RE: [hlcoders] Mounting episode one shared.gcf

2006-08-09 Thread Tim Holt
Which brings up the question... how do you test if it's owned? Or is there a tech thing going on that blocks the mount if you don't own it? Quoting Mike Durand [EMAIL PROTECTED]: Hi All- So the answer from Valve is: you must own Episode One in order to mount either 'episode 1 shared.gcf' or

[hlcoders] Sort of a dumb why question

2006-07-10 Thread Tim Holt
Why not implement blunt weapons simply as extremely short ranged combat weapons? The main reason that jumped out at me was to differentiate damage types - blunt versus sharp. Other than that, any other particular reason why they are different? ___ To

Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Tim Holt
It's sort of a no brainer really. You could make a SIN mod (if they allow modding) or you could make a HL2 mod. But making a SIN/HL2 mod would really start to cross some bizarro legal/EULA boundaries. Could you use Red Orchestra content in your HL2 mod? Both on Steam. But it's a pretty good

Re: [hlcoders] Execute server commands from a VGUI

2006-06-19 Thread Tim Holt
Quoting Garry Newman [EMAIL PROTECTED]: What's to stop a client just binding a key to vgui_screen_opendoor 234 or whatever? Or am I being simple about it? Could you do some kind of basic encryption of the command? I know it's just security by obscurity but it might be a simple approach that

Re: [hlcoders] Map Scaling

2006-06-12 Thread Tim Holt
with a 20' crowbar coming at you... In Quoting John Sheu [EMAIL PROTECTED]: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics

Re: [hlcoders] Map Scaling

2006-06-11 Thread Tim Holt
Justin, what kid of physics do you mean? Physics props interacting with the world, etc? Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D Quoting John Sheu [EMAIL PROTECTED]: On Sun, 2006-06-11 at 22:13 -0400, Justin Krenz wrote: Has

Re: [hlcoders] (no subject)

2006-06-10 Thread Tim Holt
Also, be sure you are actually running the same DLL you're building - it's not a problem with the dll copy step in the release build is it? That kind of stuff always drives me nuts because in my mind I'm thinking But this HAS to work! Quoting Garry Newman [EMAIL PROTECTED]: Did you check out

[hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
This morning I was working on something, and ran both the 3d party mdldecompiler.exe with out any issues, plus studiomdl.exe in sourcesdk\bin Later, I went back to run them again, and began getting odd DLL errors. First, trying to build a model with studiomdl gives me this output (which I've

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
suggested there. Quoting [EMAIL PROTECTED]: This is different fro mall the http://developer.valvesoftware.com/wiki/SDK_workaround stuff posted earlier? At 2006/05/28 08:33 PM, Tim Holt wrote: This morning I was working on something, and ran both the 3d party mdldecompiler.exe with out any

Re: [hlcoders] Some sourcesdk\bin dlls coming up AWOL for some reason...

2006-05-28 Thread Tim Holt
Yes, that fixed it. Copied all dlls from hl2mp bin folder into sdk bin and now the model compile runs. /me pokes Valve to fix ASAP for all the little people Quoting Tim Holt [EMAIL PROTECTED]: Hmm possibly/probably (?) - I confess I hadn't seen that. This is a HL2MP based mod so I assume

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

2006-04-26 Thread Tim Holt
) { pEnt-Simulate(); } Quoting Scott Loyd [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] ClientEntityList() cliententitylist.cpp/.h On 4/25/06, Tim Holt [EMAIL PROTECTED] wrote: I would like to get an entity list for a client HUD element

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

2006-04-25 Thread Tim Holt
I would like to get an entity list for a client HUD element, ideally calling something like FindEntityByClassnameWithin on the client side. The problem is, this is a server side thingey, so no luck. Any advice on a clean way to do this? The console cl_showents command seems like it would be a

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

2006-04-25 Thread Tim Holt
I was looking at that code actually. Ideally I'd like a solution that let me query any kind of entity but I could probably live with specific ones. Quoting Jason Houston [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Is this for specific types of entities? For BG2 I

Re: [hlcoders] About using TFC sounds in a HL2 mod?

2006-03-28 Thread Tim Holt
Since HL2 is the core game that any mod will build from, wouldn't it be OK to distribute those models? Quoting Nick [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Does this also apply to models? I know GMOD distributes various hl2 models (in the official installer).

Re: [hlcoders] Manipulating Game Menu Items

2006-03-27 Thread Tim Holt
Players seriously don't give a hoot about hacks - only results IMO. If they see it and go oh cool, this is different it's gotta be a win for a mod. Quoting Aaron Schiff [EMAIL PROTECTED]: ...and it's an overall hack...btw ___ To unsubscribe, edit

RE: [hlcoders] HLMV suddenly trying to access the web?

2006-03-19 Thread Tim Holt
So what changed in hlmv though? Why is it now doing this? Quoting Alfred Reynolds [EMAIL PROTECTED]: That IP address is the Microsoft certificate revocation server, nothing to do with the Source engine. A quick google suggests that this is a feature in dx9 when starting up a driver. -

Re: [hlcoders] AI for DODS

2006-03-16 Thread Tim Holt
Off the top of my head, this is what you want to do if you want to replace npc_combine and/or npc_civilian with german and/or american soldiers from DOD to use the AI. Current combat AI for both is quite good and they will fight and behave reasonably well with a few adjustments, especially to the

Re: [hlcoders] AI for DODS

2006-03-16 Thread Tim Holt
. Quoting Tim Holt [EMAIL PROTECTED]: Off the top of my head, this is what you want to do if you want to replace npc_combine and/or npc_civilian with german and/or american soldiers from DOD to use the AI. Current combat AI for both is quite good and they will fight and behave reasonably well

Re: [hlcoders] AI for DODS

2006-03-15 Thread Tim Holt
Are you talking multiplayer or single player? If single, then what I'd do is take the DOD:S player models and weapon models, and graft them onto the npc_citizen or npc_combine AI, and then rebuild the DOD:S weapons to work under HL2. The whole NPC ai/squad/combat/assault system lets you create

Re: [hlcoders] Some Positioning Troubles

2006-03-14 Thread Tim Holt
Is it completely failing to find the muzzle attachment point? I know when ever I run into a WTF? error it always seems to be something I'm assuming like that, which actually isn't true. Quoting Michael Kramer [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Im having

[hlcoders] Meetup at GDC?

2006-03-10 Thread Tim Holt
How many listers will be at GDC this year? I'm attending to go to the Serious Games Summit (and the conference as a whole). Anyone else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Overlay Text

2006-02-28 Thread Tim Holt
If you were going to code up the effect yourself, could you just write a VGUI screen panel (CVGuiScreenPanel) that display the chosen text? With the VGUI screen in-game you can pull off some pretty nice displays beyond just text, plus it scales based on player range. Depending on your

Re: [hlcoders] Tiling maps

2006-02-27 Thread Tim Holt
One of the best tricks for getting the map to feel really big is to decrease the player size and point of view. Doing this, scaling everything in the map to match, plus slowing down the player gives the illusing of much much larger areas. It takes a number of edits in the code to make it work.

Re: [hlcoders] Tiling maps

2006-02-27 Thread Tim Holt
the displacements and everything to scale as well? And models? Tim Holt wrote: One of the best tricks for getting the map to feel really big is to decrease the player size and point of view. Doing this, scaling everything in the map to match, plus slowing down the player gives

Re: [hlcoders] NPC's In Multiplayer

2006-02-16 Thread Tim Holt
Last time I tried it, an ent_fire player in a MP game (with cheats on) actually acts on every single player. I was going to go AFK from an internal game test and did an ent_fire player ignite for fun - thinking I'd light myself on fire before I left. It lit every player on fire in the server...

RE: [hlcoders] Simulated Animations

2006-02-09 Thread Tim Holt
This and the vectorized aiming idea should get together - dynamic movement of a player hand in a v_ model seem to go (pun intended) hand in hand. Quoting Jay Stelly [EMAIL PROTECTED]: So you're suggesting to simply replace the RagdollBone() call with my own data transformations? yes

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

2006-02-06 Thread Tim Holt
Why can't anyone just answer the guy's technical question with some insight into how to do it instead of lecturing him on whether it's proper or not? Sheesh! Personally I'd like to use this exact type of thing to allow the player's hand to interact with things in-view without actually moving the

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

2006-02-06 Thread Tim Holt
In my mental design for the medical application, I always figured I'd have the game behave normally most of the time, but have a modifier key to activate the aim but don't look mode. One could alternately have something like this for look but don't change aim mode. Think about say a deployed MG

Re: [hlcoders] Setting current animation to a specific frame

2006-02-01 Thread Tim Holt
Welcome to the internet! :^) Quoting Aaron Schiff [EMAIL PROTECTED]: ...you'll experience jerks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Vectorized Aiming

2006-01-30 Thread Tim Holt
So I never tried it, but I was thinking of doing the same thing for a medical simulation I was working on a while back. Specifically, I wanted the player to be able to place and use a stethoscope (done as a weapon) while watching an EKG type readout. Good luck on it, it would be worth giving it

Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
brick in it would be described as Brick unless there was a more exact match to the given texture. Tim Holt Quoting Che [EMAIL PROTECTED]: Hey Alexander, Of course, please post what you can far and wide. Feel free to give out my email address [EMAIL PROTECTED] And many thanks

Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
picked up. Is that sort of thing doable? Many thanks, Che - Original Message - From: Tim Holt [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com; Che [EMAIL PROTECTED] Cc: hlcoders@list.valvesoftware.com Sent: Tuesday, January 24, 2006 5:41 PM Subject: Re: [hlcoders] Blind

Re: [hlcoders] Blind project

2006-01-24 Thread Tim Holt
brightness: the louder the brighter. Consequently, silence means black, and a loud sound means white, and anything in between is a shade of grey. --- end quote --- Quoting Tim Holt [EMAIL PROTECTED]: I could create the levels for you - the software part I unfortunately don't have time

Re: [hlcoders] Source SDK Update Released

2006-01-17 Thread Tim Holt
Grr... broke mdldecompiler.exe - giving the Extra App ID set to 211, but no SteamAppID. error when you browse to the .mdl to decompiler. Dave, etc. - think you could help us understand why this error occurs, what tool makers can do to fix it? Quoting David Speyrer [EMAIL PROTECTED]: This is a

Re: [hlcoders] Source SDK Update Released

2006-01-17 Thread Tim Holt
Worked fine for me until update. Not with the beta SDK though. Quoting Aaron Schiff [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] it's been broken for a while On 1/17/06, Tim Holt [EMAIL PROTECTED] wrote: Grr... broke mdldecompiler.exe - giving the Extra App ID

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

2006-01-07 Thread Tim Holt
If you haven't done so go check out Darwinia. It's got various little particle things that are kind of cool in a cyber space way. Quoting Julian Moschüring [EMAIL PROTECTED]: hey, so, you only want to graphically simulate WLan AdHoc networks with the source engine and make the physical

[hlcoders] Brainstorm with me? How to create desert mirage effect?

2006-01-07 Thread Tim Holt
I was wondering if anyone has any thoughts on how to create a desert mirage effect in a game. Something like the effect you see on the runway in the picture at http://www.defenselink.mil/photos/Mar1998/980312-F-7910D-007.html It's basically a very strong refraction that effectively is creating a

[hlcoders] Successful mod team tips and warstories?

2005-12-29 Thread Tim Holt
I put up a new page on the Valve Wiki to talk about what makes a successful mod team. I thought I'd email here to see if I could get a few additions and war stories from you the list members, since many of you have recognizable names as long time mod developers, etc.

Re: [hlcoders] A modification of shot distribution for Source

2005-12-20 Thread Tim Holt
PROTECTED]: Tim Holt wrote: I coded up a new version of shot_manipulator.h this morning which some people might be intersted in using. What it does is replace the calculation method for random shot point generation with a biased calculation that statistically puts more bullets in the middle

[hlcoders] A modification of shot distribution for Source

2005-12-18 Thread Tim Holt
I coded up a new version of shot_manipulator.h this morning which some people might be intersted in using. What it does is replace the calculation method for random shot point generation with a biased calculation that statistically puts more bullets in the middle of the circle than on the edges.

Re: [hlcoders] New weapons system

2005-12-16 Thread Tim Holt
The idea also of programatically controlling the locations of the viewmodel hands is interesting too. Programatically as in you say Put attachment point X on view model at given coordinate. I was talking about this at a conference a while back for medical applications. I wanted to have a player

[hlcoders] Comparing bullet spread methods in Source and GoldSrc

2005-12-16 Thread Tim Holt
I was looking at the base code that calculates bullet cone of fire or randomness in Source today, and comparing it with the calculation method in GoldSrc (HL1). They are different. I'm curious if anyone could help me grok the differences, and just what the effect would be for bullet spread.

[hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Woops - hit send button while editing - here's the right one... I was looking at the base code that calculates bullet cone of fire or randomness in Source today, and comparing it with the calculation method in GoldSrc (HL1). They are different. I'm curious if anyone could help me grok the

Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Answering my own question a bit maybe. Someone check my math on this? I may have missed something... If you go with straight default values, you have... bias = 1.0; shotBiasMin = -1.0; shotBiasMax = 1.0; Applying those values to the forumula below, you get shotBias = ((1.0 - -1.0)

Re: [hlcoders] Comparing bullet spread methods in Source and GoldSrc (RESEND)

2005-12-16 Thread Tim Holt
Well me. I missed the second + UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) in the goldsrc method - which takes it back up to +/-1 max range. At least I know a) the code better and b) not to trust my math :^) Quoting Tim Holt [EMAIL PROTECTED]: Answering my own question a bit

RE: [hlcoders] extra app Id set to 211, but no steamAppID

2005-12-02 Thread Tim Holt
Mine actually doesn't work right now. Application not found - it doesnt' seem to perform the update anymore when I start it. I haven't tried the various kludges like logging out and in or nuking the blob file yet - just figured it was a problem related to this other one. Quoting Alfred Reynolds

RE: [hlcoders] SDK Beta Underway

2005-11-22 Thread Tim Holt
Current changelist for the beta is available here: http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist rcid=20783 Quoting [EMAIL PROTECTED]: Can we get a brief overview of the changes at all? I'm scared that there might be a lot of potentially breaking things and I'd

RE: [hlcoders] Particle Attachment Updating

2005-11-10 Thread Tim Holt
Just thinking out loud w/o looking at code... I bet there's some way to modify the env_smokestack code a bit to make them persistent and update on say, range to the viewer instead of just having a direct line of sight. Maybe clone the smokestack code to create a new entity, and give it a new

Re: [hlcoders] Lost Coast Commentary System

2005-10-28 Thread Tim Holt
Here's something for someone to try. Given the pretty generic look of the file format, one has to wonder if other entity types would work in there? Quoting Benjamin Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Tommorow i'll try and get a map with commentary

Re: [hlcoders] Engine Scale

2005-10-19 Thread Tim Holt
I've been doing that in a project. I've put the player at 1/4 scale for large outdoor terrain based gaming. A few things I ran into or did... * Create one master scale constant and use it to factor everything you can * Scale the POV height * Scale the bounding boxes/hulls * Scale the

Re: [hlcoders] Steps of making npcs work on a multiplayer mod?

2005-10-17 Thread Tim Holt
Using NPC and weapon code as templates can have interesting side effects. In the medical mod project I worked on, the doctors (npc_civilian based code) had a tendency to run over and grab the stethoscopes and other weapon-like objects off the table. Quoting garry [EMAIL PROTECTED]: -- [

Re: [hlcoders] Steam UI Update

2005-10-10 Thread Tim Holt
://www.cstrike-planet.com/steamskins/ So why does it have a skin menu in settings? On 10/10/05, Andrew Foss [EMAIL PROTECTED] wrote: Steam is not skinnable enough. On 10/9/05, Tim Holt [EMAIL PROTECTED] wrote: The irony is that before windows, people complained about inconsistent UI

Re: [hlcoders] Steam UI Update

2005-10-09 Thread Tim Holt
The irony is that before windows, people complained about inconsistent UI design, and found the Mac then Windows UI a blessing to unify things. Guess if you've watch things long enough you see it goes full circle. Frankly, I welcome our UI standard overlords! Quoting Andrew (Bromfitsen) [EMAIL

Re: [hlcoders] Steam UI Update

2005-10-06 Thread Tim Holt
I started a suggestion list on the discussion page. You should add it to my list. http://developer.valvesoftware.com/wiki/Talk:UIBugs Quoting Sylvain Rochette [EMAIL PROTECTED]: Another good option will be to have the posibility to remove the game you dont want. Like a Hide Game or someting.

Re: [hlcoders] Steam UI Update

2005-10-06 Thread Tim Holt
You should post this stuff on the wiki page. There's a nitpick section that color issues would fit into well. I'm not nitpicking your nitpicks BTW - I put up most of the ones that are there already :^) Quoting Benjamin Davison [EMAIL PROTECTED]: -- [ Picked text/plain from

RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Tim Holt
to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one

[hlcoders] poser parameters in a v_ model?

2005-09-06 Thread Tim Holt
Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the

Re: [hlcoders] Model Surface Properties

2005-09-03 Thread Tim Holt
If you can get the material, can you then get the UV map info and figure out where on the material the contact is? With that you could start to do simple zone areas on the material. Quoting [EMAIL PROTECTED]: I want to be able to group faces/triangles of a collision mesh in one of my models

Re: [hlcoders] Using CZero content in a mod

2005-08-31 Thread Tim Holt
My i'm not a lawyer guess is that this is not the case. Valve certainly is the final rights holder, etc. of the content. It would be nice to get some kind of clarification on this though. Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Andrew (British_Bomber) wrote: -- [ Picked

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
Smell away, the point is to create a visualization system, not a multiplayer frag fest :^) Also there's no LOD nor any number of other optimizations going on (yet). Also, smell the fact that it is a paying job to develop it over a 2 year period (just started 2 months ago). I'm trying to wave a

Re: [hlcoders] Using CZero content in a mod

2005-08-30 Thread Tim Holt
visualization, it is not. On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote: Smell away, the point is to create a visualization system, not a multiplayer frag fest :^) Also there's no LOD nor any number of other optimizations going on (yet). Also, smell the fact that it is a paying job

Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
/background020003.jpg Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Tim Holt wrote: So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. See this thread

Re: [hlcoders] Using CZero content in a mod

2005-08-29 Thread Tim Holt
. In Oct/Nov there will be the Serious Games Conference in Washington DC. Tim Quoting Kamran [EMAIL PROTECTED]: Cool, what's it about? Tim Holt wrote: Work actually - I work at OSU and currently am doing two different serious games mods using HL2. There's a lot of interest in using games

[hlcoders] Using CZero content in a mod

2005-08-28 Thread Tim Holt
So exactly what is the legality/status/etc. for using CZero content in a HL/HL2 mod? Legit? There's a lot of music in there that's actually got some interesting potential uses, plus models. ___ To unsubscribe, edit your list preferences, or view the

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
serves me. Quoting Ian Warwick [EMAIL PROTECTED]: It's possible you just need to subclass from vgui::Frame rather than vgui::Panel, and mouse input will work, this is what I did. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 18 August

RE: [hlcoders] Accepting mouse input in the overview map

2005-08-19 Thread Tim Holt
] On Behalf Of Tim Holt Sent: 18 August 2005 18:51 To: hlcoders@list.valvesoftware.com; Kamran Cc: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Accepting mouse input in the overview map I was thinking of tackling this by having the mini overview be as it is now - no mouse

Re: [hlcoders] Accepting mouse input in the overview map

2005-08-18 Thread Tim Holt
I was thinking of tackling this by having the mini overview be as it is now - no mouse interface. But then also an alternate overview map which is actually a modal dialog - like the MOTD display is (have to click OK to continue). Quoting Kamran [EMAIL PROTECTED]: That's pretty impossible, if

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-16 Thread Tim Holt
Basically isn't that all carrying around a small physics prop via use is? Just in that case there's no view model with a hand. Quoting Tei [EMAIL PROTECTED]: El mar, 16-08-2005 a las 16:43 +1000, Jeff Fearn escribió: On 8/16/05, Skyler York [EMAIL PROTECTED] wrote: Maybe just make the view

[hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
I'd like to add the standard CMapOverview overview to my project. Player holds down key, map pops up. Player lets go of key, map goes away. Would I be correct in basically duplicating the code here and there that manages the scoreboard (except the intermission drawing, etc.) and replace it with

Re: [hlcoders] Adding an overview display via CMapOverview

2005-08-16 Thread Tim Holt
Ah never mind, I answered my own question (with some help from Ginger Lord) and documented it on the wiki at http://developer.valvesoftware.com/wiki/VGUI2:_Overview_Display Quoting Tim Holt [EMAIL PROTECTED]: I'd like to add the standard CMapOverview overview to my project. Player holds down

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
Of course what you really need to have for that swinging weapon is for it to know just where it impacted, and stop swinging at that point. Then play a clunk impact sound at that point, based on what you hit. Could one totally get away from the idea of a swing animation and instead directly

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tim Holt
a VPhysics object that's attached to the player at a point and tries to stay oriented forward, and it will interact naturally with the environment. Just my two cents. On 8/15/05, Tim Holt [EMAIL PROTECTED] wrote: Of course what you really need to have for that swinging weapon

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
Joshua, I'm also very interested in this. I'm working on a forest visualization project at Oregon State University, and had considered SpeedtreeRT as well. I have a hunch where you would integrate it, or how. Take a look at DetailObjectSystem.cpp - which handles the detail stuff (fading out

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tim Holt
is at 1/4 scale to increase the appearance of the size of the map. Quoting Ben Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] A bit OT: But did you advertise this mod on hl2world, because I remember seeing something like this and being amazed. On 8/9/05, Tim Holt

[hlcoders] Idea for massive numbers of Detail Objects - hair brained?

2005-08-05 Thread Tim Holt
I want to bounce an idea off the list and see if anyone thinks it's hair brained or not. I want to create a display environment with a lot of detail objects. Like on the order of 100,000 of them or more. Trees specifically. But instead of being defined by ground material and the detail.vbsp

Re: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
This debate is pretty rediculous. The very idea that somehow using MySQL makes you tied up in some kind of legal space is just mind boggling. Almost like debating the Microsoft Windows EULA. As if you'd dump Windows (as a HLCodder) purely because you don't agree with terms and conditions.

RE: [hlcoders] Keeping track of information inside the game

2005-08-02 Thread Tim Holt
Which of course would be against the basic Valve SDK license I imagine - to charge or profit off your mod. So again, not a problem is it? Quoting Spencer 'voogru' MacDonald [EMAIL PROTECTED]: I thought the keyword was, if you use MySQL in a program that's for commercial use, you have to pay

Re: [hlcoders] Keeping track of information inside the game

2005-08-01 Thread Tim Holt
Some kind of persistence framework would be pretty useful for a number of mods I imagine. Was the original poster looking for something that stored persistent data on a server by server basis, or a centralized server for everyone playing the game? If centralized, it seems like a web-services

Re: [hlcoders] PlanetHalflife POTD Alien Slave from garys mod

2005-07-30 Thread Tim Holt
It's probably in the skybox Quoting DAV [EMAIL PROTECTED]: Hi, Any idea of how they enlarge the Alien Slave model we can see here: http://www.planethalflife.com/potd/index.asp?id=497208 How did they do it? Thanks, davcin ___ To

RE: [hlcoders] Some questions on map size/scale

2005-07-25 Thread Tim Holt
@list.valvesoftware.com Subject: Re: [hlcoders] Some questions on map size/scale I would also like to know how to set this, however I doubt I will use it... but I've wondered about this too. Tim Holt wrote: Back to the original quote from the SDK FAQ... Mods can choose their own unit

[hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
According to some SDK FAQs... The maximum map size is currently set at +/-16384 units (16x the horizontal area of Half-Life 1, 64x overall volume). Mods can choose their own unit scale for the world. For example, 1 unit could be made to be equal to 1 foot, or to 1/10 of an inch. Physics will

Re: [hlcoders] Some questions on map size/scale

2005-07-22 Thread Tim Holt
. Physics, player view height, player bounding boxes, etc. That's the kind of scaling stuff that needs more than just me saying Make it so! Quoting Jeffrey \botman\ Broome [EMAIL PROTECTED]: Tim Holt wrote: Which leaves the part about setting the unit scale. Any pointers from anyone about

Re: [hlcoders] non-game mods for steam

2005-06-28 Thread Tim Holt
I wanted to re-reply to this now when I've got a little bit more time. Actually, there is a rather new and thriving movement to use games for more serious uses. The phrase Serious Games is often used to describe them. What are Serious Games? Well there are a lot of different definitions, but at

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

2005-06-17 Thread Tim Holt
I'm suprised there isn't more sharing of source code - basically open source modules for specific features like this, HUD display elements, etc. Quoting [EMAIL PROTECTED] [EMAIL PROTECTED]: The problem is that if you make something that has to be included in the mod source code, no one will

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

2005-06-17 Thread Tim Holt
I'm very much with you on that Alfred. I will quickly leave any server with crazy stuff on it. And don't worry I know who to blame :^) Server side stuff can be sort of intersting in a good way though - it is in a way a chance for people to mod a mod. For example someone made smoke grenades for

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

2005-06-16 Thread Tim Holt
Purely from a players point of view, the rape that some server side plugins do to players is the worst sin of all. As soon as I see any server side plugins active on a server, I leave. I don't want annoying sounds downloaded to me, menus, screen displays, or key rebindings etc. On the other

Re: [hlcoders] npc_citizen entity issue

2005-06-04 Thread Tim Holt
Check the m_Type value in npc_citizen.cpp (if you're approaching this fro the code point of view). If you're setting them up in a map, go to the Type Keyvalue, which you can set to Default, Downtrodden, Refugee, Rebel or Unique Quoting Spektre [EMAIL PROTECTED]: I'm having a problem trying to

RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and a quick dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv Quoting Tim Holt [EMAIL PROTECTED]: Interesting - thanks Yahn, I'll check that out. A post in the VERC forums suggests maybe the DrawFilledRect

Re: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-06-02 Thread Tim Holt
Part of a prototype/demo mod looking at ways to teach/convey medical training via games. A serious games project. Quoting Ben Davison [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Seems very cool, what is it for? On 6/2/05, Tim Holt [EMAIL PROTECTED] wrote: I

[hlcoders] VGUI graphics primitives (DrawLine) on a 3d space vgui_screen?

2005-05-31 Thread Tim Holt
I've been doing conventional HUD type displays, and have been using the DrawLine graphics primitive to draw various graphics items on them just fine. Now I want to take one of those displays and have sitting in 3d game space via the vgui_screen entity. It works up to a point, with my text

[hlcoders] RE: Transparent color on model? (omega)

2002-12-24 Thread Tim Holt
Use your imagination - you can do a lot more than just that with it :^) Probably for cs 1.6's riot shield -omega Blackened Interactive - http://blackened-interactive.com Front Line Force - http://www.flfmod.com ___ To unsubscribe, edit your list

[hlcoders] The answer to the making a sky shot question...

2002-12-05 Thread Tim Holt
From Martin Otten @ Valve... there is such a command envmap (not in software mode) that saves .bmps for ll 6 box sides (using the current origin). use cvar gl_envmapsize n to set the size of these images n*n ). I think this isn't used for skyboxs, but for environment maps, placed on

Re: [hlcoders] Taking screens to create an

2002-12-04 Thread Tim Holt
From: Vyacheslav Djura [EMAIL PROTECTED] Hello Tim, btw, I thought there is some console command to create set of sky files from your current position. Is it true? -- Vyacheslav Level-designer Deep-Shadows(http://www.deep-shadows.com) Yes Vyacheslav, that's exactly

[hlcoders] Taking screens to create an environment map (sky) in-game?

2002-12-03 Thread Tim Holt
I would swear at one point I saw something on how to take a set of shots while in-game that would create a skybox. You know, the ft,bk,lf,rt,up,dn files in gfx/env. But of course now I can't find the reference. Does anyone know how to do this at all? Tim Holt DoD Mapping

[hlcoders] RE: Palladium

2002-10-08 Thread Tim Holt
The Palladium is public by Microsoft however MS employees decided it would be fun to release other details such as the trusted code part which means microsoft checks anythign and everything before its runtime, this infact won't be practical and... Sounds like Steam to me :^)

Re: [hlcoders] 1.1.0.0 SDK Question

2002-06-27 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] I have a hunch that They Who Give (aka Valve) would not conciously NOT release the SDK nor just forget. Daniel Koppes wrote: Uh. I imagine if he wanted to know the relevance in the cosmic sense of time he would have asked some nutcase

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Tim Holt
-- [ Picked text/plain from multipart/alternative ] ramble Some of this security stuff is nuts. This guys problem is like me contacting someone and saying Oh better watch out! Someone could break the glass on your house and GET INSIDE! The creative imagination can come up with a million flaws

Re: [hlcoders] Fwd: Half-life fake players bug

2002-06-21 Thread Tim Holt
friends after dinner. Chris Bokitch wrote: lawn mowing mod? where can i get that? it'll be at the expo for sure! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Tim Holt Sent: Friday, June 21, 2002 8:40 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Fwd

Re: [hlcoders] vehicles

2002-06-21 Thread Tim Holt
Driving up walls is good? :^) Or do you mean up slopes? Jorrit Heusinkveld wrote: i got working vehicles but i can`t get them drive up a wall like in cs this is my code: void CFuncVehicle :: Stop( void ) { pev-speed = 0; } void CFuncVehicle::Wall( void ) { TraceResult

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

2002-06-07 Thread Tim Holt
] [mailto:hlcoders- [EMAIL PROTECTED]] On Behalf Of Tim Holt Sent: Thursday, June 06, 2002 11:19 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Confusing bit of code in the HL AI -- [ Picked text/plain from multipart/alternative ] Hmm, must be getting really close to next HL release, the Valve

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