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Saturday, June 28, 2014

[FIX] FLStudio Beta MAC OSX Missing Text Walkthrough

Requirements


  •  An account on image-line forums.

Forward

I just got my hands on a Macbook Air and first thing I wanted to do was try out FlStudio's Beta. I downloaded the beta and started it up. I saw this to my dismay:


Solution

Ok, I guess this works. No text but any veteran FLStudio user knows his way around the software, butttt, It really makes it a challenge...so let's fix it anyway.

To fix this, you need to install a missing font: ARIAL.TTF

You have to place this file in 
"/Users/USERNAME/Library/Application Support/FL Studio/Bottles/flstudio/drive_c/windows/fonts"

Make sure you do not place it in your Macintosh HD/Library/...

but wait... there is no Library folder under your username!? That's because it is hidden. Follow these steps to reveal it:
  1. Launch Terminal from Mac HD > Applications > Utilities.
  2. From within Terminal type the following command and press Return:
    chflags nohidden ~/Library
  3. Enter the system administrator password, if prompted, and press Return.
Now you can access the Library folder in your user folder.

Registration

Check out http://support.image-line.com/knowledgebase/base.php?id=35&ans=216 for instructions on registering your copy.


Have fun!

Sunday, August 4, 2013

[C#] WinForms - How to add your own methods to Control functions [with anonymous methods]

Adding your own methods to event handlers on controls is super easy.


Example 1
txtDataReceived.Click += delegate { foo(localVariable1,localVariable2); };
Example 2
imgbtn.Click += delegate { lbl.Visible = false; DoPostBack(); }; 

Wednesday, July 3, 2013

Half life 2 + other mods Gameinfo.txt contents

Create a new file called gameinfo.txt, paste the file in

Quote:
steam/steamapps/$UserAccountName/$GameName/$GameName/
with the proper text inside as noted below:

Code:
Half-Life 2:
"GameInfo"
{
 game   "HALF-LIFE 2"
 title   "HALF-LIFE'"
 type  singleplayer_only


 FileSystem
 {
  SteamAppId    220  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    hl2
  }
 }
}

Half-Life 2: Episode 1:
"GameInfo"
{
 game   "HALF-LIFE 2"
 title   "HALF-LIFE'"
 title2  "== episode one=="

 type  singleplayer_only

 FileSystem
 {
  SteamAppId    380  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    episodic
   Game    hl2
  }
 }
}

Half-Life 2: Episode 2:
"GameInfo"
{
 game   "HALF-LIFE 2"
 title   "HALF-LIFE'"
 title2  "== episode two =="

 type  singleplayer_only

 FileSystem
 {
  SteamAppId    420  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    ep2
   Game    episodic
   Game    hl2
  }
 }
}

Garry's Mod:
"GameInfo"
{
 game "Garry's Mod"
 title ""
 title2 ""
 type  multiplayer_only

 "developer"   "TEAM GARRY"
 "developer_url"  "http://www.garrysmod.com/"
 "manual"            "http://wiki.garrysmod.com/"

 FileSystem
 {
  SteamAppId    440 // 218
  ToolsAppId    211
  
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    hl2
   Game                            |all_source_engine_paths|hl2
  }
 }
}

L4D:
"GameInfo"
{
 game "Left 4 Dead" // Window title
 type multiplayer_only
 nomodels 1
 nohimodel 1
 l4dcrosshair 1
 hidden_maps
 {
  "test_speakers"   1
  "test_hardware"   1

  "l4d_farm02_traintunnel" 1
  "l4d_farm03_bridge"  1
  "l4d_farm04_barn"  1
  "l4d_farm05_cornfield"  1

  "l4d_smalltown02_drainage" 1
  "l4d_smalltown03_ranchhouse" 1
  "l4d_smalltown04_mainstreet" 1
  "l4d_smalltown05_houseboat" 1
  
  "l4d_airport02_offices"  1
  "l4d_airport03_garage"  1
  "l4d_airport04_terminal" 1
  "l4d_airport05_runway"  1

  "l4d_hospital02_subway"  1
  "l4d_hospital03_sewers"  1
  "l4d_hospital04_interior" 1
  "l4d_hospital05_rooftop" 1

  "l4d_vs_hospital02_subway"  1
  "l4d_vs_hospital03_sewers"  1
  "l4d_vs_hospital04_interior" 1
  "l4d_vs_hospital05_rooftop" 1

  "slots_hospital02_subway" 1
  "slots_hospital03_sewers" 1
  "slots_hospital04_interior" 1
  "slots_hospital05_rooftop" 1

 }
 nodegraph 0
 perfwizard 0
 SupportsXbox360 1
 SupportsDX8 0

 FileSystem
 {
  SteamAppId    500  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    left4dead
   Game    hl2
  }
 }
}

L4D2:
"GameInfo"
{
 game "Left 4 Dead 2" // Window title
 type multiplayer_only
 nomodels 1
 nohimodel 1
 l4dcrosshair 1
 hidden_maps
 {
  "test_speakers"   1
  "test_hardware"   1
 }
 nodegraph 0
 perfwizard 0
 SupportsXbox360 1
 SupportsDX8 0
 GameData "left4dead2.fgd"

 FileSystem
 {
  SteamAppId    590  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    left4dead2
   Game    hl2
  }
 }
}

Counter-Strike: Source:
"GameInfo"
{
 game "Counter-Strike Source"
 title "COUNTER-STRIKE'"
 title2 "source"
 type multiplayer_only
 nomodels 1
 nohimodel 1
 nocrosshair 0
 bots 1
 hidden_maps
 {
  "test_speakers"  1
  "test_hardware"  1
 }
 nodegraph 0


 FileSystem
 {
  SteamAppId    240  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    cstrike
   Game    |all_source_engine_paths|hl2
  }
 }
}

Portal:
"GameInfo"
{
 game  "Portal"
 title   "Portal"
 type  singleplayer_only
 nodifficulty 1
 hasportals 1
 FileSystem
 {
  SteamAppId    400  // This will mount all the GCFs we need (240=CS:S, 220=HL2).
  ToolsAppId    211  // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
  
  //
  // The code that loads this file automatically does a few things here:
  //
  // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
  // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
  //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
  // 3. For the first "Game" search path, it adds a search path called "MOD".
  // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
  //

  //
  // Search paths are relative to the base directory, which is where hl2.exe is found.
  //
  // |gameinfo_path| points at the directory where gameinfo.txt is.
  // We always want to mount that directory relative to gameinfo.txt, so
  // people can mount stuff in c:\mymod, and the main game resources are in
  // someplace like c:\program files\valve\steam\steamapps\half-life 2.
  //
  SearchPaths
  {
   Game    |gameinfo_path|.
   Game    portal
   Game    hl2
  }
 }
}

Sunday, June 30, 2013

ATI Tray Tools Fix: Can not initialize ATIPDLXX library! Exiting now....

This has happened to some users in Windows 7 and Windows 8. The fix is very simple:

1. Copy atipdlxx.dll into C:\Windows\SysWOW64

2. Rerun ATI Tray Tools. If you get a "could not connect low level driver" issue, reinstall ATi Tray Tools as administrator.


Friday, June 7, 2013

How to get Eclipse Marketplace for Eclipse Classic

Eclipse Classic leaves off the marketplace, which can make finding plugins a bit difficult. It is easy to fix:

Help → Install new Software → Switch to the Juno Repository → General Purpose Tools → Marketplace Client

Thursday, February 21, 2013

Convert Autocad to Hammer for Source Mapping

Do all of your work as normal in CAD or SU. If CAD is first, save as DWG and import into SketchUp. In SU turn all of your plans into 3d masses, but you need to make sure you group your items (or perhaps just insert planes) so that you have no convex geometry (this is geometry that exceeds 180 degrees, a 3D 'L' would have to be grouped into 2 parts). This is easy if you just group as you go.

From SU, save you file as an OBJ. You may need to use SU pro (which there is a free trial, I use the trial time only for opening and exporting).

Import the OBJ into Blender (www.blender.org), another free program. Then export this as a quake .MAP file.

Then open the MAP in another free one called Crafty (http://nemesis.thewavelength.net/index.php?p=46), from Nems tools. From there export as a VMF.

From here you can just open this VMF into Hammer, and do the rest of your mapping. Add texture, lighting, entities, whatever. But, the general massing of everything will already be done.

Tuesday, February 12, 2013

Replace with Newline In Notepad++

Here is a nifty trick to do some quick string operations. Don't get caught doing them manually! Use Notepad++.

All that is required is for you to set "Search Mode" to "Extended" which respects escape characters.


Before:


After:

(I removed quotations too)