Re: [hlcoders] Switch the SDK to NCF

2008-07-07 Thread Jonas 'Sortie' Termansen
Interesting idea. If I understand the NCF system correctly, it's just normal files placed inside a Steam sub-folder in SteamApps/. Doesn't that mean it is harder for Valve to update the game? But you clearly have a point. While switching to this system will be a bit of work, it should be

Re: [hlcoders] Setting restriction for CVARS

2008-07-18 Thread Jonas 'Sortie' Termansen
You could do some hacking, the function retrieving the value could be changed to something like this? void MyFucntionThatDoesStuff ( void ) { if ( sv_MyConVar.GetInt() 5 ) { sv_MyConVar = 5; } if ( sv_MyConVar.GetInt() 2 ) { sv_MyConVar = 2; } TheFunctionINeedToCall ( sv_MyConVar.GetInt()

Re: [hlcoders] Setting restriction for CVARS

2008-07-18 Thread Jonas 'Sortie' Termansen
Haha yeah, but I figured the same method would work back in GoldSrc, clamping isn't some kind of hi-tech technology you know. Yet I have absolutely no experience with GoldSrc modding, so yeah. ;-) From: Tony omega Sergi [EMAIL PROTECTED] remember jonas, he's working with HL1 not source ;)

Re: [hlcoders] Which are the other 3 mods that get access to thesteamworks sdk?

2008-08-11 Thread Jonas 'Sortie' Termansen
Actually, I don't see the benefit except from achievements and such, perhaps distribution on Steam (which would be awesome!). Also, who's your source on this story? From: [EMAIL PROTECTED] I noticed that Synergy is one of the first 4 mods that get access to the steamworks sdk, so im wondering

Re: [hlcoders] prop_vehicle model

2008-08-18 Thread Jonas 'Sortie' Termansen
Hi Steven. For all crashes, find the game you base your mod on, open it's folder and find the newest .mdmp minidump file. Open the file with visual studio, hit F5 and the crash will reproduce. You can now easily see where the crash happened and *easily* fix it. For a longer tutorial look up

Re: [hlcoders] Decompiling Orangebox Models

2008-08-26 Thread Jonas 'Sortie' Termansen
You want to change a path in a .mdl? You don't have to decompile the model in order to do that, you just hex it with a program like XVI ( http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm ) Read a tutorial on hexing or figure it out yourself. - Original Message - From:

Re: [hlcoders] grenade code

2008-09-21 Thread Jonas 'Sortie' Termansen
In the headers you declare functions. (head) intMyFunction(int AValue, char* A_Pointer); In a .cpp file you define the functions (bodies) intMyFunction(int AValue, char* A_Pointer) { if (A_Pointer) { return AValue/7; } return 0; } When you call a function from

Re: [hlcoders] Source Mods in SDK?

2008-10-05 Thread Jonas 'Sortie' Termansen
Pretty simple. The list of games in the Source SDK isn't automatically rebuilt. The new games in it, comes from a larger SDK release. In order to add them simply edit Source SDK/bin/[engine]/bin/GameConfig.txt, which should be pretty straight forward for users with experience. Basically the

Re: [hlcoders] Source Mods in SDK?

2008-10-05 Thread Jonas 'Sortie' Termansen
Well, once you've calm down, this could very well be a great suggestion. However, lately I have had the experience that if I uninstalled my Source Mod, as a test, Steam detected it without being restarted. Seems like there already is some support. But yes indeed, a menu option Search for

Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Jonas 'Sortie' Termansen
Your code just checks if there is a local player. (Always true) Try compare the owner of the weapon with the local player. - Original Message - From: Luke Smith [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 08, 2008

Re: [hlcoders] model import

2008-10-08 Thread Jonas 'Sortie' Termansen
Looks like your vertexes seem right, since the Train has the right shape. That must mean the indices are incorrect, maybe a wrong offset in the array, perhaps it's 0 or 1 based? Try a few things and see how they work out. Also, NEVER link to my.php on ImageShack. Makes my popup blocker go

Re: [hlcoders] Using vectors to offset.

2008-10-13 Thread Jonas 'Sortie' Termansen
If you want to lower a vector, simply decrease the .z value? - Original Message - From: Luke Smith [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, October 14, 2008 1:23 AM Subject: [hlcoders] Using vectors to offset. Can someone explain to me how to use vectors to

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Jonas 'Sortie' Termansen
Kevin, I love you. Valve broke all the batch tools for the Orange Box and forced me to use Hammer! While I've just tried it once, it's much faster than Hammer and is quite simple. The only problem is that the UI is really ugly, but I can live with that of course. I'd be really interesting in

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Jonas 'Sortie' Termansen
comment(linker,/manifestdependency:\type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\) Sortie - Original Message - From: Jonas 'Sortie' Termansen [EMAIL PROTECTED] To: Discussion of Half-Life

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Jonas 'Sortie' Termansen
and would be very happy to consign the sourcecode for to them so it can be included in the SDK, something like this really should have been part of the tools a long time ago. qUiCkSiLvEr - Original Message - From: Jonas 'Sortie' Termansen To: Discussion of Half-Life Programming

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Jonas 'Sortie' Termansen
it, I've updated the tool so styles should now work, get the 1.0b version: http://qsextreme.com/vbct From: Jonas 'Sortie' Termansen this is c#.net 2008, I'll check that, thank you Tom. I don't have themes enabled in the screenshots, perhaps that's what everyone is looking at? Well

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-14 Thread Jonas 'Sortie' Termansen
that runs your batch file. -- Tim Baker -- From: Jonas 'Sortie' Termansen Great! Oh and as you suggested, a system to compile multiple maps in a row would be really nice. It's hell to manually recompile 7+ maps in a row using the Hammer method

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Jonas 'Sortie' Termansen
from *within* Hammer. I use the Tcl scripting language to batch compile Heart of Evil Source maps. You're saying DOS batch files don' t work though? -- Tim Baker -- From: Jonas 'Sortie' Termansen [EMAIL PROTECTED] Yep, but vbsp, vvis and vrad

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Jonas 'Sortie' Termansen
%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp = -- From: Jonas 'Sortie' Termansen Nope. DOS Batch compiles doesn't work for some mysterious reason, only works when run from inside Hammer. Sadly Hammer eats a lot

Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-16 Thread Jonas 'Sortie' Termansen
but not doing compiles. qUiCkSiLvEr From: Jonas 'Sortie' Termansen My experience is that vbsp, vvis and vrad is unable to correctly mount the game content from .gcf files when run outside Hammer, without this information vbsp can't process textures, vrad can't take models into consideration

Re: [hlcoders] Custom Introduction Panels Team Menu: FLICKERING

2008-11-09 Thread Jonas 'Sortie' Termansen
I must admit, your graphics bug looked really cool. Still, my 'dicso-lighting' bug is way cooler. From: Tobias H. [EMAIL PROTECTED] of course! it was trying to light those objects... thanks a lot, now it works perfectly! On Fri, Nov 7, 2008 at 3:35 PM, Tony Sergi [EMAIL PROTECTED] wrote:

Re: [hlcoders] Request

2008-11-15 Thread Jonas 'Sortie' Termansen
If I had any experience modelling, I'd just write my own plugin. Can't some of you experienced modellers and programmers get together and write a tool and release it under some GPL-alike license for the good of us all? From: Stephen Swires [EMAIL PROTECTED] So nobody cares about an

Re: [hlcoders] Request

2008-11-15 Thread Jonas 'Sortie' Termansen
Me? Spam? Probably just a coincidence. Hopefully. From: Jake [EMAIL PROTECTED] VerTex Animation. btw Jonas (OMG JONAS BROTHERS!) you were marked as spam! Tom Leighton wrote: And what is a VTA? Stephen Swires wrote: So nobody cares about an industry-standard modelling tool. Nick wrote:

Re: [hlcoders] Non-standard commands from the GameMenu?

2008-11-27 Thread Jonas 'Sortie' Termansen
Hey! I had some trouble with this as well, thanks man! The problem is that these commands are run through the vgui system, not the console. From: Tobias Kammersgaard [EMAIL PROTECTED] Dang! Ignore this, I was supposed to add engine command before it worked. /ScarT 2008/11/26 Tobias

Re: [hlcoders] CWeaponOldManHarpoon

2008-12-08 Thread Jonas 'Sortie' Termansen
Hey Gustavo. Simply delete the server-side file (or exclude it from the project) and rebuild. You will most likely not need it in your mod. - Original Message - From: Gustavo Ramos Lira [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 08, 2008 7:36 PM

Re: [hlcoders] Dualies

2008-12-09 Thread Jonas 'Sortie' Termansen
Sounds like you forgot to declare the ACTs you're using in a datadesc, or a class, or something. Try and see where the other ACTs are declared in other weapons. (You could also have forgotten to load a .h header file?) - Original Message - From: Gustavo Ramos Lira [EMAIL PROTECTED] To:

Re: [hlcoders] Difficulty diagnosing crash

2008-12-18 Thread Jonas 'Sortie' Termansen
I'd check what caused the crash, is it an invalid pointer? If it is, then I'd try and track and see where it came from. - Sortie - Original Message - From: Richard Slaughter slau...@vault13.co.uk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday,

Re: [hlcoders] pickup entity respawning at center of map

2009-01-13 Thread Jonas 'Sortie' Termansen
Just try and see what happens instead of asking us, I don't have a clue. (But if I had, I'd answer your questions). - Original Message - From: Yorg Kuijs yorg.ku...@home.nl To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, January 13, 2009 2:33 PM

Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-19 Thread Jonas 'Sortie' Termansen
I've had the same problems with my mod -- occasionally -- for weeks, if not a month or two. I thought it was related to my implemation of my Maxsi Distribution technology for automatic updates, but if you're getting it too then it's rather stange. Even more if you're using the Ep1 engine and

Re: [hlcoders] hl2.exe not completely exiting when quitting mod?

2009-01-20 Thread Jonas 'Sortie' Termansen
thing, as I don't remember this happening prior to this weekend. Also: EP1 engine mod. On Mon, Jan 19, 2009 at 4:20 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I've had the same problems with my mod -- occasionally -- for weeks, if not a month or two. I thought

Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Jonas 'Sortie' Termansen
How about just placing a .dll in the bin/ folder, and seeing if the server would compare that one with the clients'? - Original Message - From: Olly oli...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Saturday, January 24, 2009 9:53 PM Subject:

[hlcoders] Ingame Movie Playback

2009-02-04 Thread Jonas 'Sortie' Termansen
Hey List, I'm going to heavily utilize storytelling in my mod. I've decided to have an ingame TV Station tell important information. Traditionally I would have used a simple rendertaget and a lot of scripting, but the recordings require a lot of locations. Having the player load textures for

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Jonas 'Sortie' Termansen
) but I *believe* there's some native support for the Bink BIK movie format. I vaguely recall a discussion here some time back about displaying a movie on a VGUI panel using this format. I think it was Pirates and Vikings that was doing it. - Jed 2009/2/4 Jonas 'Sortie' Termansen hlcod

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Jonas 'Sortie' Termansen
this advice at face value. On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: - AVI files seem to be rather large, according to my experience Compress them? If you're running 1080 movies then no wonder they are large. If you make them 640 or 320

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Jonas 'Sortie' Termansen
. Maybe alex's code is good since I know she likes to talk alot :) (I know, bad joke) On Wed, Feb 4, 2009 at 10:08 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: I did some research about Bink and found that their tools are freely available on their website. The SDK isn't publicly

Re: [hlcoders] Physics Problem

2009-02-20 Thread Jonas 'Sortie' Termansen
Now, I haven't messed with the physics system, but it sounds like the prop is unaware things have changed. Props in Source that haven't moved for a while, aren't physically simulated, for performance reasons. I would find a way to broadcast an event that tells nearby props that they need to be

Re: [hlcoders] Tools crash

2009-02-24 Thread Jonas 'Sortie' Termansen
Yep, I had a crash when I loaded particles from Recent. Happened twice, but not sure if it's related to the Recent Menu rather than the loading menu, a shame I was just about to do some testing. - Original Message - From: Matt Stafford wrai...@gmail.com To: Discussion of Half-Life

Re: [hlcoders] Tools crash

2009-02-26 Thread Jonas 'Sortie' Termansen
be normal. Hopefully this error will be fixed soon, I need to fix my particle effect before I can continue with development. - Sortie - Original Message - From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent

Re: [hlcoders] Particle editor still broken

2009-02-26 Thread Jonas 'Sortie' Termansen
Yep, they fixed the crash earlier this month. Of course, they broke it again soon afterwards. - Original Message - From: Darth.Hunter hun...@egaming-league.net To: hlcoders@list.valvesoftware.com Sent: Thursday, February 26, 2009 11:08 PM Subject: [hlcoders] Particle editor still broken

Re: [hlcoders] $cdmaterials not working

2009-03-05 Thread Jonas 'Sortie' Termansen
I suppose you are changing the values of the textures to include the folder path, when you move them to other folders? VertexlitGeneric { $basetexture models/prop_test/guy_head_diffuse $bumpmap models/prop_test/guy_head_bump } - Original Message - From: Walter Gray

Re: [hlcoders] $cdmaterials not working

2009-03-05 Thread Jonas 'Sortie' Termansen
: Re: [hlcoders] $cdmaterials not working Yea, I wasn't. Doing that fixed it. Seems wierd though, I wasn't expecting to have to put the path to the .vmfs in the .vmt as long as they were both in the same folder. Jonas 'Sortie' Termansen wrote: I suppose you are changing the values

Re: [hlcoders] Vgui panel and bink videos

2009-03-07 Thread Jonas 'Sortie' Termansen
, Mar 6, 2009 at 7:54 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote: I made a thread about this a few weeks ago, you need to investigate vgui_video.cpp and Vguiscreens.cpp. ibik.h would be a good starting point too. Although getting the video playing is easy, getting it on a surface

Re: [hlcoders] Vgui panel and bink videos

2009-03-07 Thread Jonas 'Sortie' Termansen
src\public\avi I'm sure you can find it on google from another mod project's subversion trunk. On Sat, Mar 7, 2009 at 7:03 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dkwrote: If you wish to play a video fullscreen, you should just use the console command playmovie or whatever it's called

Re: [hlcoders] Vgui panel and bink videos

2009-03-07 Thread Jonas 'Sortie' Termansen
for any help. -Corey On Sat, Mar 7, 2009 at 11:38 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Also, you could just use the search function in your IDE and search for bink or bik or vgui_video or anything, that's usually how I begin my research - or find files. Poking through

Re: [hlcoders] Vgui panel and bink videos

2009-03-08 Thread Jonas 'Sortie' Termansen
, I'll update you guys on my progress pretty soon. Thanks a lot to everyone who helped! -Corey On Sat, Mar 7, 2009 at 11:53 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: IBik.h is an engine interface - it's automatically part of your mod if you're using the Orange Box

Re: [hlcoders] Counting entities within a Custom Brush

2009-03-11 Thread Jonas 'Sortie' Termansen
How about making a trigger_multiple -alike brush entity that counts the number of entities in it. Everytime something new touches it, it increments an integer, and decreases it when the entities leave it. - Original Message - From: n...@perforated-art.com To:

Re: [hlcoders] Particle editor still broken

2009-03-11 Thread Jonas 'Sortie' Termansen
Still waiting for the update, hate asking people to hurry up, but my release is only 12 days away. Seems pretty weird to have the crash fixed, but not having the update released yet. - Original Message - From: Mike Durand mik...@valvesoftware.com To: hlcoders@list.valvesoftware.com

Re: [hlcoders] Particle editor still broken

2009-03-12 Thread Jonas 'Sortie' Termansen
: [hlcoders] Particle editor still broken It's now fixed. -Dan From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, 11 March, 2009 9:21:58 PM Subject: Re: [hlcoders

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK updateneeded?

2009-03-13 Thread Jonas 'Sortie' Termansen
- Original Message - From: Arg! chillic...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Friday, March 13, 2009 2:29 PM Subject: Re: [hlcoders] Tf2 scout update now breaks plugin / SDK updateneeded? ob sdk is updated now, perhaps a recompile

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK updateneeded?

2009-03-13 Thread Jonas 'Sortie' Termansen
Uh sorry about the last mail - I didn't know what I was doing. OB SDK Updated? I don't see any official messages on the Wiki, Steam RSS Feed, here or on Steam itself. Is it real? - Original Message - From: Arg! chillic...@gmail.com To: Discussion of Half-Life Programming

Re: [hlcoders] Tf2 scout update now breaks plugin / SDK updateneeded?

2009-03-13 Thread Jonas 'Sortie' Termansen
I'm not into assembly or calling conventions, but it sounds like you perhaps are calling the function with the wrong calling convention? - Original Message - From: cheeseh-bu chew...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Friday, March

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

2009-03-17 Thread Jonas 'Sortie' Termansen
I'm making a HL2 Ep2-based Single Player mod using the Orange Box Engine. I didn't have any trouble with my mod's code as it is. I presume any dll's built using the old SDK will still function with the Ep2 engine. Updating the code for a few fixes sounds like an awful lot of work, but is it

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

2009-03-17 Thread Jonas 'Sortie' Termansen
content. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' Termansen Sent: March-17-09 10:59 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta

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

2009-03-17 Thread Jonas 'Sortie' Termansen
source code branches easier (and as a bonus it's also a solid, free, version control system). Paul On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Alright, I will port to the new code, but with a release in 6 days, my code base is currently locked. I

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
Go look where they are declared in the header files, ten bucks they're in some large header containing most of them. - Original Message - From: Grash mr_gr...@yahoo.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, March 19, 2009 7:59 PM

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
, Timothy Fenton Animation and Game Design Student -Original Message- From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk Date: Thu, 19 Mar 2009 20:02:49 To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com Subject: Re: [hlcoders] UTIL Functions... where

Re: [hlcoders] UTIL Functions... where are they?

2009-03-19 Thread Jonas 'Sortie' Termansen
that defines most of them Thanks, Timothy Fenton Animation and Game Design Student -Original Message- From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk Date: Thu, 19 Mar 2009 20:02:49 To: Discussion of Half-Life Programminghlcoders@list.valvesoftware.com Subject: Re: [hlcoders

Re: [hlcoders] Model Entity

2009-03-20 Thread Jonas 'Sortie' Termansen
Well, what value of className are you passing onto the function? - Original Message - From: Dan Clark lnx...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Friday, March 20, 2009 7:15 PM Subject: [hlcoders] Model Entity I am trying to create a

Re: [hlcoders] Model Entity

2009-03-20 Thread Jonas 'Sortie' Termansen
the player class when it makes it. When I try to get a value from the player it crashes with a access violation 0x0005 Best regards, Dan http://www.lnxmad.com Jonas 'Sortie' Termansen wrote: Well, what value of className are you passing onto the function? - Original Message

Re: [hlcoders] Spawning particle systems at the end offunc_precipitation randrops when they collide with props orbrushes - how?

2009-04-02 Thread Jonas 'Sortie' Termansen
I would just create the rain as particles in the first place and move the spawner around together with the player, and create the slashes randomly on the ground, simply not tracing at all, but guessing. It's a lot faster, a little less reliable, but it should serve you well. - Original

Re: [hlcoders] Spawning particle systems at the endoffunc_precipitation randrops when they collide with propsorbrushes - how?

2009-04-03 Thread Jonas 'Sortie' Termansen
Just go to the glass prop and see what settings are changed when the glass breaks; I bet the traces are turned off so that NPCs can look through it. - Original Message - From: James Keith jimmy4...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent:

Re: [hlcoders] ForcedMaterialOverride

2009-04-09 Thread Jonas 'Sortie' Termansen
Shouldn't you use VertexLitGeneric as the shader for the .vmt? - Original Message - From: Jean Marcel Knapp dos Santos changremi...@gmail.com To: hlcoders@list.valvesoftware.com Sent: Friday, April 10, 2009 12:45 AM Subject: [hlcoders] ForcedMaterialOverride Hi, I'm Xblah, coder-lead

Re: [hlcoders] ForcedMaterialOverride

2009-04-09 Thread Jonas 'Sortie' Termansen
format! The combat characters are now black... They supposed to be yellow/red. 2009/4/9 Jonas 'Sortie' Termansen hlcod...@maxsi.dk: Shouldn't you use VertexLitGeneric as the shader for the .vmt? - Original Message - From: Jean Marcel Knapp dos Santos changremi...@gmail.com To: hlcoders

Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecode to this awesome test entity?

2009-04-15 Thread Jonas 'Sortie' Termansen
Uhm, I have little idea what exact entity you are talking about; where can I see a video of this benchmark entity? - Original Message - From: James Keith jimmy4...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, April 15, 2009 3:53 AM

Re: [hlcoders] npc_surface - Could VALVe kindlyprovidethesourcecodeto this awesome test entity?

2009-04-15 Thread Jonas 'Sortie' Termansen
: http://www.youtube.com/watch?v=sqSS0sSff44 On Wed, Apr 15, 2009 at 5:59 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Uhm, I have little idea what exact entity you are talking about; where can I see a video of this benchmark entity? - Original Message - From: James Keith

Re: [hlcoders] npc_surface -Could VALVekindlyprovidethesourcecodetothis awesome test entity?

2009-04-16 Thread Jonas 'Sortie' Termansen
on the Hydra model, but in the console commands for the surface entity, the shape of it can be switched between the test shape and the hydra model. It's the new hydra. Mike has appeared to have lied. James - Original Message - From: Jonas 'Sortie' Termansen hlcod...@maxsi.dk

[hlcoders] Collision between Ar2 Balls and Gunships

2009-04-18 Thread Jonas 'Sortie' Termansen
Hey. In an attempt to invent some new gameplay, I tried launching the secondary fire on the Ar2 against a Combine Gunship. However the Ar2 Ball went straigth through the Combine Gunship for some reason, with no collision at all. I noticed both the Gunship and the Ar2 Ball have their own

Re: [hlcoders] (no subject)

2009-04-19 Thread Jonas 'Sortie' Termansen
Does Portal even utilize the flashlight? If not, that's probably why. And the stuff that creates the flashlight is done within code, and the portal code isn't released, so you can't make changes to the portal code, if that's what you're thinking. - Original Message - From: Gabriel

Re: [hlcoders] Hitboxes client side

2009-04-20 Thread Jonas 'Sortie' Termansen
Isn't that just an artifact from prediction? The hitboxes are calculated on the server that takes client latency into consideration, so the hitboxes are very much in sync. If you are talking about the hitboxes debug command that displays them, that's because the game runs about 100 miliseconds

Re: [hlcoders] VectorRotate

2009-04-23 Thread Jonas 'Sortie' Termansen
Can you really invert the angle like that in 3 Dimensional space? - Original Message - From: Janek jan...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, April 23, 2009 5:09 PM Subject: [hlcoders] VectorRotate Hi all, There is

Re: [hlcoders] Effect flags

2009-04-27 Thread Jonas 'Sortie' Termansen
Sounds like either your .fgd disagrees with const.h or that something in the programming has changed from the HL2 Source (or whatever) you once used. - Original Message - From: Nathan Voge hl2fr...@msn.com To: hlcoders hlcoders@list.valvesoftware.com Sent: Monday, April 27, 2009 5:11 AM

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger, that could be called Trigger_Checkpoint. Then make a variable in the Trigger_Checkpoint called int_RoundOfThisTrigger (that can be edited through hammer, see .fgd). Then in the Touch

Re: [hlcoders] Checkpoints Triggers

2009-04-29 Thread Jonas 'Sortie' Termansen
: Wednesday, April 29, 2009 12:07 PM Subject: Re: [hlcoders] Checkpoints Triggers Just FYI there is: CBaseEntity::IsPlayer() 2009/4/29 Jonas 'Sortie' Termansen hlcod...@maxsi.dk I'd make a variable in the player class called int_Rounds (or something clever) and then make a custom trigger

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Jonas 'Sortie' Termansen
That's pretty hacky and expensive, avoid that solution. You should use text drawing functions. Try changing the size of the font (and color?) very fast, then it will seem rather smooth. - Original Message - From: Steve Henderson steven.j.hender...@gmail.com To: Discussion of Half-Life

Re: [hlcoders] MDL File Format

2009-05-03 Thread Jonas 'Sortie' Termansen
They just released a new OB Beta the other day, I doubt that's outdated. (Perhaps for L4D content, but these works in OB too, so..) - Original Message - From: Brent Lewis coder0...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Sunday, May 03, 2009 10:29 PM Subject: Re:

Re: [hlcoders] MDL File Format

2009-05-03 Thread Jonas 'Sortie' Termansen
Nothing has changed in the OB Engine since the release if the Orange Box in 2007. That's why your May 12 2008 sources are up to date. Oh and May 12 2008 was a special day for me too. ;-) - Original Message - From: Brent Lewis coder0...@hotmail.com To: hlcoders@list.valvesoftware.com

Re: [hlcoders] how to disable intellisense fromgrayingout proprocessor conditional blocks?

2009-05-05 Thread Jonas 'Sortie' Termansen
Select the Server or Client project from the Solution Explorer, Right Click, Set as Startup Project. Wait a second. Done. There is also an option in the settings that automatically switchs projects when you click on a file in another project in the solution, but I forgot it's name and couldn't

Re: [hlcoders] how to disable intellisense fromgrayingoutproprocessor conditional blocks?

2009-05-06 Thread Jonas 'Sortie' Termansen
it as it is part of the major system. Hopefully there wont be this issue in 2010 and its why we still use 2005 for work. Mark On 06/05/2009, at 1:31 PM, Jonas 'Sortie' Termansen wrote: Select the Server or Client project from the Solution Explorer, Right Click, Set as Startup

Re: [hlcoders] linux server : +map not loading map on startup?

2009-05-07 Thread Jonas 'Sortie' Termansen
The easy way to remove that video is to create an empty StartupVids.txt in media/ - Original Message - From: Willem Engel | Naviscale wil...@refreshmi.nl To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, May 07, 2009 9:46 AM Subject: Re: [hlcoders]

Re: [hlcoders] Steam.inf woes

2009-05-08 Thread Jonas 'Sortie' Termansen
I can't remember the exact solution, but it was something about having the steam.inf on both the server and client. - Original Message - From: a...@watkins.to To: hlcoders@list.valvesoftware.com Sent: Friday, May 08, 2009 4:21 PM Subject: [hlcoders] Steam.inf woes Hey all, I'm having

Re: [hlcoders] Setting a weapon to play the draw sequence when it isselected/picked up?

2009-05-10 Thread Jonas 'Sortie' Termansen
Uhm, I didn't know the physgun was broken in the first place. For playing such a sequence, find the function that is called when the physgun is picked up, and start the animation there? Or check some baseclass. The last one sounds like you messed something up related to model attachments on

Re: [hlcoders] Game Content

2009-05-14 Thread Jonas 'Sortie' Termansen
My personal expierence is that you can use CS:S Content in your mod. The 100% legal way is to mount CS:S content but that requires CS:S to be installed and owned by everyone who own your mod. Then if you modify a few models, you can simply make some replacements in your own mod folder that

Re: [hlcoders] Game Content

2009-05-14 Thread Jonas 'Sortie' Termansen
everything's OK. No trouble! 2009/5/14 Jonas 'Sortie' Termansen hlcod...@maxsi.dk Technically, you are not stealing from Valve by making a copy of their works, if they don't lose anything, which the clause that you only use a small portion of their content includes, because the content cannot

Re: [hlcoders] Game Content

2009-05-14 Thread Jonas 'Sortie' Termansen
that was bought for money and which you want to put into public domain. Even for educational purposes you will not be allowed to use the content in public without permission from valve. Jonas 'Sortie' Termansen schrieb: I just read the Steam Subscriber Agreement ( http://store.steampowered.com

Re: [hlcoders] Game Content

2009-05-14 Thread Jonas 'Sortie' Termansen
that accompanies the SDK? Jonas 'Sortie' Termansen wrote: I just read the Steam Subscriber Agreement ( http://store.steampowered.com/subscriber_agreement/ ) and it said nothing about .GCF files or using unmounted content. However, it defines Steam Software as software and other content

Re: [hlcoders] Game Content

2009-05-14 Thread Jonas 'Sortie' Termansen
: Thursday, May 14, 2009 5:57 PM Subject: Re: [hlcoders] Game Content Have you read the agreement that accompanies the SDK? Jonas 'Sortie' Termansen wrote: I just read the Steam Subscriber Agreement ( http://store.steampowered.com/subscriber_agreement/ ) and it said nothing about .GCF files

Re: [hlcoders] .mdl file format

2009-05-14 Thread Jonas 'Sortie' Termansen
Joost van Kempen, To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders That sentence was in every mail you might have recieved. Use some brains, man. - Original Message - From: Joost van kempen

Re: [hlcoders] Compiling Problems

2009-05-14 Thread Jonas 'Sortie' Termansen
Looks like you forgot to declare or implement the server class in your .h file class definition, and that you forgot to give some functions a body - if you declare them and call them, you must give them a body. It's a little late for me to look up code, but pay some attention to the class

Re: [hlcoders] Compiling Problems

2009-05-14 Thread Jonas 'Sortie' Termansen
...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' Termansen Sent: Friday, 15 May 2009 10:42 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Compiling Problems Looks like you forgot to declare or implement the server class in your .h file class definition, and that you forgot

Re: [hlcoders] Compiling Problems

2009-05-14 Thread Jonas 'Sortie' Termansen
...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' Termansen Sent: Friday, 15 May 2009 10:57 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Compiling Problems Fixing the very first error often solves the following in the output. Try

Re: [hlcoders] Compiling Problems

2009-05-15 Thread Jonas 'Sortie' Termansen
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' Termansen Sent: Friday, 15 May 2009 11:54 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Compiling Problems Again, you are defining the same stuff in the LaserBolt.cpp and weapon_blaster

Re: [hlcoders] Compiling Problems

2009-05-16 Thread Jonas 'Sortie' Termansen
, May 16, 2009 12:43 PM Subject: Re: [hlcoders] Compiling Problems The code is at http://forums.steampowered.com/forums/showthread.php?t=860217 On Fri, May 15, 2009 at 11:57 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Are you sure you are not declaring it from inside some macro

Re: [hlcoders] Unknown Command NewGame

2009-05-19 Thread Jonas 'Sortie' Termansen
If it doesn't work on some other computer than your own, then you probably forgot to copy a few important files to the other computer. Make sure you have all the scripts, cfg/*.* files and whatever is required to run it. It sounds like you are missing a console command entry in your .dlls, or

Re: [hlcoders] Unknown Command NewGame

2009-05-19 Thread Jonas 'Sortie' Termansen
the NewGame command isn't being found. Removing sourcetest from the gameconfig.txt search paths just causes the game to crash with a could not load library error. Unfortunately I don't know why or how to resolve the issue. Jonas 'Sortie' Termansen wrote: If it doesn't work on some other computer

Re: [hlcoders] Unknown Command NewGame

2009-05-19 Thread Jonas 'Sortie' Termansen
. The only thing I can think of is that it is finding the client.dll, but failing to load it because it has a dependency on an external .dll that it's not finding (we added a dependency on binkw32.dll) Jonas 'Sortie' Termansen wrote: Hmm, weird. Perhaps your gameinfo.txt is broken, do you have

Re: [hlcoders] Debugging multiplayer crashes?

2009-05-26 Thread Jonas 'Sortie' Termansen
You use the minidump files that Steam automatically generates when your mod crash, copy them into your mod's bin directory, and make sure the automatically generated (by the compiler) .pdb files are present there too, then you open the .mdmp file in Visual Studio and press F5 and the crash

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
Despite your awful English and bad formatting and poorly asked question, I am already working on a technology to keep mods automatically updated using a content server network and torrenting for additional bandwidth. It's already in its beta stages and is used for my own mod's demos, but I'll

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Jonas 'Sortie' Termansen
Got a link with more info? Jonas 'Sortie' Termansen wrote: Despite your awful English and bad formatting and poorly asked question, I am already working on a technology to keep mods automatically updated using a content server network and torrenting for additional bandwidth. It's already

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jonas 'Sortie' Termansen
Usually models in the Skybox is relatively simple, the LOD will not give any performance gain, or even make it worse, if the models are not complex enough. - Original Message - From: Jorge Rodriguez bs.v...@gmail.com To: Discussion of Half-Life Programming

Re: [hlcoders] Hammer update?

2009-06-03 Thread Jonas 'Sortie' Termansen
But it doesn't have any mod support - so you can't directly make it point to any specific gameinfo.txt and thus won't load the nessesary mod content, if you for instance use Ep2 content like I do. - Original Message - From: Ryan Sheffer darksk...@gmail.com To: Discussion of Half-Life

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