Re: [hlcoders] Viewmodel skipping animation saga - continued

2006-05-08 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
On 1/16/06, Matthew Lewis [EMAIL PROTECTED] wrote:

 This is a very old problem -- One to which no solution has yet been
 found. The problem is with the viewmodel skipping and jerking in its
 animation playback. I traced the problem to the server and client
 fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate
 networked variables. In particular, the client sets these variables and
 then a short time later (lag time) the server also sets these variables
 since they are networked. The result is an animation skip/jerk.

 The obvious fix is to block the server from changing the value of these
 variables and let the client do the viewmodel animation independantly
 from the server. However, this is proving exceedingly difficult to do. I
 changed the viewmodel class's send table as follows:

 IMPLEMENT_SERVERCLASS_ST_NOBASE(CBaseViewModel, DT_BaseViewModel)
 SendPropModelIndex(SENDINFO(m_nModelIndex)),
 SendPropInt (SENDINFO(m_nBody), 8),
 SendPropInt (SENDINFO(m_nSkin), 10),
 // SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED),
 SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS,
 SPROP_UNSIGNED),
 // SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0,
 12.0f),
 SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED),
 // SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ),
 SendPropEHandle (SENDINFO(m_hWeapon)),
 SendPropEHandle (SENDINFO(m_hOwner)),

 // SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS,
 SPROP_UNSIGNED ),
 SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS,
 SPROP_UNSIGNED ),
 SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS,
 SPROP_UNSIGNED ),
 END_SEND_TABLE()

 As I understand the SDK docs, the ST_NOBASE should prevent the base
 class variables (namely m_flCycle, m_flSequence, etc. from
 CBaseAnimating) from being sent to the client. However, what I'm finding
 is that they are still get transmitted. I also tried |SendPropExclude(…)
 on the variables, but they are still getting sent to the viewmodel. The
 only way I found to stop the server from screwing with the viewmodel was
 to go into the CBaseAnimating class and strip m_flCycle, m_nSequence,
 etc. completely from the network variables list and remove the
 prediction completely. Arrgh.

 There has to be something that I'm missing, or something that isn't
 working as advertised. Any Ideas?
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My mod is also suffering from this problem. I e-mailed Matthew directly to
ask if he had gotten anywhere with this and his reply basically said he
could not fix this short of starting his mod again from a Half-Life 2 MP
modification (which does not have this problem). Yet he could find no
significant difference between them that could be related to this. The only
thing he could suggest is something that is triggering different code within
the engine.

He still suffers from this and so do I. The only solution I can see is
merging my mods code with the HL2DM source and that is a monumental task
from my view that is essentially fixing an error that Valve made with the
original source release (the Start your mod from scratch, which is still
available and I would not recommend be used by anyone now, but which was the
only option available to me at the time). So is it possible to get any
helpful input here?

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Re: [hlcoders] Command to Dip Gun

2006-04-26 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Yes, each weapon will need the activities ACT_VM_IDLE_TO_LOWERED,
ACT_VM_IDLE_LOWERED and ACT_VM_LOWERED_TO_IDLE.

On 4/26/06, Scott Loyd [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I dunno why your using a variable.  In your weapon base class just use
 pPlayer-IsSprinting().  Tell your animators to create a start_sprint, and
 a
 idle_sprint animation; setup your code to support this.  Disable attacks
 while sprinting (PrimaryAttack/SecondaryAttack, come to mind).

 *cough (nasty cold)*
 //also, probably best to do the following (why waste the cycles?)...
 ConVar nd_sprint_gun;
 nd_sprint_gun.GetInt();
 //instead of
 cvar-FindVar(nd_sprint_gun)

 On 4/26/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
 
  Hi!
 
  I am trying to find the correct command to dip the
  gun, like when you aim at a firendly NPC.
 
  The reason is when you sprint, the gun should not be
  used.
 
  I am also looking to try and force holster the gun if
  the diping wont work.
 
 
  What i have done so far is
 
  In basehlcombatweapon_shared.cpp
  CBaseHLCombatWeapon::WeaponShouldBeLowered i have
  added the concommand
 
  ConVar nd_sprint_gun( nd_sprint_gun, 0,
  FCVAR_CHEAT );
 
 
 
  Over in my sprint function I have done this
 
 
  if( pPlayer-IsSprinting() )
  {
  static bool bNDSprint = false;
 
  if( bNDSprint )
  {
  // Show gun
  // We stoped runing
  cvar-FindVar(nd_sprint_gun)-SetValue(0);
 
  }
  else
  {
  // Hide Gun
  // Sprint away
  cvar-FindVar(nd_sprint_gun)-SetValue(1);
  DevMsg(My gun should be lowered\n);
  }
 
  bNDSprint = !bNDSprint;
 
  //check if the gun is down or not
  if (cvar-FindVar(nd_sprint_gun)-GetInt() ==
  1);//is it down?
  else(
  cvar-FindVar(nd_sprint_gun)-SetValue(0));//well
  bing it up
  }
 
  Now if i use another command, like mat_fullbright -
  the convar works - but this convar wont drop my gun -
  infact i end up crashing in the lower state statment.
 
  The guns i'm working with are custom guns, all but the
  machinegun, that comes from hl2 - do i need to tell
  the modlers to add an animation event to them for the
  diping to occur?
 
  Any help is much wanted
 
  Thanks
 
  Adam
 
  
  My Website http://www.ammahls.com
 Lead Programer NightFall http://www.nightfallmod.net
Developer of CST and ZHLT 3.0 http://www.zhlt.info
   Team Lead - Prime - http://www.nigredostudios.com
 
  __
  Do You Yahoo!?
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  http://mail.yahoo.com
 
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Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.

2006-04-10 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Look at the way origins are scaled to a 2D screen space in
CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap

On 4/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Thanks guy, I have gone a different way and am just using a server side
 entity which works well.

 This is more a questions about maths theory than anything else, so I have
 the Vectors transmitting perfectly :D But making them usable on the HUD is
 making me scratch my head, at the moment I have this code which deals with
 the layout of the label element.


 //-

 // Purpose: Resizes the label

 //-

 void CBBHudPointer::PerformLayout()
 {
CHL2MPRules *pRules = HL2MPRules();
if ( !pRules )
   return;

Vector vPointer = pRules-m_vPointerPosition;
int x = vPointer.x;
int y = vPointer.y;

m_pWarmupLabel-SetPos( x , y );
 }

 Now even I can see why that is wrong, XY are going to be relative to the
 clients HUD not the entitys position. I currently have -no- idea on how to
 nake it useable for my purposes.

 On 4/9/06, Aaron Schiff [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  if you're using HL2MP sdk, you can define the player limits in
  src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp
  --
 
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Re: [hlcoders] Putting an entitys position on the hud with a graphic and other bonus questions.

2006-04-10 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
I just thought I'd note this will only work if you are trying to get a top
down position of the entity on the screen (assumed by how you assigned x to
x and y to y directly). But if your trying to draw the sprite at the
vector position on the screen I think GetVectorInScreenSpace will help
you.

On 4/11/06, NuclearFriend [EMAIL PROTECTED] wrote:

 Look at the way origins are scaled to a 2D screen space in
 CMapOverview::DrawMapPlayers() and CMapOverview::WorldToMap


 On 4/11/06, Benjamin Davison  [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Thanks guy, I have gone a different way and am just using a server side
  entity which works well.
 
  This is more a questions about maths theory than anything else, so I
  have
  the Vectors transmitting perfectly :D But making them usable on the HUD
  is
  making me scratch my head, at the moment I have this code which deals
  with
  the layout of the label element.
 
  //-
 
 
  // Purpose: Resizes the label
 
  //-
 
  void CBBHudPointer::PerformLayout()
  {
 CHL2MPRules *pRules = HL2MPRules();
 if ( !pRules )
return;
 
 Vector vPointer = pRules-m_vPointerPosition;
 int x = vPointer.x;
 int y = vPointer.y;
 
 m_pWarmupLabel-SetPos( x , y );
  }
 
  Now even I can see why that is wrong, XY are going to be relative to
  the
  clients HUD not the entitys position. I currently have -no- idea on how
  to
  nake it useable for my purposes.
 
  On 4/9/06, Aaron Schiff [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   if you're using HL2MP sdk, you can define the player limits in
   src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp
   --
  
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Re: [hlcoders] Why VectorNormalize?

2006-04-08 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Oh I see what Vino was getting at now. Indeed, that is odd. Especially with
Ryans tests.

On 4/8/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 Ryan Desgroseilliers wrote:

 I think a great many people seem to be ignoring his actual
 question/issue in order to add completely irrelevant details and
 digressions, or to defend Valve's coding practices against some
 perceived criticism that just isn't there. The suggestion that *every*
 use of Vector::Normalize() was a reassignment of the result back to
 the original vector is silly; just do a search of the 2.3 SDK and
 you'll find plenty of counter-examples.
 
 The member function from HL1 he's referring to, Vector::Normalize(),
 was a simple inline constant member function that has *no effect* on
 the vector it is called with. It has nothing to do with code speed and
 everything to do with reducing the quantity of code verbiage that
 needed to be written for quick, one-off uses of normalized vectors.
 Basically, it's a question of:
 
 Vector vecTempNormalized = vecUseful;
 VectorNormalize(vecTempNormalized); // can also use NormalizeInPlace()
 FunctionUsingNormalVector(vecTempNormalized, [...]);
 // Additional code requiring vecUseful in its original form
 
 versus
 
 FunctionUsingNormalVector(vecUseful-Normalize(), [...]);
 // Additional code requiring vecUseful in its original form
 
 With regards to speed, I did a quick test run using two stripped-down
 vector classes, with allocation being done before starting the time
 count and the test vector being kept constant to avoid the square-root
 causing a bias. The net result was that the global function method was
 only about 7% faster after 5000 loops of each. Given the amount of
 other stuff happening in the game, and the fact that the engine can
 use whatever method it wants, I suspect that the occasional call to a
 member function of this kind for expediency from the game DLL would
 have an utterly negligible effect on game performance.
 
 The advantage increases to about 11% if the vector is reassigned to
 itself instead of a separate variable, but [a] you can still (and
 should!) use NormalizeInPlace() for that, and [b] once again, it is
 overwhelmed by the amount of other stuff going on in the game. If you
 consider the direct passing as a function argument (i.e. the example I
 suggested above), the member function method is actually about 22%
 faster, and a bit lighter on memory.
 
 Adding a nonvirtual Normalize() function to the Vector class should
 not affect the vtables -- the function will have a valid address
 defined for any pointer to the class regardless of the object it
 points to (you can even call the function from a NULL pointer, with
 predictably undefined results), and its presence should not require
 additional storage. So yes, as Tony said you can probably add it
 without any problems.
 
 
 Ryan Desgroseilliers
 Project Director, Half-Life: Nightwatch
 
 
 WOW!

 Finally, somebody who understands me! A thoughtful, intelligent,
 relevant and useful response! I never thought one of those would appear
 from this thread.

 This is all good to know. I believed it's possible to add a Normalize()
 when Tony said it, but was too upset with all the cruft to say so. I'll
 be sure to put this information to good use.

 Still, none of this answers the original question about why the method
 was removed in the first place, but I suppose that's all academic now.
 It was probably removed by a misinformed Valve employee years ago who
 doesn't remember doing it. Either way, adding it back is no big problem.

 Thanks, Tony and Ryan.

 --
 Jorge Vino Rodriguez


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Re: [hlcoders] Send KeyValues from Panel, to Player (well weapon)

2006-04-06 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
To get information from my panels to the server, I made a command on the
player that is sent from the panel via engine-ClientCmd. You can setup a
message that calls a function whenever the listbox selection is changed, it
is called ItemSelected, and it passes the index of the currently selected
item in via keyvalues as itemID. You might need to look at the
vgui_controls.lib source to understand this better as there are no examples
in the sdk (afaik). Howevre, an example of message function usage is
OnTextChanged in CSpectatorMenu.

I don't think this is the best way to do it, but I couldn't find an
alternative when I wrote that stuff and it works well enough. :)

On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 hmm, basically what I have, is a panel, that has a list of objects,(well
 spells)

 So say that you select magic,
 I want it then to change a variable m_pCurrentSpell, which is on the
 weapon,
 to that current spell.
 m_pCurrentSpell, is an integer with a bunch of values, and depending on
 the
 value, then picks
 the spell. So all I want to do, is have my panel, change that value,
 depending on what is selected
 in my ListPanel.

 Does this explain more?

 And thanks for your help.

 On 4/6/06, Garry Newman [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Huh not sure I understand but:
 
  C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
 
  if (pPlayer)
  {
  pPlayer-GetActiveWeapon()
  }
 
  On 4/6/06, Michael Kramer [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   I have a weapon, in which you can select multiple things, using a VGUI
   Panel.
  
   After you select from this list, It needs to send the keyvalues of the
   selected item, back
   to the weapon and then , get the values from KeyValues.
  
   Basically the weapon calls
  
   engine-ClientCmd(ToggleSpellPanel);
  
   Which then toggles my panel.
  
   My panel then has a list, with added items,
  
   So basically what im wanting to know, is either how to send my Player,
  or
   Weapon, the Currently Selected Items, KeyValues, (Which I know how to
  get,
   just now howto send to player/weapon)
   .
  
   Any help would be greatly appreciated.
  
   Thanks
  
   -Kramer
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Re: [hlcoders] Why VectorNormalize?

2006-03-24 Thread NuclearFriend
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[ Picked text/plain from multipart/alternative ]
Probably because of the global function pointer that is used by
VectorNormalize to use the best performance method available (depending on
CPU), should not be used within a class. That would, I consider, be bad
practice.

On 3/24/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:

 Tei wrote:

 Theres the C version:
 
 float VectorNormalize (vec3_t v){
float   length, ilength;
 
length = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
length = sqrt (length); // FIXME
 
if (length) {
ilength = 1/length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
 
return length;
 }
 
 Quake 1 source:
 http://www.untitled-game.org/source/mathlibc.html
 
 Thats why return a float. Because is C code. And is the right thing
 for Think in C mode. But is the wrong thing for Think in OOP mode.
 So is right that Valve change this stuff.
 
 
 Nevermind.

 --
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Re: [hlcoders] GetClientConVarValue

2006-03-21 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Fixed now. ^_^

On 3/16/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Sorry...didn't think that over...what it doesn't call is
 ClientSettingsChanged:

  To elaborate, changes to cvars flagged with 'FCVAR_USERINFO' are not
  consistently triggering ClientSettingsChanged, nor are the changes being
  shown in engine-GetClientConVarValue(). This has also been happening in
  other mods, apparently. - Shyotl
 http://developer.valvesoftware.com/wiki/User:Shyotl21:31, 14 Mar 2006
 (PST)
 
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[hlcoders] Fakelag

2005-06-28 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
What is the fakelag command in HL2? I've used it before, but I can't seem to
remember it. That, or it was removed/renamed in a recent update.

Anyone got any ideas?

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Re: [hlcoders] People crying about changes to CS:S custom network protocol

2005-05-22 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
It does when you attack the Valve programmers, filling the list with
spiteful garbage, thinking because you are admins you should have total
control of the game. Your problems do not belong here because:

a) This list is for programmers of the HL and HL2 SDK and plug-in authors,
while others are welcome to read, don't expect help to flood to you
otherwise.
b) While the Valve programmers occassionally post on here, this is not their
main method of communication to the public. Most of the members of this list
are programmers of HL2 mods, we have no control over the API's or the
plug-ins you use. There are various other ways to contact Valve and/or
discuss your problems with a more suitable audience ie
http://list.valvesoftware.com/mailman/listinfo/hlds (which apparantly you
are already discussing it in, so why it was brought here I have no idea) or
even the Steam forums.

Your problems are not with the HL/HL2 SDK, but with the plug-in authors
themselves who you should try take your queries to. It is their
responsibility to update their plugin, not Valves responsibility to
accomodate their hacks. Changes like the ones that were made to MenuSelect
are very rare anyway.

On 5/22/05, Dagok [EMAIL PROTECTED] wrote:

 Says who? You have no business telling people who can and cannot post to
 the lists.

 The topic has been being discussed in several of the lists. The menu
 problem affects Server Admins the most...so yes we do have a say.




 - Original Message -
 From: Michael A. Hobson [EMAIL PROTECTED]
 To: HLCoders hlcoders@list.valvesoftware.com
 Sent: Saturday, May 21, 2005 9:53 PM
 Subject: [hlcoders] People crying about changes to CS:S custom network
 protocol


  First of all,
 
  No Server Plug-in author has now or ever had any business depending upon
  the network
  protocol for any mod they do not themselves control remaining unchanged
  over time.
 
  Secondly, I'll wager a few plugged nickels here that the vast majority
 of
  people pissing
  and moaning about the MenuSelect format change are not even server
 plug-in
  authors,
  but are instead server admins who were using somebody else's hack
 plug-in.
 
  If you aren't a programmer, you have no business posting to this list.
 
 
  Michael A. Hobson
  email: [EMAIL PROTECTED]
  (310) 344-3585 (cell)
 
 
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Re: [hlcoders] catching the OK click on the MOTD?

2005-05-22 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
http://list.valvesoftware.com/mailman/private/hlcoders/2005-April/013241.html

Simply send a ClientCommand call in the OnCommand or do it all client-side
and make the teammenu visible in OnCommand.

On 5/22/05, r00t 3:16 [EMAIL PROTECTED] wrote:


 Sorry if this was asked before...
 I am not quite sure how to catch this to see if the button is clicked so I
 can bring up the team menu.

 Would I do it in the ConCommand() where the okay is specified then use
 something like
 m_pViewPort-ShowPanel( ???, true );
 Or should I add this in the ClientCommand of CHL2MP_Player ?

 I actually tried catching the okay in the ClientCommand of
 CHL2MP_Player::ClientCommand() but it did not work.



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com http://www.cqc-gaming.com


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Re: [hlcoders] Why do the ladders work smooth in hl2 death match but not the sdk?

2005-05-20 Thread NuclearFriend
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[ Picked text/plain from multipart/alternative ]
We love you Mike. 3

On 5/21/05, r00t 3:16 [EMAIL PROTECTED] wrote:


 Thank you Mike.



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com http://www.cqc-gaming.com


 - Original Message -
 From: Mike Dussault [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Friday, May 20, 2005 8:30 PM
 Subject: RE: [hlcoders] Why do the ladders work smooth in hl2 death match
 but not the sdk?


  The code released with the SDK is a couple revisions behind the released
  HL2MP binaries. I'll make sure that the ladder fix is in the code that
  goes with the next release (very soon).
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
  Sent: Friday, May 20, 2005 1:45 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Why do the ladders work smooth in hl2 death
  match but not the sdk?
 
 
 From: Stephen Micheals
 I just wanted to chime in and say i would also very much like to see a
 
 comment on this.
 
  I believe alot of the community would like to know. It really affects
  all mods.
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com http://www.cqc-gaming.com
 
 
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Re: [hlcoders] Modifying The Lost Cost

2005-05-12 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
HDR will be a feature of the Source Engine, thus I'd say anything written
that uses the source engine will support it. This includes all mods.

On 5/12/05, Draco [EMAIL PROTECTED] wrote:

 And I'd imagine you would just mount it's GCF and load it's
 directories to use your mod with LC

 --
 Draco

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Re: [hlcoders] so no code talk

2005-05-06 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Rage quits are funny.

/me continues to tend to the sacred list.

On 5/6/05, Dominic Afonso [EMAIL PROTECTED] wrote:

 ok fair enough, cheers for the support Ben, i'll stick to google next
 time.
 Hope no more non-programmer morons clutter your sacred mailing list.
 Cheers
 again, Dominic.

 From: Ben Everett [EMAIL PROTECTED]
 Reply-To: hlcoders@list.valvesoftware.com
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] so no code talk
 Date: Fri, 6 May 2005 00:47:35 -0500
 
 No need to be so harsh... he wasn't 100% sure that it was the wrong place
 to
 post. A nicer reply would have sufficed.
 
 Dominic, as Mr Hobson put it... this isn't the right place for that. I
 suggest you find someone to make a plug-in for you that will provide this
 functionality for you.
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
 Hobson
 Sent: Thursday, May 05, 2005 10:15 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] so no code talk
 
 Dominic,
 
 At 06:48 PM 5/5/2005, Dominic Afonso wrote:
  ok guys i know this is probably the wrong place to ask but you clever
 folk
  are certainly the people who will know, so please spare me a minute.
  This is the wrong place, indeed.
 
 This list if for programmers developing mods, not for
 CounterStrike support.
 
 If any of us help you with your little problem, then they
 would be encouraging more non-programmer morons
 who know this is probably the wrong place, but insist
 on coming here to clutter up the list with garbage traffic
  like yours.
 
 
 Michael A. Hobson
 email: [EMAIL PROTECTED]
 (310) 344-3585 (cell)
 
 
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Re: [hlcoders] Attaching Objects to a player

2005-05-06 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
I too have been trying to do this. I started by looking at the p_ model
weapon attachment code. This uses EF_BONEMERGE, which calculates the
position of the attached entity in local space by merging the joints between
the p_ weapon model and the player. This works fine, but we want it to be
attachment based.

So I modified the CBaseEntity::FollowEntity function so you can pass an
attachment to it, then I passed that value into SetParent in FollowEntity.
It works as far as attaching the equipment entity/model to the player model
and deforms with the bones correctly, the only trouble I'm having is with
the players animations, they now twitch alot. He can't seem to fully duck
either, he keeps snapping back to standing up and then sitting again. It
seems like he is maybe colliding with the equipment model, but its set to
SOLID_NONE and a veczero size.

So if someone from Valve (or if anyone else has a clue) would be so nicely
kind as to point us in the direction of how they did this in CSS, I will
shower them with kisses. /me puckers up

On 4/29/05, British_Bomber [EMAIL PROTECTED] wrote:

 Is there anyway to Attach model to a players back that doesn't require
 recompiling the models? I have my object following the player and I
 am happy enough with it looking like they have a briefcase for
 trousers, it's just attaching it to their back (like the bomb in CS )
 would make the Test Team happy, I didn't plan on doing this for a
 while, (bigger fish to fry) but I couldn't spy a quick fix. Something
 like obj-AttachTo( pPlayer-GetBone( back ) ) Yea I know that would
 be way too simple and will never happen but I'm at school so I can't
 pull up any specifics right now and want to get it over and done with
 right when I get home.

 Thanks

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Re: [hlcoders] Doors func_door_rotating / prop_door_rotating

2005-05-04 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Yes, this was requested by a mapper on my team so I fixed it. In
CPropRotatingDoor::Spawn(), comment out the line:

m_flDistance = fabs(m_flDistance);

This would make prop doors only open in one direction (making it impossible
to have double-doors or windows that opened the same direction but on a
different axis). To make it open the opposite way, you set a negative
distance.

Is this what you meant or were you asking something else? :S

On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:

 The func_door_rotating allows you to set the door to only open 1 direction
 these door types are created via a brush type of entity ?

 prop_door_rotating you need to create a model etc.
 This does not allow the door to open 1 direction only like the
 func_door_rotating

 (Well at least I havent' figured it out yet. Not a level designer so might
 be possible to do this via hammer?)

 Valve why didn't you include this for both ?

 I just wanted to find out if this is possible to do with the
 prop_door_rotating entity in hammer before I get to far into coding it in.

 Maybe valve could include this in prop_door_rotating ?

 r00t

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Re: [hlcoders] valve kills me lmao

2005-05-03 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
I suggest he do some CVS detective work and do something particularly
unpleasant to his chair. 8)

Plenty of funny comments, especially the ones refering to E3 hacks that are
still in there. :p

On 5/4/05, r00t 3:16 [EMAIL PROTECTED] wrote:

 props.cpp line 1179

 //m_flWait = 2; who the hell did this? (sjb)

 r00t

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Re: [hlcoders] vgui event question?

2005-05-03 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
As long as you understand because I think you've lost me. :p

On 5/4/05, Heritage [EMAIL PROTECTED] wrote:

 The only thing I can see of doing is making a few panels that are
 specifically for events for each vgui menu I make, and then adding
 this

 my_button_or_checkbox_orwhatever-AddActionSignalTarget(EventPanel);
 then i write an OnCommand for EvenPanel to catch em.

 Just seems weird that panels are also used to receive events. anyway..
 I'll stop my spamming now. sorry.


 On 5/3/05, Heritage [EMAIL PROTECTED] wrote:
  If i have a button, on a panel or frame, and i click it, then that
  panel has to be a pseudo panel that I made up like my_ panel which
  is derived from panel and then I override the OnCommand to intercept
  the event? Seems like a total waste. If I have to do that for every
  panel/frame/whatever then forget it
 
  that makes no sense.
  How do i add an action listener thing like in hl1?
 
 
  On 5/3/05, Heritage [EMAIL PROTECTED] wrote:
   But you still have to overwrite a vgui panel or frame or
   something. in order to get at OnCommand..
  
   in C#, i can just add listeners, and in hl1, i was able to do similar
   things. I don't want nor need to make another vgui class. I just want
   a custom listener.
  
  
   On 5/3/05, Heritage [EMAIL PROTECTED] wrote:
Oh I get it, thanks
   
On 4/29/05, NuclearFriend [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 In CTextWindow, look at how the button m_pOk is declared and then
 how
 OnCommand recieves the button command..

 On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
 
  I'd like to subscribe to an event such as a button click, im
 having
  kinda of a hard to understanding how to do this. I read thu the
  documentation but its still unclear to me. I dont want to derive
 a new
  button class just to overwrite OnClick or OnCommand or
 OnWhatever, I
  just need to subscribe to that event. I'm having a hard time
 finding
  examples, or maybe im looking in the wrong places, or maybe this
 is
  not the way it works?
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
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Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Yeah.. Pretty strange, alot of the other utils are there.

On 4/29/05, Michael Hobson [EMAIL PROTECTED] wrote:

 Amckern:

 At 11:05 PM 4/28/2005, amckern wrote:
 yes, in the utils folder
 
 
 --- r00t 3:16 [EMAIL PROTECTED] wrote:
   Is the vtex.exe source included with the sdk?
  
  
   r00t 3:16
   CQC Gaming
   www.cqc-gaming.com http://www.cqc-gaming.com
  

 I looked all over the place and I don't see it.

 {OLD}Sneaky_Bastard!
 email: [EMAIL PROTECTED]
 Michael A. Hobson
 icq: #2186709
 yahoo: warrior_mike2001
 IRC: Gamesurge channel #wavelength


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Re: [hlcoders] I need an example of adding tab control for vgui

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
You don't need to include all the controls seperately just ensure
vgui_controls.lib is in your project (found in lib/public).

On 4/29/05, Heritage [EMAIL PROTECTED] wrote:

 Ok, got everything working! This is a lot eaiser than hl1! One more
 quick question as i am now beginning my vgui development. the keyword
 new is overloaded correct? In other words, I dont need to call
 delete for vgui controls like frames panels and whatever?


 On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
  oh nm, i got it, i guess i needed the cpp file too
 
  #include D:\\src\\vgui2\\controls\\PropertySheet.cpp
 
  you need to define everyhting in the headers plz! or maybe im an
  idiot, either way!
 
  g...
 
 
  On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
   PropertySheet
  
   Doest seem to like it, I have tried a bunch of different header files
   #include prsht.h
   #include vgui_controls/PropertySheet.h
  
   doest seem to work
   which headers does this control require?
  
   On 4/29/05, Heritage [EMAIL PROTECTED] wrote:
thx guys, that was quick
   
On 4/29/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 Look at PropertySheet and PropertyPage, they are provide a tabbed
 interface.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ian
 Warwick
 Sent: Thursday, April 28, 2005 11:58 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] I need an example of adding tab control
 for vgui

 You could use an array of buttons on a panel, you could possibly
 use one
 of those cool handy vector collection type thingies for the array
 so you
 can easily add new tabs to the strip, all you would need to do is
 handle
 a click event to change the background of a button (to make it
 look
 selected) and then update a member var to store which one is
 selected,
 this should be very simple to do.

 -Original Message-
 From: Heritage [mailto:[EMAIL PROTECTED]
 Sent: 29 April 2005 07:45
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] I need an example of adding tab control for
 vgui

 I could not find any examples in the code, I just need the name of
 the
 control and maybe an example of adding tab pages to it.

 thx

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Re: [hlcoders] Vtex.exe source?

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
You better not be considering giving him the leaked source code for vtex. It
is probably horribly out of date anyway.

On 4/29/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:

 I stand corrected, how ever send me an offlist email,
 and i'll see what i can do

 Adam

 --- NuclearFriend [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Yeah.. Pretty strange, alot of the other utils are
  there.
 
  On 4/29/05, Michael Hobson
  [EMAIL PROTECTED] wrote:
  
   Amckern:
  
   At 11:05 PM 4/28/2005, amckern wrote:
   yes, in the utils folder
   
   
   --- r00t 3:16 [EMAIL PROTECTED] wrote:
 Is the vtex.exe source included with the sdk?


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com http://www.cqc-gaming.com 
 http://www.cqc-gaming.com

  
   I looked all over the place and I don't see it.
  
   {OLD}Sneaky_Bastard!
   email: [EMAIL PROTECTED]
   Michael A. Hobson
   icq: #2186709
   yahoo: warrior_mike2001
   IRC: Gamesurge channel #wavelength
  
  
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Re: [hlcoders] vgui event question?

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
In CTextWindow, look at how the button m_pOk is declared and then how
OnCommand recieves the button command..

On 4/29/05, Heritage [EMAIL PROTECTED] wrote:

 I'd like to subscribe to an event such as a button click, im having
 kinda of a hard to understanding how to do this. I read thu the
 documentation but its still unclear to me. I dont want to derive a new
 button class just to overwrite OnClick or OnCommand or OnWhatever, I
 just need to subscribe to that event. I'm having a hard time finding
 examples, or maybe im looking in the wrong places, or maybe this is
 not the way it works?

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Re: Re[2]: [hlcoders] Vtex.exe source?

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
There is no vtex source in the SDK. :(

You may be able to get enough source from vtf2tga to reverse the process
(tga2vtf). The updates to the Source SDK shouldn't take that long either..
And are worth it.

On 4/30/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:

 Hello NuclearFriend,

 Also can someone please send it to me? I'd like to add VTF creation to
 VTF Explorer and I have no opportunity to update my Steam SDK - I have
 dial-up and didn't do that process for several months. Thanks a lot!

 --
 Best regards,
 Vyacheslav mailto:[EMAIL PROTECTED]


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Re: Re[2]: [hlcoders] Vtex.exe source?

2005-04-29 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Oops wrong address. *blushes*

Direct that to Vyacheslav Dzhura.

On 4/30/05, NuclearFriend [EMAIL PROTECTED] wrote:

 There is no vtex source in the SDK. :(

 You may be able to get enough source from vtf2tga to reverse the process
 (tga2vtf). The updates to the Source SDK shouldn't take that long either..
 And are worth it.

 On 4/30/05, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
 
  Hello NuclearFriend,
 
  Also can someone please send it to me? I'd like to add VTF creation to
  VTF Explorer and I have no opportunity to update my Steam SDK - I have
  dial-up and didn't do that process for several months. Thanks a lot!
 
  --
  Best regards,
  Vyacheslav mailto:[EMAIL PROTECTED]
 
 
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[hlcoders] Main menu

2005-04-26 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Does anyone know of a way to check if the main menu/console is displayed in
HL2? I have drawn a new viewport within the VGUI, but to display it, I
needed it to be drawn above the menu. Unfortunately, the main menu is apart
of the vgui so it is drawn underneath the viewport aswell.

I am drawing the new viewport within CViewRender::Render() just below:

// The crosshair needs to get at the current setup stuff
AllowCurrentViewAccess( true );
{
render-VguiPaint();
}

Any help appreciated.
--

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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-12 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Ok then, well one way would be to use botmans method, except replace his
start_position with tr.startpos. Then ensure the second beam you call has a
startpos of tr.endpos, and an endpos of the scaled new vector.

So,

/* start here */

DrawBeam( startPos, tr.endpos, 9.6, false); //the last parameter is if you
want the beam to come
//from the muzzle attachment. this should be false (assuming startPos is
defined)

if ( penetrated )
{
Vector v_newbeam = tr.endpos - tr.startpos;
VectorNormalize(v_newbeam);
v_newbeam = v_newbeam * 1000; // scale the vector up to the length in units
you want
Vector v_beamend = tr.endpos + v_newbeam;

DrawBeam( tr.endpos, v_beamend, 9.6, false );
}

/* end here */

Good luck. :

On Apr 12, 2005 10:55 AM, Michael Kramer [EMAIL PROTECTED] wrote:

 Ok, I am actually creating the Gauss Gunand I have everything
 working except when the beam shoots through wallsthis is what I
 have

 I have it so that if penetrated = true then it will draw the beam
 using this function

 DrawBeam( startposition,endposition,width, whether or not I use the Muzzle
 )

 So basically I have it
 DrawBeam( startPos, tr.endpos, 9.6, true ); For normal but I want to
 so that it then creats another beam at the end so it would be like
 DrawBeam( tr.endpos, beyond!!, 9.6, false );
 But it doesn't work I do not know how to tell it to go past
 tr.endpos.By using Broome's method, it creats two beams both
 coming from the muzzle even with muzzle set to false.

 The draw beam code is here:

 void CWeaponGaussGun::DrawBeam( const Vector startPos, const Vector
 endPos, float width, bool useMuzzle )
 {
 CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

 if ( pOwner == NULL )
 return;

 //Check to store off our view model index
 if ( m_hViewModel == NULL )
 {
 CBaseViewModel *vm = pOwner-GetViewModel();

 if ( vm )
 {
 m_hViewModel.Set( vm );
 }
 }

 //Draw the main beam shaft
 CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );

 if ( useMuzzle )
 {
 pBeam-PointEntInit( endPos, m_hViewModel );
 pBeam-SetEndAttachment( 1 );
 pBeam-SetWidth( width / 4.0f );
 pBeam-SetEndWidth( width );
 }
 else
 {
 pBeam-SetStartPos( startPos );
 pBeam-SetEndPos( endPos );
 pBeam-SetWidth( width );
 pBeam-SetEndWidth( width / 4.0f );
 }

 pBeam-SetBrightness( 255 );
 pBeam-SetColor( 255, 145+random-RandomInt( -16, 16 ), 0 );
 pBeam-RelinkBeam();
 pBeam-LiveForTime( 0.1f );

 //Draw electric bolts along shaft
 for ( int i = 0; i  3; i++ )
 {
 pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, (width/2.0f) + i );

 if ( useMuzzle )
 {
 pBeam-PointEntInit( endPos, m_hViewModel );
 pBeam-SetEndAttachment( 1 );
 }
 else
 {
 pBeam-SetStartPos( startPos );
 pBeam-SetEndPos( endPos );
 }

 pBeam-SetBrightness( random-RandomInt( 64, 255 ) );
 pBeam-SetColor( 255, 255, 150+random-RandomInt( 0, 64 ) );
 pBeam-RelinkBeam();
 pBeam-LiveForTime( 0.1f );
 pBeam-SetNoise( 1.6f * i );
 pBeam-SetEndWidth( 0.1f );
 }
 }

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Re: [hlcoders] Getting an effect to punch through a wall.

2005-04-11 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Normalising the vector gives you a unit vector (length of 1 unit), that only
expresses direction. Botmans solution is to extend your beam further than
your original (and presumably beam again, using beam_end as the end of the
beam).

How are you creating this beam?

On Apr 12, 2005 9:36 AM, Michael Kramer [EMAIL PROTECTED] wrote:

 Now instead of continuing the beam, it creats two beams, and one just
 shoots off in random directions

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Re: [hlcoders] Re: Crashing without debugger

2005-04-10 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Ok, well the problem with me attaching (I discussed this on here before with
Helk) is that the debugger continuously breaks to a piece of code that
destroys the VGUI panels. My problem appears to happen after that bit of
code, so I can't reach the real problem.

But I also bring good news! :)

By randomly removing my ents from the code, I managed to narrow it down to
one. So thanks for the help fellas, I'll let you know exactly what it was
when I find it. And I've learnt a bit on the way. %D

On Apr 11, 2005 12:11 AM, Imperio59 [EMAIL PROTECTED] wrote:

 Nuclear, i had the same problem on one of my builds a while back with
 the scoreboard, there IS a way to debug and still make it act as if it
 was running without the debugger:
 You need to launch the game, then attach to the hl2 process. It will not
 have done all the safe memory stuff the debugger usually does on
 launch, but when it crashes it should point to the line causing the
 crash, or something close.
 Good luck, my crash took me a week to fix, turns out it was a problem
 with a color-returning function :)

 --
 No virus found in this outgoing message.
 Checked by AVG Anti-Virus.
 Version: 7.0.308 / Virus Database: 266.9.5 - Release Date: 07/04/2005

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Re: [hlcoders] View Models

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Not AFAIK, all face culling is the responsibility of the modeller/animator.
It wouldn't be culled because it's always on the screen.. Of course, this is
just my speculation. ;(

On Apr 9, 2005 12:43 PM, Ben Everett [EMAIL PROTECTED] wrote:

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Quick and painless. is any occlusion culling performed on the view model?

 

 Codito Ergo Sum.

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[hlcoders] Crashing without debugger

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Well I have made the mistake of not testing my builds regularly without the
debugger and now I am paying the price. Upon compiling a Release build and
giving it to my team, it now refuses to load a map when run without a
debugger. I get a blah referenced memory at blah, memory could not be read
error.

Does anyone know where I can start to try and fix this problem? I've tried
to remove newer code but it seems to make no difference (so far, if I get no
help from here I'll just keep tearing stuff out until I find the problem)..
What are the major differences between running something with a debugger and
without one (I'd imagine nothing except that it would run slower)?

PS The result is the same for debug or release builds. ;(
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Re: [hlcoders] [OT] Big Map EVER

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Haha that is pretty awesome.

On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote:

 [OFF TOPIC]

 Size: 6378.14 Km tall.

 Screenshots:
 http://telejano.berlios.de/option/bigevermap1.png

 History:
 A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to
 test limits and have fun.

 Links:
 http://forums.inside3d.com/viewtopic.php?p=1458#1458
 http://icculus.org/twilight/darkplaces/

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Re: [hlcoders] [OT] Big Map EVER

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Btw the pk3 file goes in your id1 directory.

On Apr 10, 2005 1:52 AM, NuclearFriend [EMAIL PROTECTED] wrote:

 You need this Quake1 modification: http://icculus.org/twilight/darkplaces/

 Then you need this: http://urre.quakedev.com/spcscr_test1.pk3

 Then run DarkPlaces with this command line: darkplaces.exe +map spcscr

 On Apr 10, 2005 1:22 AM, Oskar Lindgren [EMAIL PROTECTED] wrote:
 
  ...where can I download this shit?! :)
 
  NuclearFriend wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Haha that is pretty awesome.
  
  On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote:
  
  
  [OFF TOPIC]
  
  Size: 6378.14 Km tall.
  
  Screenshots:
  http://telejano.berlios.de/option/bigevermap1.png
  
  History:
  A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to
  test limits and have fun.
  
  Links:
  http://forums.inside3d.com/viewtopic.php?p=1458#1458
  http://icculus.org/twilight/darkplaces/
  
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Re: [hlcoders] First warning for VS .Net! Yay!

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
Oh come on it isn't that bad. :P

On Apr 8, 2005 1:11 AM, Hasan Aljudy [EMAIL PROTECTED] wrote:

 Well, you better refresh your mind or you're gonna have a hard time with
 the SDK

 On Apr 7, 2005 8:58 AM, Tan Theodore [EMAIL PROTECTED] wrote:
  Thank you! Both botman and Josh! :D :D
 
  I haven't touch programming for quite sometime now so I've lost a few
  touches. Thanks for the refreshment. :D
 
  From: Josh Matthews [EMAIL PROTECTED]
  Reply-To: hlcoders@list.valvesoftware.com
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] First warning for VS .Net! Yay!
  Date: Fri, 8 Apr 2005 00:48:13 +1000
  
  ...Oh dear. If you have no idea what to do in this situation, you're
  in no shape to tackle the half-life source. For one thing it's just a
  warning and will keep compiling (although it's good practice to
  eliminate all warnings anyways). It just means that the function
  HasWeapon (double click on the warning to find the exact line) doesn't
  have a return type specified, which is a bad thing (but works fine in
  this case). Add an 'int' before the function name and the warning
  will go away.
  
  Josh
  
  On Apr 8, 2005 12:39 AM, Tan Theodore [EMAIL PROTECTED] wrote:
warning C4183: 'HasWeapon': missing return type; assumed to be a
 member
function returning 'int'
   
This thing pops up when I compiled the unedited version of the HL
 SDK
  2.3. I
haven't change anything to the MVS .Net.
   
Anyone encountered this?
Better, yet anyone sloved this?
*looks around for any show of hands* ( ) ( )
   
_
Find just what you are after with the more precise, more powerful
 new
  MSN
Search. http://search.msn.com.sg/ Try it now.
   
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  _
  Find just what you are after with the more precise, more powerful new
 MSN
  Search. http://search.msn.com.sg/ Try it now.
 
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Re: [hlcoders] [OT] Big Map EVER

2005-04-09 Thread NuclearFriend
--
[ Picked text/plain from multipart/alternative ]
You need this Quake1 modification: http://icculus.org/twilight/darkplaces/

Then you need this: http://urre.quakedev.com/spcscr_test1.pk3

Then run DarkPlaces with this command line: darkplaces.exe +map spcscr

On Apr 10, 2005 1:22 AM, Oskar Lindgren [EMAIL PROTECTED] wrote:

 ...where can I download this shit?! :)

 NuclearFriend wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Haha that is pretty awesome.
 
 On Apr 9, 2005 10:40 PM, tei [EMAIL PROTECTED] wrote:
 
 
 [OFF TOPIC]
 
 Size: 6378.14 Km tall.
 
 Screenshots:
 http://telejano.berlios.de/option/bigevermap1.png
 
 History:
 A bunch of Quake1 modders make a giganteous map (1/3 maximum limit) to
 test limits and have fun.
 
 Links:
 http://forums.inside3d.com/viewtopic.php?p=1458#1458
 http://icculus.org/twilight/darkplaces/
 
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Re: [hlcoders] RemoveAllPanels() causing read memory error

2005-04-01 Thread NuclearFriend
Indeed we were. :(

On Apr 1, 2005 7:56 PM, Maurino Berry [EMAIL PROTECTED] wrote:
 I and a few others had this exact same issue, I figured out that in reality
 it has nothing to do with removeallpanels and actually it's your debugging
 method!

 do NOT attach the debugger to the process, instead use the alternate method
 of launching it with the debugger, see ibutsu's method 1

 http://articles.thewavelength.net/650/

 when you go to launch it, it will tell you that hl2 does not contain any
 debugging information, thats fine because the dll is what will be crashing
 not the exe (so just click ok)

 When your game crashes out to the debugger it should show you the correct
 line causing the crash

 Hope this helps, I was stuck on this for a great many days

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[hlcoders] OnMenuItemSelected

2005-03-30 Thread NuclearFriend
I'll keep it simple, is it possible for the parent panel of a ComboBox
to detect if the active item has been changed?

Thanks! ^_^

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Re: [hlcoders] ComboBox in VGUI2

2005-03-22 Thread NuclearFriend
Oops.

m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
primaryweapon);

is now

m_pPrimaryWeaponComboBox-AddItem(M1 Garand,
primaryweapon);

Just didn't want any unnecessary confusion.

On Tue, 22 Mar 2005 18:55:07 +1100, NuclearFriend
[EMAIL PROTECTED] wrote:
 Ok, I added the vgui_controls lib to my project and got it debugging.
 Which led me to discover that it isn't a problem within the control
 itself, rather a problem with the pointer to the control. Because I
 was worried that the extra 2 uninitialised elements in the array may
 have been causing this weird pointer error, I made it a singular
 pointer object. The results are as follows. At this point:

 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
 primaryweapon);

 The memory location of m_pPrimaryWeaponComboBox is 0x0f632978.

 At the point where I try to read the keyvalues of the active element,
 the pointer is now 0x0f6346b8.

 I've never seen a pointer do this. Does anyone know the usual causes of this?

 Thanks for the help so far guys, hopefully we can get to the bottom of
 this because I'm sure if I do it, others will too. ;)

 On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  Rebuild the vgui_controls library (vgui2/controls) in debug and then run
  your mod again, you can see exactly what it breaking it then.
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  NuclearFriend
  Sent: Monday, March 21, 2005 3:38 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] ComboBox in VGUI2
 
  When I said before the combobox is fine I meant the pointer was fine
  when I try to call GetActiveItemUserData(). And no, primaryweapon is
  left alone after it is initialised. ;(
 
  On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   Your not deleting primaryweapon after adding it to the combo are you?
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   NuclearFriend
   Sent: Monday, March 21, 2005 3:12 AM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] ComboBox in VGUI2
  
   I need some help with utilising these neato little objects. I seem to
   be able to initialise them fine, they work fine in my panels. This is
   my initialisation code:
  
   m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new
   ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1,
   false);
   m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200,
   100);
   m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200,
   50);
  
   m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary
   Weapon);
  
   KeyValues *primaryweapon = new KeyValues(primaryweapon);
   primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND);
   m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1
   Garand, primaryweapon);
  
   The problems occur when I try to recall the KeyValues of the active
   item:
  
   KeyValues *temp =
   m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData
   ()
   ;
  
   This crashes with a pointer error. The combobox itself seems to be
   fine, most likely the pointer error is within the list of elements.
   Most member functions will crash the game ie GetItemCount().
  
   Has anyone else got these working? Am I forgetting something with my
   initialisation?
  
   PS This is a last resort, I have tried numerous things to get them
   working including looking at other examples in the code. Any help will
 
   be muchly appreciated. :
  
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Re: [hlcoders] Changing the scoreboard color?

2005-03-22 Thread NuclearFriend
Yes, it is defined in ClientScheme.res (in your resource folder, not
resource/ui). Look at the Label.TextColor to change the server display
name colour etc (you will notice it is all pretty much Orange, these
base colours are defined at the beginning of the file).


On Tue, 22 Mar 2005 10:40:54 +1100, NuclearFriend
[EMAIL PROTECTED] wrote:
 I think this is defined in the default Valve scheme (ClientScheme.res
 ?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my
 own computer atm (it may even be defined in ScoreBoard.res).


 On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote:
  For the life of me, I can not change the yellow header text for the
  scoreboard. The row that says the server name then the score, frags
  ping.. etc..
 
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Re: [hlcoders] ComboBox in VGUI2

2005-03-22 Thread NuclearFriend
Ok, I added the vgui_controls lib to my project and got it debugging.
Which led me to discover that it isn't a problem within the control
itself, rather a problem with the pointer to the control. Because I
was worried that the extra 2 uninitialised elements in the array may
have been causing this weird pointer error, I made it a singular
pointer object. The results are as follows. At this point:

m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
primaryweapon);

The memory location of m_pPrimaryWeaponComboBox is 0x0f632978.

At the point where I try to read the keyvalues of the active element,
the pointer is now 0x0f6346b8.

I've never seen a pointer do this. Does anyone know the usual causes of this?

Thanks for the help so far guys, hopefully we can get to the bottom of
this because I'm sure if I do it, others will too. ;)






On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Rebuild the vgui_controls library (vgui2/controls) in debug and then run
 your mod again, you can see exactly what it breaking it then.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 NuclearFriend
 Sent: Monday, March 21, 2005 3:38 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] ComboBox in VGUI2

 When I said before the combobox is fine I meant the pointer was fine
 when I try to call GetActiveItemUserData(). And no, primaryweapon is
 left alone after it is initialised. ;(

 On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  Your not deleting primaryweapon after adding it to the combo are you?
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  NuclearFriend
  Sent: Monday, March 21, 2005 3:12 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] ComboBox in VGUI2
 
  I need some help with utilising these neato little objects. I seem to
  be able to initialise them fine, they work fine in my panels. This is
  my initialisation code:
 
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new
  ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1,
  false);
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200,
  100);
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200,
  50);
 
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary
  Weapon);
 
  KeyValues *primaryweapon = new KeyValues(primaryweapon);
  primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND);
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1
  Garand, primaryweapon);
 
  The problems occur when I try to recall the KeyValues of the active
  item:
 
  KeyValues *temp =
  m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData
  ()
  ;
 
  This crashes with a pointer error. The combobox itself seems to be
  fine, most likely the pointer error is within the list of elements.
  Most member functions will crash the game ie GetItemCount().
 
  Has anyone else got these working? Am I forgetting something with my
  initialisation?
 
  PS This is a last resort, I have tried numerous things to get them
  working including looking at other examples in the code. Any help will

  be muchly appreciated. :
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
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Re: [hlcoders] ComboBox in VGUI2

2005-03-22 Thread NuclearFriend
Ok, I've never done that before so I tried placing a Data Breakpoint
on m_pPrimaryWeaponComboBox. It doesn't come up with any changes to
it's value. Yet the value is definately changed when I go to call it
again. Could this be because I only have the client dll, server dll
and vgui_controls lib in my solution?

PS If I set m_pPrimaryWeaponComboBox to it's original pointed memory
location in debug mode, it works fine. _

On Tue, 22 Mar 2005 00:17:08 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Drop a memory breakpoint on m_pPrimaryWeaponComboBox (I,e its address
 for 4 bytes) and see what changes it.

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 NuclearFriend
 Sent: Monday, March 21, 2005 11:56 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] ComboBox in VGUI2

 Oops.

 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
 primaryweapon);

 is now

 m_pPrimaryWeaponComboBox-AddItem(M1 Garand, primaryweapon);

 Just didn't want any unnecessary confusion.

 On Tue, 22 Mar 2005 18:55:07 +1100, NuclearFriend
 [EMAIL PROTECTED] wrote:
  Ok, I added the vgui_controls lib to my project and got it debugging.
  Which led me to discover that it isn't a problem within the control
  itself, rather a problem with the pointer to the control. Because I
  was worried that the extra 2 uninitialised elements in the array may
  have been causing this weird pointer error, I made it a singular
  pointer object. The results are as follows. At this point:
 
  m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
  primaryweapon);
 
  The memory location of m_pPrimaryWeaponComboBox is 0x0f632978.
 
  At the point where I try to read the keyvalues of the active element,
  the pointer is now 0x0f6346b8.
 
  I've never seen a pointer do this. Does anyone know the usual causes
 of this?
 
  Thanks for the help so far guys, hopefully we can get to the bottom of

  this because I'm sure if I do it, others will too. ;)
 
  On Mon, 21 Mar 2005 16:25:48 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   Rebuild the vgui_controls library (vgui2/controls) in debug and then

   run your mod again, you can see exactly what it breaking it then.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   NuclearFriend
   Sent: Monday, March 21, 2005 3:38 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] ComboBox in VGUI2
  
   When I said before the combobox is fine I meant the pointer was
   fine when I try to call GetActiveItemUserData(). And no,
   primaryweapon is left alone after it is initialised. ;(
  
   On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds
   [EMAIL PROTECTED] wrote:
Your not deleting primaryweapon after adding it to the combo are
 you?
   
- Alfred
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
NuclearFriend
Sent: Monday, March 21, 2005 3:12 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] ComboBox in VGUI2
   
I need some help with utilising these neato little objects. I seem

to be able to initialise them fine, they work fine in my panels.
This is my initialisation code:
   
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new
ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1,

false);
   
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200,
100);
   
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200,
50);
   
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary
Weapon);
   
KeyValues *primaryweapon = new KeyValues(primaryweapon);
primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND);
   
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1
Garand, primaryweapon);
   
The problems occur when I try to recall the KeyValues of the
active
item:
   
KeyValues *temp =
m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUser
Data
()
;
   
This crashes with a pointer error. The combobox itself seems to be

fine, most likely the pointer error is within the list of
 elements.
Most member functions will crash the game ie GetItemCount().
   
Has anyone else got these working? Am I forgetting something with
my initialisation?
   
PS This is a last resort, I have tried numerous things to get them

working including looking at other examples in the code. Any help
will
  
be muchly appreciated. :
   
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Re: [hlcoders] Changing the scoreboard color?

2005-03-22 Thread NuclearFriend
All labels (ie the server name) use their default colours depending on
the ClientScheme.res file. If you want to manually change it in the
code, you can get a pointer to the control with
FindChildByName(yourcontrol). This example will change the colour of
the servername control to green. So where you want the colours
changed, do this:

Label *pServerName = dynamic_castLabel 
*(FindChildByName(ServerName));
if (pServerName)
{
pServerName-SetFgColor( Color(0, 255, 0, 255) );
}


On Tue, 22 Mar 2005 09:08:08 -0800, Heritage [EMAIL PROTECTED] wrote:
 Yes, and thank you; however, I did release it was in the .res files,
 but what I meant to say was, I want to be able to control the color
 inside the code. Where is the text being in  assigned to that color
 (Or even is it)? Where can I override that color in the code?

 On Tue, 22 Mar 2005 19:00:57 +1100, NuclearFriend
 [EMAIL PROTECTED] wrote:
  Yes, it is defined in ClientScheme.res (in your resource folder, not
  resource/ui). Look at the Label.TextColor to change the server display
  name colour etc (you will notice it is all pretty much Orange, these
  base colours are defined at the beginning of the file).
 
  On Tue, 22 Mar 2005 10:40:54 +1100, NuclearFriend
  [EMAIL PROTECTED] wrote:
   I think this is defined in the default Valve scheme (ClientScheme.res
   ?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my
   own computer atm (it may even be defined in ScoreBoard.res).
  
  
   On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote:
For the life of me, I can not change the yellow header text for the
scoreboard. The row that says the server name then the score, frags
ping.. etc..
   
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Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-21 Thread NuclearFriend
Go and get another coffee
Play a game on my mobile phone
Pump my music until my ears bleed and try to stay conscious (IT'S FUN!)


On Sat, 19 Mar 2005 20:48:08 -, Chris Adams [EMAIL PROTECTED] wrote:
 I have the same spec here - I'd say it's about 4 minutes ;-)

 ---
 Chris Adams
 Fragzzhost

 T (07005) 964 855
 F (07005) 964 857
 www.fragzzhost.com


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Justin
 Harvey
 Sent: 16 March 2005 16:00
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Anyone want to start a What to do while
 compiling hl2 list?

 Quoting SB Childe Roland [EMAIL PROTECTED]:

  Send spam to HLCoders' List.
  Watch pr0n.

  On Tue, 15 Mar 2005 15:39:55 -0800, Heritage [EMAIL PROTECTED]
 wrote:
   Watch your favorite recorded TV show on TIVO
   Clean up the house
   Go shopping for awhile..
  
   You know.. Anything to take up 30 or 40 minutes of time!
  
   /end sarcasm.

 30-40 minutes? Ouch! Thats for a complete rebuild on a 486? *snickers* A
 complete rebuild for me is less than 10 minutes for sure in fact I think
 it's
 around 5 minutes but I've never timed it (amd 64 3500/1 gig ram).

 --
 www.neotokyohq.com

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[hlcoders] ComboBox in VGUI2

2005-03-21 Thread NuclearFriend
I need some help with utilising these neato little objects. I seem to
be able to initialise them fine, they work fine in my panels. This is
my initialisation code:

m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new
ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1,
false);
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200, 100);
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200, 50);
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary 
Weapon);

KeyValues *primaryweapon = new KeyValues(primaryweapon);
primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND);
m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1 Garand,
primaryweapon);

The problems occur when I try to recall the KeyValues of the active item:

KeyValues *temp =
m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData();

This crashes with a pointer error. The combobox itself seems to be
fine, most likely the pointer error is within the list of elements.
Most member functions will crash the game ie GetItemCount().

Has anyone else got these working? Am I forgetting something with my
initialisation?

PS This is a last resort, I have tried numerous things to get them
working including looking at other examples in the code. Any help will
be muchly appreciated. :

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Re: [hlcoders] ComboBox in VGUI2

2005-03-21 Thread NuclearFriend
When I said before the combobox is fine I meant the pointer was fine
when I try to call GetActiveItemUserData(). And no, primaryweapon is
left alone after it is initialised. ;(


On Mon, 21 Mar 2005 10:56:47 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Your not deleting primaryweapon after adding it to the combo are you?

 - Alfred

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 NuclearFriend
 Sent: Monday, March 21, 2005 3:12 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] ComboBox in VGUI2

 I need some help with utilising these neato little objects. I seem to be
 able to initialise them fine, they work fine in my panels. This is my
 initialisation code:

 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN] = new
 ComboBox(m_pClassPanel[CLASSLOADOUT_RIFLEMAN], PanelRifleman, 1,
 false);
 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetPos(200,
 100);
 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetSize(200,
 50);

 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-SetText(Primary
 Weapon);

 KeyValues *primaryweapon = new KeyValues(primaryweapon);
 primaryweapon-SetInt(primaryweapon, WEAPON_M1GARAND);
 m_pPrimaryWeaponComboBox[CLASSLOADOUT_RIFLEMAN]-AddItem(M1
 Garand, primaryweapon);

 The problems occur when I try to recall the KeyValues of the active
 item:

 KeyValues *temp =
 m_pPrimaryWeaponComboBox[m_iPlayerLoadoutPanel]-GetActiveItemUserData()
 ;

 This crashes with a pointer error. The combobox itself seems to be fine,
 most likely the pointer error is within the list of elements.
 Most member functions will crash the game ie GetItemCount().

 Has anyone else got these working? Am I forgetting something with my
 initialisation?

 PS This is a last resort, I have tried numerous things to get them
 working including looking at other examples in the code. Any help will
 be muchly appreciated. :

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Re: [hlcoders] Changing the scoreboard color?

2005-03-21 Thread NuclearFriend
I think this is defined in the default Valve scheme (ClientScheme.res
?) in your resource/ui folder. Sorry if I'm incorrect, I'm not at my
own computer atm (it may even be defined in ScoreBoard.res).


On Mon, 21 Mar 2005 12:35:57 -0800, Heritage [EMAIL PROTECTED] wrote:
 For the life of me, I can not change the yellow header text for the
 scoreboard. The row that says the server name then the score, frags
 ping.. etc..

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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-22 Thread NuclearFriend
I too have this problem and I too am running MSVC .Net 2002 (7.0).
Sometimes it appears, sometimes it doesn't. Sometimes I've changed
something (although nothing to do with those destructors), sometimes
I've changed nothing. I am considering upgrading to MSVC .Net 2003 but
I will first have a different coder on my mod team try and compile
this current build with their copies of 2003. I'll let you know if I
get any more info.

Jonathan Murphy
Programmer for Resistance and Liberation Mod


On Tue, 22 Feb 2005 00:39:25 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
 unfortunately cleaning it doesnt seem to help very often : I think I'm
 going to try compiling on another computer maybe if I can't get any more
 suggestions from here.. thanks though :D

 _
 Designer Mail isn't just fun to send, it's fun to receive. Use special
 stationery, fonts and colors.
 http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines
   Start enjoying all the benefits of MSN® Premium right now and get the
 first two months FREE*.

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Re: [hlcoders] IRC Channel

2004-12-04 Thread NuclearFriend
/server irc.gamesurge.net
/join #wavelength

On Sat, 4 Dec 2004 21:26:33 -0600, john smith
[EMAIL PROTECTED] wrote:
 /server irc.gamesurge.net
 /join #sourcemod

 /server irc.ircbear.com
 /join #valveerc

 /server irc.quakenet.org
 /join #hl2coding,#halflife2.coding




 On Sat, 4 Dec 2004 22:16:02 -0500, ChessMess [EMAIL PROTECTED] wrote:
  Is there a preferred IRC channel/server where HLCoders hang out at?
 
  --
  ChessMess
  Stratactic Studios
  http://www.StratacticStudios.com
 
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Re: [hlcoders] Any word on the SDK?

2004-11-30 Thread NuclearFriend
The only info we have is this week.. But were already half-way
through, so it must be so very close! :)


On Wed, 1 Dec 2004 00:35:24 +1000, Teddy [EMAIL PROTECTED] wrote:
 Hi gang,

 Has anyone heard any news on the SDK, since valve announced it'd be
 out this week? I've been keeping tabs on most of the popular hl2
 sites, but i'm bursting to find out when the SDK will be out.. it's
 been a long year of waiting  i can't believe it's about to be over!1

 3 Teddy

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Re: [hlcoders] The Surprise is out

2004-11-30 Thread NuclearFriend
Nice. ^_^


On Tue, 30 Nov 2004 17:52:49 -0600, Dustin [EMAIL PROTECTED] wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 http://www.steampowered.com/forums/showthread.php?s=threadid=193559

 surprise = HL2DM  (the pic shows the different skins that will be in it)
 --

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Re: [hlcoders] Installing Valve games not within from Steam

2004-11-11 Thread NuclearFriend
If you can't take preventative virus measures then that's your problem
not the exe files. :P


On Thu, 11 Nov 2004 15:11:17 +0100, tei [EMAIL PROTECTED] wrote:
 NuclearFriend wrote:
  Just unzip the zip, there should be a codename gordon.gcf file and
  place it in your SteamApps folder.
 
  In future, ask your friend to use the backup feature. It creates very
  nice compressed, exe-installer gcf files. He simply has to right click

 *COUGH*EXE??? so its nice to transport a bunch of textures and models in
 a format can be infected? this .exe run on other OS than windows?*COUGH*

 Cool, share your virus^H^H^H  gcf files with your friends.

  the game in his Play Games window and click Backup game files.
  Then follow the prompts. :)
 
 

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Re: [hlcoders] Re: The CS Bomb Design

2004-11-11 Thread NuclearFriend
I believe he said CS:S not CS. I have no idea how HL2 models work
atm.. Perhaps ask on a HL2 model editing forum?


On Thu, 11 Nov 2004 14:56:33 -0400, Imperio59 [EMAIL PROTECTED] wrote:
 It makes use of something called bodygroups. Check out the CS models .qc
 (i think that's the right format) after you decompile them in milkshape,
 should have something like $bodygroup somewhere in there. Check out
 http://articles.thewavelength.net/170/ for more info on setting up that
 qc file...

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Re: [hlcoders] Is it True that we will get the SDK around HL2 relase date?

2004-11-02 Thread NuclearFriend
What's the point of protecting spoilers when the storyline and main
features of the game have been leaked, told or seen in some way or
another.


On Tue, 2 Nov 2004 22:43:28 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 I think the latest word we got from valve is that the SDK will be
 released sometime AFTER the release.
 maybe they said something about releasing parts of the SDK that can
 have no spoilers before the release?

 On Wed, 03 Nov 2004 14:10:22 +1000, Bruce Bahamut Andrews
 [EMAIL PROTECTED] wrote:
  Dave R. Meyers wrote:
 
  Man, long subject, but no other way to say it...
  
  Are we really gonna get the SDK sometime close to the release date of HL2?
  
  You know how website rumors are, but PHL usually is on the up and up.
  
  Dave R. Meyers
  Aka Starbreaker
  OZ Deathmatch
  
  We don't know, and won't know, until it's released. :/
 
  --
 
  - Bruce Bahamut Andrews
 
 
 
 
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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread NuclearFriend
The problem with HL is it was a fair deal of information spread over
too many sites ie HL Almanac, V-ERC and TWL. It would be good to have
a decent reference site. It could even just have links or even copies
of the information on those sites. Although I suppose Google can
substitute it... In any case I'll support all editing resources of
HL2. :P


On Sat, 30 Oct 2004 15:03:52 -0500, Jorge Rodriguez
[EMAIL PROTECTED] wrote:
 I support such a wiki, and I would certainly contribute if not for great
 sites like The Wavelength http://www.thewavelength.net and others that
 already have most of the information needed to start an HL mod. The
 subject of an HL wiki has been talked about before, but what purpose
 would it serve which is not already served by existing websites? I'm
 open to ideas.
 --
 Jorge Vino Rodriguez



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Re: [hlcoders] A Half-life wiki?

2004-10-30 Thread NuclearFriend
On Sun, 31 Oct 2004 13:23:31 +1100, Michael Shimmins
[EMAIL PROTECTED] wrote:
 I'm starting to feel like a party pooper here, but hey.

 There is a snippets section in TWL were you can post short articles.

 Don't get me wrong, I think Wiki's are generally a good thing, I just
 remember the 1999 - 2000 days where there were like 10 *half* decent HL
 resource sites, finding information was a pain.  Now adays I feel there are
 2 that jump out and a few more that you can turn to if you still can't find
 your info.

 With the release of HL2, people are going to be wanting to take the lime
 light and start their own resource centre which in the end isn't
 advantageous to the community.

 If VERC or TWL were to host a wiki I think it would be a go, I'm just
 hesitant about supporting something that creates another half-arsed resource
 without anyone committed to maintaining it.

 $.02




If we were to document every engine/HL SDK function and place it in
the snippets section, how many articles would that add up to? I think
it would be a good idea to make sure it's hosted on an already major
editing resource (TWL Or V-ERC) though, just to keep things together.




If another host is available later, I'll port it over there.  My
server isn't very fast, so I apologize for any speed issues.

There is also an issue with their stylesheets and I.E.  I swapped out
the logo with a temporary HL logo I made, and IE refuses to show it
for more than half a sec.  Firefox works fine though.

Nothing there yet.  I need to come up with what I want the front page
to look like still and am tired - so I'll get around to it in the next
day or so.

Thanks for all the debate!  I had no idea that it'd be 30 messages by now...

D

Are you expecting us to submit HL stuff to this? Because theres a true
lack of motivation to document HL atm. :P

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Re: [hlcoders] [OT] [RANT] [REQUEST] Trimming posts

2004-10-26 Thread NuclearFriend
G-mail 4 Life. :P


On Wed, 27 Oct 2004 06:44:25 +0200, Florian Zschocke [EMAIL PROTECTED] wrote:
Childe Roland wrote:
  He really needs GMail.  Who's with me?

 I'm not. I'm with him. Totally.

 Florian




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Re: [hlcoders] Attaching a weapon to an entity's model

2004-10-22 Thread NuclearFriend
The only way I can think of doing it is using submodels (look at HL's Barney).


On Fri, 22 Oct 2004 21:11:01 -0400, Josh [EMAIL PROTECTED] wrote:
 OK basically I can spawn a model and can get it to follow me or whatever.
 Only bad part is that I'm trying to give the model a weapon and I'm not sure
 how to do it.  Setting the weaponmodel string does nothing.

 Anyone have any ideas?

 Thanks,
 Josh (Pimp Daddy)

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Re: [hlcoders] What MSVC version do you use/have?

2004-10-21 Thread NuclearFriend
VC .NET 2002 :D


On Thu, 21 Oct 2004 21:19:37 +1300, Henry Malthus
[EMAIL PROTECTED] wrote:
 I only have VC++ Express 2005 installed at the moment, but I can get
 2k3 from uni early next year.

 On Wed, 20 Oct 2004 19:34:26 -0700, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  I just want to do a quick straw poll of how many people on this list
  DON'T have access to MSVC.NET or above for their MOD development (we
  hope to only release MSVC.NET project files with the SDK)?
 
  - Alfred
 
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Re: [hlcoders] Relating hud messages and different screen resolutions

2004-10-17 Thread NuclearFriend
Making calculations using ScreenWidth (a define in cl_util.h) will
keep them in the same place ie if you want something in the middle, x
= ScreenWidth / 2, y = ScreenWidth / 2. Or if you want something a
certain distance from the right hand side of the screen, x =
ScreenWidth - 30 etc.


On Sun, 17 Oct 2004 19:54:37 -0400, Josh [EMAIL PROTECTED] wrote:
 I've noticed that messages seem to be placed in different places on your
 screen if you're at a specific resolution, they are generally in the same
 place yes, but not exactly.  Is there some formula that can calculate a way
 for this to be the same that some1 has done or knows of?

 Thanks,
 Josh

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Re: [hlcoders] RE: Determing when a player is walking

2004-10-17 Thread NuclearFriend
If your doing this for CS I assume it's as some sort of plugin.. If
you have access to pev-button on the player check for IN_RUN. This
will mean they are walking. There are some examples of pev-buttons
use in the code. (The command bound to IN_RUN is +-speed)


On Sun, 17 Oct 2004 12:25:21 -0400, Josh [EMAIL PROTECTED] wrote:
  I tried checking EV_INT_sequence but this didn't help at all, the animation
 was the same for walking as running.  But when you watch some1 they are
 different, this confuses me, am I looking in the wrong place?

 Thanks,
 Josh

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Re: [hlcoders] Determing when a player is walking

2004-10-16 Thread NuclearFriend
Make sure you check in_strafe too...


On Sat, 16 Oct 2004 20:16:07 -0500, Dustin [EMAIL PROTECTED] wrote:
 IN_FORWARD

 IN_BACK

 IN_MOVERIGHT

 IN_MOVELEFT

 try them?



 - Original Message -
 From: Josh [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, October 16, 2004 8:00 PM
 Subject: [hlcoders] Determing when a player is walking

 I attempted to check whether or not the player was using IN_RUN or not but
  it appears that this button is not even used.  Is this correct? (I tried
  this in CS)  I also googled it and read that IN_RUN and IN_ALT1 tend to
  not
  be used at all.
 
  If this is true, does anyone have any ideas as to how I can determine if a
  player is walking besides checking their velocity?
 
  Josh (Pimp Daddy)
 
 
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[hlcoders] sdk for css?

2004-10-08 Thread NuclearFriend
ROFL.. It's all class here people.

 CS Update Released
 July 24, 2084, 3:33 pm =B7 valve
 An update for Counter-Strike has just been released. Steam will update
 itself automatically when you restart. Here is the change:

   COUNTER-STRIKE
 * New headshot icon

 comments (8932)

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[hlcoders] SDK 2.3 builds on Linux

2004-09-24 Thread NuclearFriend
This sounds like a good idea to me and quite long overdue. The number
of problems mine and other's mods have had compiling Linux builds is
rediculous. I'd also like to get my grubby mits on the new spectator
and VGUI code! ^_^

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