version had(it was great for seeing where you missed :) ) -- Draco -- ___ To

Re: [hlcoders] Another Decal problem...

2006-01-12 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Is it possible to have a decal entity that you can move around? flashlight? RPG laser sight? are they still entities with a sprite as their model(e material I mean ;) ) -- Draco -- ___ To

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

2006-01-08 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I have thought about that too - sound or light are both waves, albeit in different areas of the spectrum. Actors can react to both, I think. Can I have sound without actually having anything heard? ultrasound or something? :) possibly, why

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

2006-01-07 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Learn the particle system inside out and you should be able to pull this one off. When your little entity does the take damage func spawn a system to have some pretty explosion looking effect. Other than that I think you are a madman and wish you

Re: [hlcoders] lag compensation optimization

2006-01-04 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] If you can get results from the blank one, stick with it, the hl2dm sdk is very bloated and has ALOT of hl2dm stuff that gets in the way. If you have something working already you should stick with it, your mod will load much faster and you will

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

2006-01-02 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Sorry, going backwards a little here, but about realism. I tend to stay away from that sort of gameplay, it bores me alot. Recently on the BG2 forums I have been fighting to keep anal realism out of what is generally a rather arcadish game. The

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

2006-01-02 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Aye, couldn't of said it better myself. I have been doing that during my time asone of the BG2 coders and have been scolded on the forums plenty for my apparent closed-mindedness. It does help to get some input though. I am always running little

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

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] as often as its neccessary, post on your site, post help wanted requests on moddb every few weeks if you have trouble with it. Also make any pleas for help look professional, Hi, my mod needs a modeler its going to be like cs but with better guns

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

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I just added a section on starting small and using your own progress in the mod to bring potential modders to your team, as well as why niche mods are hard to start and why to avoid starting one(DBZ mods and such, beleive me, they are hard :o). I

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

2005-12-29 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] hmm maybe, but go ahead and try it, if you can get a team going you will love it. But be warned! It is hard to stay on such a project, you feel obliged to stay true to the original and your creative freedom gets suffocated by the fans who will

Re: [hlcoders] This Steam account is being used in another location

2005-12-19 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] Ah good, I was trying to test Kreedz Climbing yesterday, and the one guy who could make a server we could see in the browser gave us all that error. I'll get him to install srcds then :D -- Draco --

Re: [hlcoders] New weapons system

2005-12-17 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] On 12/18/05, DrBob [EMAIL PROTECTED] wrote: ...many different hand and weapon model combinations can be used together without trouble... Submodels? That's how most mods used to do it. Changing the body of the model was 1 line in HL1, I'd

Re: [hlcoders] Latest HL1 SDK

2005-12-13 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] 2.3 is the latest, yes. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Latest HL1 SDK

2005-12-13 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] I'm sure they have thought about it already, I doubt it would happen. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: