Re: [hlcoders] Anaglyph Shaders

2010-11-09 Thread Julian Moschüring
They are using a 3d source in the example of your link. It looks like a side by side texture containing the left and right eye images. The line tex.x = tex.x +0.5 after the first sample is taken switches to the second image on the same texture to take the right eye's sample. As Alexander said

Re: [hlcoders] Game Content

2009-05-14 Thread Julian Moschüring
-You only included small amounts of Valve's copyrighted works Nice reasoning, so if I go into a shop and only steal eg a part of a computer thats okay? :-) I think you should mount the CS:S content because you have to make sure the users who use your mod own the right to have the models you

Re: [hlcoders] Game Content

2009-05-14 Thread Julian Moschüring
was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 2:57 PM Subject: Re: [hlcoders] Game Content

Re: [hlcoders] Game Content

2009-05-14 Thread Julian Moschüring
the .GCF I was mounting. Might be fixed though, but still. - Original Message - From: Julian Moschüring ar...@gmx.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 14, 2009 2:57 PM Subject: Re: [hlcoders] Game Content -You only

Re: [hlcoders] HUD_Image. Using Alpha

2009-04-24 Thread Julian Moschüring
DrawSetColor should work. Does your vmt contain this line? $vertexalpha 1 Garion Hystek schrieb: Basicly im using a .VTF that is basicly like the health system in cod4, when you get really hurt the redness appears around your screen. Basicly i have the image linked to the players health,

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-25 Thread Julian Moschüring
Pdb files should not be related to build errors, they are only used for debugging and are normally not shipped. By default VS2008 creates (different) pdb's for both debug and release builds. Looks like you are missing some library imports in the debug project configuration? Matt Hoffman

Re: [hlcoders] Blending and fog

2009-02-28 Thread Julian Moschüring
This clearly is the wrong list, hl2 modding only. However, it's not fully clear to me what your rendering passes are. You draw the fully lit geometry and then modulate it by a second pass using your lights and untextured geometry? Try the following: glDisable( GL_FOG ); DrawFullyLitPassHere(

Re: [hlcoders] Blending and fog

2009-02-28 Thread Julian Moschüring
Did you try what i said? Should work in your order too: glDisable( GL_FOG ); DrawLightmaps( ); glEnable( GL_FOG ); glBlendEquation( GL_FUNC_REPLACE ); glBlendFunc( GL_DST_COLOR, GL_ZERO ); DrawLitUntexturedHere( ); Andrew Lucas schrieb: Ah, sorry. I thought hlcoders wasn't cut into different

Re: [hlcoders] Blending and fog

2009-02-28 Thread Julian Moschüring
Oups, this should be correct. glDisable( GL_FOG ); DrawLightmaps( ); glEnable( GL_FOG ); glBlendEquation( GL_FUNC_ADD ); glBlendFunc( GL_DST_COLOR, GL_ZERO ); DrawUnlitGeometry( ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); -- This way the second pass will set the destination to d1 =

Re: [hlcoders] Blending and fog

2009-02-28 Thread Julian Moschüring
No, OpenGL, ot Tobias Kammersgaard schrieb: Is this GoldSrc or am I just really hungover? /ScarT 2009/2/28 Andrew Lucas andrass1...@hotmail.com I thought your wrote GL_FUNC_REPLACE by mistake, because I couldn't find any references of it at all, so I tried using all the others

Re: [hlcoders] Blending and fog

2009-02-28 Thread Julian Moschüring
Ouh, you render a light map and than the textures with dynamic lights? Multiplying the light map with the dynamic light geometry will not add the light as intended. An easy solution would be: glBlendEquation( GL_FUNC_ADD ); glDisable( GL_FOG ); DrawLightmaps( ); glBlendFunc( GL_ONE, GL_ONE );

Re: [hlcoders] Flight controls problem

2009-02-27 Thread Julian Moschüring
http://en.wikipedia.org/wiki/Gimbal_lock Garry Newman schrieb: 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,

Re: [hlcoders] Steam, vista and UAC

2009-01-20 Thread Julian Moschüring
I guess because its running as a windows service Steam Client Service in vista? archy Original-Nachricht Datum: Tue, 20 Jan 2009 23:38:08 +0900 Von: Mark Chandler lo...@iinet.net.au An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: [hlcoders]

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp. GetActiveWeapon always returns the active weapon of the local player. The owner will always be the local player and you use this weapon as the destination of the muzzleflash - every muzzleflash will be send to the

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
:41 +0200 Von: Julian Moschüring [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue As I said. Look at the definition of GetActiveWeapon in c_basecombatweapon.cpp. GetActiveWeapon always returns the active

Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Julian Moschüring
Debug it? Original-Nachricht Datum: Sat, 11 Oct 2008 00:00:03 +0100 Von: Luke Smith [EMAIL PROTECTED] An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Muzzle flash issue Hmm this is odd. The enemy's eject brass is working

Re: [hlcoders] Altering the Vanishing Point

2008-06-26 Thread Julian Moschüring
for. - Archy Torben Schou wrote: When I set OffCenter to true and set all the offsets to 0, it stops rendering the world, but still renders the player weapon. Do you have any thoughts on how these variables are meant to be properly used? Cheers Torb --- On Wed, 25/6/08, Julian Moschüring

Re: [hlcoders] Altering the Vanishing Point

2008-06-25 Thread Julian Moschüring
Sounds like you want to implement support for something like this: http://www.youtube.com/watch?v=Jd3-eiid-Uw I don't think that there is a vanishing point you just have to change implemented in the sdk. You will propably have to mess with the projection matrix yourself. -archy Justin Krenz

Re: [hlcoders] Altering the Vanishing Point

2008-06-25 Thread Julian Moschüring
It seems to me CViewSetup's OffCenter is offering enought to do what you want. You will have to set m_flOffCenterTop m_flOffCenterBottom m_flOffCenterLeft m_flOffCenterRight of CViewSetup too, when using OffCenter. -archy Julian Moschüring wrote: Sounds like you want to implement support

Re: [hlcoders] RE: [hlcoders] Too many verts for a dynamic buffer (2679124576) Tell a programmer to up VERTEX_BUFFER_SIZE.

2008-01-30 Thread Julian Moschüring
Well, citadelpart8.mdl from ep2 has 28000 polys and gives the same error message in hammer: Too many verts for a dynamic buffer (4146824576) Tell a programmer to up VERTEX_BUFFER_SIZE. But it's in game so I guess it is only a limitation of hammer. The model will propably load if set at runtime.

Re: [hlcoders] Proper mod versioning?

2007-11-22 Thread Julian Moschüring
Most recent example would be Garry's Mod. Valve gets money, the mod community gets more popular, the sdk improves... everyone is happy. Where is the point of this discussion? Adam Maras (memzero) wrote: It wasn't on the Source engine a long time ago. It also wasn't owned by VALVe a long time

Re: [hlcoders] Re: Help with server crash please

2007-11-22 Thread Julian Moschüring
Well, the main crash is pretty oblivious: PhysicsMarkEntitiesAsTouching is called with other set to null, it then calls the member func PhysicsMarkEntityAsTouched of other which is bd and should never happen. I think bloodykennys right, you removed the null check somewhere. The passed

Re: [hlcoders] Re: Help with server crash please

2007-11-22 Thread Julian Moschüring
Well, the whole call stack is inside the server.dll, so if this problem is not caused by something you did you should still be able to fix it or work around it. Why don't you try the last thing I proposed? You should create an assert in PhysicsMarkEntitiesAsTouching for other and try to debug

Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring
For me starting the model viewer and keep it running while compiling models solved this problem. -Archy [EMAIL PROTECTED] wrote: Hi list! this is probably a question for valve, but maybe one of you has hit it before. I'm trying to compile a new model, but studiomdl keeps crashing on me:

Re: [hlcoders] Model compile error

2007-11-17 Thread Julian Moschüring
I do not think that this is caused by a bad qc. It propably only happens if you use the ep1 compiler. If the model viewer is started before compiling anything works fine. It happens eg for this qc which is a sample of noasis: $modelname skeleton\Skull.mdl $cdmaterials models\skeleton

Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-16 Thread Julian Moschüring
With the new update everything works. Thanks! Julian Moschüring wrote: Hey! WITH -engine ep1: - in-hammer browser works for counter-strike source - in-hammer browser crashs without errors for half-life 2 I currently do not have ep1 installed thus i could not try it or perhaps

Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-15 Thread Julian Moschüring
Hammer is working now without Advisor fix but the vgui model viewer is still broken. Hammer shuts down without any messages when I try to start the model viewer. Why does the source sdk news link in steam always give me Source SDK Update from September 14 in 2006 when the sdk is updated? And

Re: [hlcoders] EP1 Hammer internal model browser crashing hammer

2007-11-15 Thread Julian Moschüring
Hey! WITH -engine ep1: - in-hammer browser works for counter-strike source - in-hammer browser crashs without errors for half-life 2 I currently do not have ep1 installed thus i could not try it or perhaps this is the problem? WITHOUT -engine ep1: - in hammer browser works for Portal (only ep2

Re: FW: [hlcoders] Server address

2007-10-30 Thread Julian Moschüring
Because of the name i guess the cvars hostip and hostport are containing the data you are searching. const ConVar *hostip= cvar-FindVar( hostip ); const ConVar *hostport = cvar-FindVar( hostport ); -archy Janek Le_Vert wrote: -- [ Picked text/plain from multipart/alternative ] I wanted to

Re: [hlcoders] bug when sprite is missing?

2006-02-10 Thread Julian Moschüring
No, i debugged, modelinfo-GetModelType( GetModel() ) returns mod_studio Aaron Schiff schrieb: -- [ Picked text/plain from multipart/alternative ] It doesn't have to be a mod_studio to trigger that assert...that assert happens if the model isn't a sprite...which it isn't...instead it should be

Re: [hlcoders] reading/restricting binds HL1

2006-02-10 Thread Julian Moschüring
it says [hlcoders] not [hl2coders] Jason Houston schrieb: -- [ Picked text/plain from multipart/alternative ] reading/restricting binds HL1 Aren't we a little off-topic :O -- Draco -- ___ To unsubscribe, edit your list preferences, or view the

Re: [hlcoders] Fall Damage

2006-02-05 Thread Julian Moschüring
CMultiplayerRules::FlPlayerFallDamage - calculates the actual damage depending on the velocity CMoveHelperServer::PlayerFallingDamage - calls FlPlayerFallDamage and gives the result to: CBasePlayer::TakeDamage -archy Gus schrieb: Does anybody know where Fall Damage is located for HLMP SDK ?

Re: [hlcoders] Mod Version filter on ServerBrowser?

2006-01-16 Thread Julian Moschüring
Hey, cool! I will use it! :-) Sounds great. Exactly what you all wanted. By the way: I like steam ... no more where can i get this or that version on lans. Josh Matthews schrieb: -- [ Picked text/plain from multipart/alternative ] I don't think Vapour is ever going to become very popular.

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

2006-01-07 Thread Julian Moschüring
hey, so, you only want to graphically simulate WLan AdHoc networks with the source engine and make the physical communication and the osi layers visible without attaching the graphics to any real communication? Just for presentation purposes? Sounds funny, I want to see it when it's finished :-)

Re: [hlcoders] Cannot convert parameter error c2664.

2005-10-31 Thread Julian Moschüring
Hey! GetAbsOrigin is a function. By using it without parantesis you pass a pointer of this function which is of type 'const Vector (void) const' which is wrong. Use ... gEntList.FintEntityByClassnameNearest( path_corner, GetAbsOrigin( ), 0 ) ... then you pass the result of the function call

Re: [hlcoders] Cannot convert parameter error c2664.

2005-10-31 Thread Julian Moschüring
Oups, the 'second' problem :-) ... CGrenadePathfollower::Launch expects a string_t as second parameter. If you look through the code you will see that the Launch function calls FindEntityByName by itself passing to it your string (gEntList.FindEntityByName( NULL, sPathCornerName, NULL )). It