Adrian who? Finol if so he is part of valve now I also think he reads this list, so maybe he might toss in a cent or two ;)
-Ron -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Seth Malaki Sent: Monday, February 18, 2002 7:51 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Re: hlcoders digest, Vol 1 #291 - 14 msgs i still can seem to compile the code... it has the errors void Game_GetSequence( int float ) LNK 2001 unresolved externals (well.. something like that) and that goes to the GetOrientation func too... BTW.. Shimms from tae-mod informed me that it was Adrian that wrote the code.. so where could i find him? >From: [EMAIL PROTECTED] >Reply-To: [EMAIL PROTECTED] >To: [EMAIL PROTECTED] >Subject: hlcoders digest, Vol 1 #291 - 14 msgs >Date: Sun, 17 Feb 2002 12:04:01 -0800 (PST) > >Send hlcoders mailing list submissions to > [EMAIL PROTECTED] > >To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders >or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > >You can reach the person managing the list at > [EMAIL PROTECTED] > >When replying, please edit your Subject line so it is more specific >than "Re: Contents of hlcoders digest..." > > >Today's Topics: > > 1. Monster Speeds (Varlock) > 2. Re: Monster Speeds ([EMAIL PROTECTED]) > 3. Re: Monster Speeds (Reedbeta) > 4. Re: Monster Speeds (Varlock) > 5. Re: Monster Speeds (Cortex) > 6. 9 way blending? (Seth Malaki) > 7. Re: Monster Speeds (botman) > 8. Re: Monster Speeds (botman) > 9. Re: Monster Speeds (Commando) > 10. DMC strafing effect (Cortex) > 11. Re: Monster Speeds (Cortex) > 12. Re: 9 way blending? (botman) > 13. Re: 9 way blending? (Georges Giroux) > 14. Re: DMC strafing effect (Cortex) > >--__--__-- > >Message: 1 >From: "Varlock" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Date: Sat, 16 Feb 2002 18:53:39 -0800 >Subject: [hlcoders] Monster Speeds >Reply-To: [EMAIL PROTECTED] > > I'll be quick and to the point. How do I change the speed of a >monster? >I've looked high and low in the SDK but I haven't found anything at all >related to monster speeds. pev->maxspeed doesn't seem to affect anything. >Is >it hidden in the model or .qc file or something? > Thanks for any replies. > >- Varlock > > >--__--__-- > >Message: 2 >From: [EMAIL PROTECTED] >Date: Sat, 16 Feb 2002 22:22:20 EST >Subject: Re: [hlcoders] Monster Speeds >To: [EMAIL PROTECTED] >Reply-To: [EMAIL PROTECTED] > >-- >[ Picked text/plain from multipart/alternative ] >I would guess its the speed of the animation.. or, something to due with >the >models. Unless your changing Controllers or other flying mosters. > >~Ghoul > >Lets leave it at that... > >--__--__-- > >Message: 3 >Date: Sat, 16 Feb 2002 23:38:32 -0800 (PST) >From: Reedbeta <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >To: [EMAIL PROTECTED] >Reply-To: [EMAIL PROTECTED] > >The model movement speed is in the animation. See, models appear to >run/walk >in place in the model viewer, but if you decompile them and load the >animation >SMDs, you'll find that they move correctly (ie, not running/walking in >place). >During the model compilation process, something called "motion extraction" >is >applied which removes the motion (so to speak) from the actual animation >and >encodes it separately in the MDL file. > >--- Varlock <[EMAIL PROTECTED]> wrote: > > I'll be quick and to the point. How do I change the speed of a >monster? > > I've looked high and low in the SDK but I haven't found anything at all > > related to monster speeds. pev->maxspeed doesn't seem to affect >anything. Is > > it hidden in the model or .qc file or something? > > Thanks for any replies. > > > > - Varlock > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >__________________________________________________ >Do You Yahoo!? >Yahoo! Sports - Coverage of the 2002 Olympic Games >http://sports.yahoo.com > >--__--__-- > >Message: 4 >From: "Varlock" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Date: Sun, 17 Feb 2002 00:38:03 -0800 >Reply-To: [EMAIL PROTECTED] > > Thanks. I'm actually messing around with the babycrab monster, so I'll >see if I can get someone to reanimate it to move slower. I suppose that >since the model itself contains the speed, I can't really have a monster >which changes speed. Well, I guess I could hack it to load seperate models >and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or >something. :) > >- Varlock > >----- Original Message ----- >From: "Reedbeta" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Saturday, February 16, 2002 11:38 PM >Subject: Re: [hlcoders] Monster Speeds > > > > The model movement speed is in the animation. See, models appear to >run/walk > > in place in the model viewer, but if you decompile them and load the >animation > > SMDs, you'll find that they move correctly (ie, not running/walking in >place). > > During the model compilation process, something called "motion >extraction" >is > > applied which removes the motion (so to speak) from the actual animation >and > > encodes it separately in the MDL file. > > > > --- Varlock <[EMAIL PROTECTED]> wrote: > > > I'll be quick and to the point. How do I change the speed of a >monster? > > > I've looked high and low in the SDK but I haven't found anything at >all > > > related to monster speeds. pev->maxspeed doesn't seem to affect >anything. Is > > > it hidden in the model or .qc file or something? > > > Thanks for any replies. > > > > > > - Varlock > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, >please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > __________________________________________________ > > Do You Yahoo!? > > Yahoo! Sports - Coverage of the 2002 Olympic Games > > http://sports.yahoo.com > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >--__--__-- > >Message: 5 >From: "Cortex" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Date: Sun, 17 Feb 2002 09:54:29 +0100 >Reply-To: [EMAIL PROTECTED] > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >I don't know if it'll work, but you can use >g_engfuncs.pfnSetClientMaxspeed... > > - Cortex : mapper & coder www.hlalbator.fr.st > ----- Original Message ----- > From: Varlock > To: [EMAIL PROTECTED] > Sent: Sunday, February 17, 2002 9:38 AM > Subject: Re: [hlcoders] Monster Speeds > > > Thanks. I'm actually messing around with the babycrab monster, so >I'll > see if I can get someone to reanimate it to move slower. I suppose that > since the model itself contains the speed, I can't really have a monster > which changes speed. Well, I guess I could hack it to load seperate >models > and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or > something. :) > > - Varlock > > ----- Original Message ----- > From: "Reedbeta" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, February 16, 2002 11:38 PM > Subject: Re: [hlcoders] Monster Speeds > > > > The model movement speed is in the animation. See, models appear to > run/walk > > in place in the model viewer, but if you decompile them and load the > animation > > SMDs, you'll find that they move correctly (ie, not running/walking in > place). > > During the model compilation process, something called "motion >extraction" > is > > applied which removes the motion (so to speak) from the actual >animation > and > > encodes it separately in the MDL file. > > > > --- Varlock <[EMAIL PROTECTED]> wrote: > > > I'll be quick and to the point. How do I change the speed of a > monster? > > > I've looked high and low in the SDK but I haven't found anything at >all > > > related to monster speeds. pev->maxspeed doesn't seem to affect > anything. Is > > > it hidden in the model or .qc file or something? > > > Thanks for any replies. > > > > > > - Varlock > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list >archives, > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > __________________________________________________ > > Do You Yahoo!? > > Yahoo! Sports - Coverage of the 2002 Olympic Games > > http://sports.yahoo.com > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >-- > > > >--__--__-- > >Message: 6 >From: "Seth Malaki" <[EMAIL PROTECTED]> >To: [EMAIL PROTECTED] >Date: Sun, 17 Feb 2002 21:08:15 +0800 >Subject: [hlcoders] 9 way blending? >Reply-To: [EMAIL PROTECTED] > >i have downloaded a 9 way blending source from the absconder effect mod >website (www.tae-mod.com) i found out that it is from counter-strike and >two >functions are undefined/unroutined : > >void Game_GetSequence() and >void Game_GetOrientation() > >XENO (from wavelength forums) has successfully replaced GetSequence with >CVAR_GETFLOAT("sequence") << is this possible?? > >can anyone tell me / give me the routines for both functions? > >thnxs in advance > >_________________________________________________________________ >Send and receive Hotmail on your mobile device: http://mobile.msn.com > > >--__--__-- > >Message: 7 >From: "botman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Date: Sun, 17 Feb 2002 07:13:38 -0600 >Reply-To: [EMAIL PROTECTED] > > > Thanks. I'm actually messing around with the babycrab monster, so >I'll > > see if I can get someone to reanimate it to move slower. I suppose that > > since the model itself contains the speed, I can't really have a monster > > which changes speed. Well, I guess I could hack it to load seperate >models > > and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or > > something. :) > >Specifically, CBaseMonster::Move() in the monsters.cpp file, uses >m_flGroundSpeed for the speed of movement. Move() calls MoveExecute() >which >determines the amount to move based on m_flGroundSpeed and framerate. It >then calls UTIL_MoveToOrigin() to tell the engine to move that entity a >specific distance (calculated from ground speed and framerate) during the >next video frame. > >You could keep changing m_flGroundSpeed, but the animation wouldn't match >up >with how fast it's walking (i.e. it would be sliding it's feet on the >ground >as it walks, ala moon walking). > >Jeffrey "botman" Broome > > >--__--__-- > >Message: 8 >From: "botman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Date: Sun, 17 Feb 2002 07:20:20 -0600 >Reply-To: [EMAIL PROTECTED] > > > I don't know if it'll work, but you can use >g_engfuncs.pfnSetClientMaxspeed... > >Monsters are not clients. > >Jeffrey "botman" Broome > > >--__--__-- > >Message: 9 >Date: Sun, 17 Feb 2002 10:29:30 -0500 >To: [EMAIL PROTECTED] >From: Commando <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Reply-To: [EMAIL PROTECTED] > >You don't necessarily need multiple models, just multiple animations in >the model like the run/walk animations in the scientist model. Then you >just need to match up that speed of the animation with the m_flGroundSpeed >in CBaseMonster::Move() (actually the derived method in your monster), see >Botman's post for more info on that. > >Commando >http://www.tourofdutymod.com > > >At 12:38 AM 17/02/2002 -0800, you wrote: > > Thanks. I'm actually messing around with the babycrab monster, so >I'll > >see if I can get someone to reanimate it to move slower. I suppose that > >since the model itself contains the speed, I can't really have a monster > >which changes speed. Well, I guess I could hack it to load seperate >models > >and have like babycrab200.mdl, babycrab250.mdl, and babycrab300.mdl or > >something. :) > > > >- Varlock > > >--__--__-- > >Message: 10 >From: "Cortex" <[EMAIL PROTECTED]> >To: "coders" <[EMAIL PROTECTED]> >Date: Sun, 17 Feb 2002 14:59:11 +0100 >Subject: [hlcoders] DMC strafing effect >Reply-To: [EMAIL PROTECTED] > >Hello, > >in DMC, when you strafe, your view is... rolled. I don't >know how to explain this... You cans see this effect in DMC >and in a lot of other mods (Blue-Shift, DOD, etc...). I would >like to reproduce the same effect in my mod, but I don't know >where this effect is controled in DMC... I've taken a look to >dmc/view.cpp but I didn't see anything which looks like >to do the effect I want. > >Anyone knows where I have to search ? > >Thx for any replies :) > > - Cortex : mapper & coder www.hlalbator.fr.st > > > >--__--__-- > >Message: 11 >From: "Cortex" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] Monster Speeds >Date: Sun, 17 Feb 2002 17:21:52 +0100 >Reply-To: [EMAIL PROTECTED] > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >right :D > ----- Original Message ----- > From: botman > To: [EMAIL PROTECTED] > Sent: Sunday, February 17, 2002 2:20 PM > Subject: Re: [hlcoders] Monster Speeds > > > > I don't know if it'll work, but you can use > g_engfuncs.pfnSetClientMaxspeed... > > Monsters are not clients. > > Jeffrey "botman" Broome > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > >-- > > > >--__--__-- > >Message: 12 >From: "botman" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 9 way blending? >Date: Sun, 17 Feb 2002 11:37:43 -0600 >Reply-To: [EMAIL PROTECTED] > > > i have downloaded a 9 way blending source from the absconder effect mod > > website (www.tae-mod.com) i found out that it is from counter-strike and >two > > functions are undefined/unroutined : > > > > void Game_GetSequence() and > > void Game_GetOrientation() > >You should contact the person that wrote the source code to find out what >those functions are supposed to do. There is a GetSequence() function in >the SDK, you can look at that as a reference, but there is no >GetOrientation() function in the SDK. > >Jeffrey "botman" Broome > > >--__--__-- > >Message: 13 >From: "Georges Giroux" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Subject: Re: [hlcoders] 9 way blending? >Date: Sun, 17 Feb 2002 12:42:36 -0500 >Reply-To: [EMAIL PROTECTED] > >Hi there, > >Those two functions are only useful if you're going to locally predict >player's animations. >That'd be only useful if you're doing a thirdperson camera view. You'll >notice that >those two function are only called in SetupClientAnimation, which is called >in StudioDrawPlayer. >It will only get called if m_bLocal is set to true (which it is not). >Read carefully the comment above m_bLocal in the constructor: >// If you want to predict animations locally, set this to TRUE > >So you can basically comment out those two functions, unless you need a >proper thirdperson camera >for playing your mod. > >Georges > >----- Original Message ----- >From: "Seth Malaki" <[EMAIL PROTECTED]> >To: <[EMAIL PROTECTED]> >Sent: Sunday, February 17, 2002 8:08 AM >Subject: [hlcoders] 9 way blending? > > > > i have downloaded a 9 way blending source from the absconder effect mod > > website (www.tae-mod.com) i found out that it is from counter-strike and >two > > functions are undefined/unroutined : > > > > void Game_GetSequence() and > > void Game_GetOrientation() > > > > XENO (from wavelength forums) has successfully replaced GetSequence with > > CVAR_GETFLOAT("sequence") << is this possible?? > > > > can anyone tell me / give me the routines for both functions? > > > > thnxs in advance > > > > _________________________________________________________________ > > Send and receive Hotmail on your mobile device: http://mobile.msn.com > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, >please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > >--__--__-- > >Message: 14 >From: "Cortex" <[EMAIL PROTECTED]> >To: "coders" <[EMAIL PROTECTED]> >Date: Sun, 17 Feb 2002 18:44:27 +0100 >Subject: [hlcoders] Re: DMC strafing effect >Reply-To: [EMAIL PROTECTED] > >This is a multi-part message in MIME format. >-- >[ Picked text/plain from multipart/alternative ] >Okay, I've found my happiness :) >It works great :) What a nice effect :) > > - Cortex : mapper & coder www.hlalbator.fr.st > >----- Original Message ----- >From: Cortex >To: coders >Sent: Sunday, February 17, 2002 2:59 PM >Subject: DMC strafing effect > > >Hello, > >in DMC, when you strafe, your view is... rolled. I don't >know how to explain this... You cans see this effect in DMC >and in a lot of other mods (Blue-Shift, DOD, etc...). I would >like to reproduce the same effect in my mod, but I don't know >where this effect is controled in DMC... I've taken a look to >dmc/view.cpp but I didn't see anything which looks like >to do the effect I want. > >Anyone knows where I have to search ? > >Thx for any replies :) > > - Cortex : mapper & coder www.hlalbator.fr.st > >-- > > > > >--__--__-- > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >End of hlcoders Digest _________________________________________________________________ Join the world's largest e-mail service with MSN Hotmail. http://www.hotmail.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders