Re[2]: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-12 Thread Jeff 'Kuja' Katz
-Kuja, you said u were using the tutorial in your mod too but it worked, have you updated to the lastest sdk yet? did you try biding the toggletestmenu to a botton b and try it and work with the latest sdk? Amusingly, no. This SDK is old. Haven't merged the new stuff in yet. -Kuja mailto

Re: [hlcoders] about VGUI TOGGLEVISABILITY

2006-10-10 Thread Jeff 'Kuja' Katz
Oliver, FWIW, I followed that tutorial, and they show/hide just fine. -Kuja mailto:[EMAIL PROTECTED] Monday, October 9, 2006, 10:57:58 PM, you wrote: -- [ Picked text/plain from multipart/alternative ] Try changing this (cuts out a level of indirection): CON_COMMAND(ToggleTestPanel,NULL

Re[2]: [hlcoders] Alfred...

2006-08-01 Thread Jeff 'Kuja' Katz
Scuzzy, This list is for developers of modifications, not sever admins. Kindly direct your tech support to the creators of the third party addition. -Kuja mailto:[EMAIL PROTECTED] Sunday, July 30, 2006, 6:01:50 PM, you wrote: Charles Solar: Read the discussion, you can setup your gameinfo

Re[2]: [hlcoders] players falling out of DM maps

2006-03-09 Thread Jeff 'Kuja' Katz
at the invalid spawns and the player ended up respawning where they had 'died'. Our current solution (more of a hack) is to move the player up a set number of units and casting a traceline down to figure out where to really spawn. Is this a coincidence or is something funky up with source? -Kuja

Re: [hlcoders] SDK - Fatal Error

2006-01-28 Thread Jeff 'Kuja' Katz
Welcome to the list. Check out the archives for the answer to your problem. Hello Tigercubs74, Saturday, January 28, 2006, 10:49:32 AM, you wrote: -- -- [ Picked text/plain from multipart/alternative ] hi, I was advised to subscribe to Hlcoders as Valve dont supply sufficiant support

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

2006-01-07 Thread Kuja
Why would you use pressure waves as packet emitters? It'd be far, far more reasonable (and easier) to use sound. Source already has the capability to have sound refract off of buildings, be blocked, etc. You'd just need to modify it. It'd work much better - especially since wireless communication

Re: [hlcoders] Happy new year

2005-12-31 Thread Kuja
Aye, Merry New Year and Happy Hanukah *hic* Nick wrote: -- [ Picked text/plain from multipart/alternative ] HAPPY NEW YEAR! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

[hlcoders] Extra App ID set to 211, but no SteamAppId

2005-12-23 Thread Kuja
After the recent sdk update, I noticed that neither Hammer, nor Model Viewer or Face Poser work. Hammer runs, but cannot find any textures, all three yield the error message in the subject. I have confirmed this with the rest of my team. What's up? I realize that this isn't technically

Re: [hlcoders] Attn Valve, Minor Lost Coast Bug.

2005-10-29 Thread Kuja
And this has exactly what to do with HLCODERS? Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] You guys probably know about this, but I figured I'd post this just in case. The rope doesn't seem to be attached to the large chandelier in the church, although it swings

Re: [hlcoders] collision boxes latency

2005-10-04 Thread Kuja
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Might make a good read. Jean-René Bédard wrote: [ Converted text/html to text/plain ] Hi, We started our mod with the option (Start a mod from scratch) and we notice that in a multiplayer game, there is latency between the

Re: [hlcoders] RE: [hlds_linux] Engine update

2005-09-23 Thread Kuja
This was covered in the last discussion. In case you missed it: Valve does not want to have to field support issues related to third party addons that change the game experience unexpectedly. Instead of having a 'pure server' option, like quake et al, they've decided to nix addon support. I can

Re: [hlcoders] Odd Half-life 1 HLDS crash - help

2005-06-23 Thread Kuja
kenny wrote: Having somewhat of a funny time with a crash bug. This one is odd, it only crashes HLDS (linux or windows), but not listen servers. It occurs directly after a changelevel. After the text Spawn Server MAPNAME is printed to the server console, it simply segfaults with a jump to a

[hlcoders] Odd Half-life 1 HLDS crash - help

2005-06-21 Thread Kuja
, it's available at http://digitalpaintball.net/dpb22.exe (or dpb.tar.bz2). Thanks in advance for any insight you can provide. -Jeff 'Kuja' Katz Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit

Re: [hlcoders] Source SDK - Creating Map Entities - missing function?

2005-06-17 Thread Kuja
dogpile on the same opinion' on this list, and not as much dev help. The only thing you are doing is turning down the signal to noise ratio, which is going to get us that much more distant from valve. /rant - Jeff 'Kuja' Katz Digital Paintball

[hlcoders] Help debugging half-life 1 mod

2005-06-15 Thread Kuja
? This is .net 2k3 on XP SP2. Help. -Jeff 'Kuja' Katz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] To Valve: Developer Forewarning

2005-05-22 Thread Kuja
in Steam at the moment. -Kuja Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Player Leaning

2005-05-18 Thread Kuja
and rotate it ;) -Kuja Digital Paintball ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] HL1 problem - glitchy v_models

2005-03-24 Thread Jeff 'Kuja' Katz
Hey again, Thanks for the help, but, I double checked and that's certainly not the case. What else could be wrong? -Jeff 'Kuja' Katz Deadman Standing wrote: Sounds like server side code is making changes to the weapon animations instead of only client side making changes

[hlcoders] HL1 problem - glitchy v_models

2005-03-19 Thread Jeff 'Kuja' Katz
with other people. By glitch, I mean they randomly twitch around (position) or disappear (probably position). We've been unable to find the source of this bug, and any help (even where to start looking) would be much appreciated. Thanks in advance - Jeff 'Kuja' Katz Digital Paintball

Re: [hlcoders] sourcesdk.gcf question

2004-12-07 Thread Jeff 'Kuja' Katz
Ever tried debugging steam? Ever had a mod break when a minor update was slipstreamed? I don't like to bite the hand that feeds, but steam is *not* modder friendly. Yeah. -Kuja Teddy wrote: I, on the other-hand disagree. Steam has been lovely for me, and it offers lots to modders... maybe more

Re: [hlcoders] Anyone had such a problem?

2004-12-05 Thread Jeff 'Kuja' Katz
That's a video card memory issue. Looks like it's been overclocked (or the memory is just bad) -Kuja Vyacheslav Djura wrote: Hello hlcoders, I know this isn't a place to ask some questions, but I think it's the fastest way to tell Source programmers about the problem and interesting

Re: [hlcoders] Compile SDK under VS .NET 2002

2004-12-02 Thread Jeff 'Kuja' Katz
I had to pay money for them to install the software on my laptop. -Kuja Bob Aman wrote: It's actually quite easy to get VS for free if you're a comp sci/soft eng student. Many colleges will give away any software required to complete your courses. It's not hard to convince people that you need

[hlcoders] Browse Games

2004-08-05 Thread Jeff 'Kuja' Katz
Who administers the browse games (third party section) in steam? I'd like to get some of my mod's information changed. -Jeff 'Kuja' Katz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

Re: [hlcoders] (no subject)

2004-07-31 Thread Jeff 'Kuja' Katz
Thunderbird is better than the included mozilla email client. Andrew Foss wrote: I don't see any of the three changing soon, so our best bet is people switching to Mozilla and it's E-mail client. ___ To unsubscribe, edit your list preferences, or view

RE: [hlcoders] Planet Half Life ftp site change

2004-04-14 Thread Jeff 'Kuja' Katz
This was sent on [HOSTED-ALL] A few days ago :) -Jeff -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers Sent: Wednesday, April 14, 2004 1:32 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Planet Half Life ftp site change Just figured I would

RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread Jeff 'Kuja' Katz
Would you consider adding entities for Digital Paintball 2.1? :) -Jeff Katz Digital Paintball *** You Said *** Will Day may not get to adding them anywhere soon and I'd really like to have a working metamod for my mod. ___ To unsubscribe, edit your

RE: [hlcoders] CS:CZ Metamod

2004-03-23 Thread Jeff 'Kuja' Katz
This is a multi-part message in MIME format. -- Here you go, you want everything after trigger_teleport and before worldspawn :). I think you can use the same method on mp.dll :) -Jeff Katz Digital Paintball -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

RE: [hlcoders] pwd?

2004-03-13 Thread Jeff 'Kuja' Katz
I use outlook. The main issues with outlook are using IE to preview HTML mail, and the use of VBScripting, both of which I have disabled. Stupid programs are not the issue, its their stupid users. ___ To unsubscribe, edit your list preferences, or

[hlcoders] Possible Steam Bug

2003-09-25 Thread kuja
this? _ __ __ _ _ __ _ _ _ __ _ _ | |___ / _|/ _| ( ) |/ / _ (_)__ _( ) | |/ /__ _| |_ ___ | || / -_) _| _| |/| ' || || / _` |/ | ' / _` | _|_ / \__/\___|_| |_| |_|\_\_,_|/ \__,_| |_|\_\__,_|\__/__| Jeff 'Kuja' Katz |__/ Leader, Digital Paintball http://www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http

RE: [hlcoders] Weapon tracers

2002-10-19 Thread Kuja
Do you mean, like motion blurs? You need to be a bit more specific on what a tracer is :) -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Daniel Johansson Sent: Saturday, October 19, 2002 5:18 PM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] Rope attached to NPC?

2002-10-12 Thread Kuja
You need a better 2d artist, those chain sprites are atrocious -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders-admin;list.valvesoftware.com] On Behalf Of Georges Giroux Sent: Saturday, October 12, 2002 8:43 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Rope attached to NPC?

RE: [hlcoders] WON is really down?

2002-10-08 Thread Kuja
] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Kuja Sent: Tuesday, October 08, 2002 3:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] WON is really down? Heard of their new DCMA compatible os? Sounds like microsoft owns the internet and all the files on your computer, while making other os's

RE: [hlcoders] WON is really down?

2002-10-07 Thread Kuja
Heard of their new DCMA compatible os? Sounds like microsoft owns the internet and all the files on your computer, while making other os's illegal to me. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of sol.greyfox Sent: Monday, October 07, 2002 6:38 PM

RE: [hlcoders] MAP to DXF code

2002-09-19 Thread Kuja
Does anyone know some free dxf plugins or applets? Instead of screenshots I'd love to be able to give my visitors 3d interactive maps ;) -Kuja, Digital Paintball -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Cortex Sent: Thursday, September 19, 2002

RE: [hlcoders] More Drag and Drop vgui Probs

2002-06-27 Thread Kuja
I've had this sorta problem before, what you need to do is keep track of the mouse position, like, x / y and oldx oldy. then you move the button according to the difference between the two. Hope that helps -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of

RE: [hlcoders] Particle System

2002-06-26 Thread Kuja
the url is now http://nehe.gamedev.net because gamedev changed their hosting layout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Miguel Aleman Sent: Wednesday, June 26, 2002 7:20 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Particle System

RE: [hlcoders] Confusing bit of code in the HL AI

2002-06-07 Thread Kuja
Half-life advanced anyone? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Yacketta, Ronald Sent: Friday, June 07, 2002 10:25 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Confusing bit of code in the HL AI Yeah go Dyn, then in a few years put the

RE: [hlcoders] 1.1.0.0 SDK Question

2002-05-30 Thread Kuja
You know rocket arena q3? Multiple matches off one dedicated? Thats multi-serve. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Martin Webrant Sent: Thursday, May 30, 2002 11:22 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] 1.1.0.0 SDK Question

RE: [hlcoders] Half-life demo tools

2002-05-15 Thread Kuja
I would assume that if you really wanted complete control over the contents of a demo, you could script it so as it would be the same every time, much as madonion did for 3dmark. That way you wouldnt HAVE to edit the .dem file, you would know exactly what was in it, and in fact, you probably

RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Kuja
I'm running advanced server. The reason I have 4 gigabytes of ram is because I do some pretty intensive video encoding (I do video editing part time). This takes up MEGA system resources, especially ram. It just gets done that much faster. 4gb really isnt that much, I have a sun system downstairs

RE: [hlcoders] Re: triApi speed problems

2002-05-13 Thread Kuja
I have a nasty feeling you arnt going to like these results. I tested your mod on three machines over two operating systems and 3 types of rendering. I created a custom map for testing, you can get it here: http://www.planethalflife.com/kuja/testmap.bsp Test bed one: 1.5ghz Athlon

RE: [hlcoders] triApi again

2002-05-13 Thread Kuja
Dont do anything to it but add more particles and give it to me! I enjoyed testing it cuz it looked so damn sexy. More Particles! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Frazee Sent: Monday, May 13, 2002 10:42 PM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Kuja
I repeat: try it on a non-nvidia system. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris 'Tal-N' Blane Sent: Sunday, May 12, 2002 2:46 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: triApi speed problems Rainmaker's system = 700mhz, ge3,

RE: [hlcoders] Re: triApi speed problems

2002-05-12 Thread Kuja
Send it here also, I have a really awesome computer that should be able to handle anything Specs: 1.5ghz athlon tb, 4 gigs of ram, ATI Radeon 8500. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Chris Foss Sent: Sunday, May 12, 2002 8:12 PM To: [EMAIL

RE: [hlcoders] VALVe: Bug in the game filter screen

2002-05-10 Thread Kuja
*slaps mazor and john, but john moreso* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mazor Sent: Friday, May 10, 2002 5:12 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VALVe: Bug in the game filter screen *jumps into the convo quickly* *slaps

RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Kuja
Then you have astalavista, that releases the exploits before they are widely known, to help network admins and so on to fix them themselves. Releasing the source to an exploit is a double bladed knife ( see: dagger ). It may force people to fix the bug but it may also cause more harm in allowing

RE: [hlcoders] Anti-cheat code in mods

2002-04-28 Thread Kuja
these? You obviously arent very bright, and you still try to take credit for other's work. I posted them on the clientbot forum before you posted them here(because they are mine) http://clientbot.counter-strike.ru/forum/showthread.php?s=threadid=1227per page=15pagenumber=1 From: Kuja [EMAIL

RE: [hlcoders] Steam messes up Half-Life

2002-04-25 Thread Kuja
Yeah, and I dumped it for torque, and I must say the HL sdk is pretty friendly to teh n00blets -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Steven Guy Sent: Thursday, April 25, 2002 4:20 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Steam messes up

RE: [hlcoders] little app

2002-04-14 Thread Kuja
you can just call rundll32.exe with the api call when you are done -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Sunday, April 14, 2002 12:00 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little app Thx a lot Botman :) It works great

RE: [hlcoders] TGA Files in Menus

2002-04-12 Thread Kuja
since tgas are turned into a texture in memory (i am assuming) and *most* video cards only accept square textures and *most* can only do up to 512x512 *or less* it causes problems sometimes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Christopher

[hlcoders] So, valve is dead?

2002-04-03 Thread Kuja
Valve filed for chapter 11. :D ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] The Torque engine

2002-04-03 Thread Kuja
If anyone wanted to turn their HL mod into a retail game, I cant think of any better way than using Garage Games's Torque engine. Its cheap, and their support is fantastic. Just another option... :D ___ To unsubscribe, edit your list preferences, or

RE: [hlcoders] Rendering in Black and white.

2002-03-29 Thread Kuja
Wow-- I loved that game :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Scott Velasquez Sent: Thursday, March 28, 2002 12:30 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Rendering in Black and white. Is this in regard to the IDGA entry Pencil

RE: [hlcoders] Egon gun - Yellow beam or Blue beam?

2002-03-04 Thread Kuja
Its always been the same yellowish color of the halflife hud for me -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Cortex Sent: Monday, March 04, 2002 3:12 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Egon gun - Yellow beam or Blue beam? I use a

RE: [hlcoders] Good proxy/router software to host servers over?

2002-03-01 Thread Kuja
If you are using a hardware router, souch as the Linksys BEFSR41/BEFSR11/BEFSRU31, you can set an internal ip to be the 'DMZ' or 'DeMilitarizedZone' which allows you to host servers, it basically exposes the DMZ to the actual ip. -- Kuja -- www.digitalpaintball.net

[hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja
hidden setting I am missing? Jeff 'Kuja' Katz www.digitalpaintball.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja
info_player_start gamedll dlls\mp.dll gamedll_linux dlls/cs_i386.so trainmap tr_1 dpac. - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 5:42 PM Subject: [hlcoders] liblist.gam and the hazard course I have a multiplayer mod, and I decided I

RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja
was disabled wasnt last time i looked that might have been cs1.1 tho :/ soz dpac. - Original Message - From: Kuja [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, February 24, 2002 6:38 PM Subject: RE: [hlcoders] liblist.gam and the hazard course Is that retail cs or mod cs

RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja
users can still click even if its invisible. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Benjamin 'RirA' Rosenberger Sent: Sunday, February 24, 2002 4:41 PM To: HL Coders List Subject: [hlcoders] liblist.gam and the hazard course This is a

RE: [hlcoders] liblist.gam and the hazard course

2002-02-24 Thread Kuja
Just while poking around with my options I happened to notice that nowhere does it say what font they used for btns_main. After some probing, I found it to be TREBUCHET MS BOLD 16 PT WITH CRISP AA ;). Just thought that might be useful. Still no word on how to get the hazard course in without

RE: [hlcoders] Server Protocol for Half-Life

2002-02-23 Thread Kuja
I wouldnt think you would need any special hl server query to do this... If you want to find out its ping latency just ping it. Correct me if I am wrong. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Simon Rose Sent: Saturday, February 23, 2002 9:59 PM