Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] Thank you so much for that explanation Paul. Our team of two programmers (myself and another person) have been digesting what you've been saying to try and crack at the problem. I've been actually trying to fix m_flCycle in c_baseanimating all night last night, but now I realize that's probably not where the source of the problem is, according to your description. Yes. Indeed we are doing multiplayer, and we have plenty of gestures, so this is a must-fix. Thankfully, not a complete show-stopper since the last patch. Can you please give an example of what the prediction code looks like (a line or two would do it)? I'm still only a month and a half into studying the source engine code. I'm guessing it probably looks like: BEGIN_PREDICTION_DATA( C_HL2MP_Player ) END_PREDICTION_DATA() and probably using some macro that I haven't found yet. >>This is essentially what I said in the VERC forum but hopefully this summary >>will help you understand better. Definitely. Thanks again. I'll post another email on the status of this once we've exhausted trying everything you've mentioned. >>I noticed in a few places that it sets the player's pitch the same as >>eyeangles using SetLocalAngles, and then changes it back. Is there any real >>reason for this, ever? I've noticed that this causes a back and forth stuttering. Commenting it out will resolve the problem, but I'm not 100% sure if that's the right way to fix it. For everyone having third-person animation issues (specifically HL2DM), our team has gathered a wiki page dedicated to fixing it. It can be found at: http://berimbau.pbwiki.com/Fix%20third-person%20client-side%20animation -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] laggy animations
I work with mike. I'm a bit confused with CMoveHelperClient::PlayerSetAnimation part. I'm not sure how to add that support. In c_baseplaer.cpp there's a SetAnimation function with the FIXME comment there. Is this what I should fix or should I focus on that method? I'm a bit confused on On 8/14/06, Paul Peloski <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Hi Mike, Unfortunately since you are doing multiplayer (you said "HL2DM game") you are probably using prediction for players with latency, so, you have to predict the animation sequences of the local player if you want to show them (third person.) You need to preidct the stuff that SetAnimation does on the server. First thing to do would be to make SetAnimation a shared function so that client and server are using the same logic to set player sequences. Once you have that, you just need to make sure that the client is calling SetAnimation in CMoveHelperClient::PlayerSetAnimation and in C_BasePlayer::PostThink to mimic what the server does. Then, you need to fix m_flCycle for the local player since if it comes down from the server it will mess up what the client's SetAnimation is doing, so copy what Valve has done in C_BaseCombatWeapon::Interpolate, which is making m_flCycle cycle properly independent of the server. This is still not complete, because you will notice that C_BaseAnimatingOverlay does not have the same methods available on the client as the server, so if you want to use gestures / layered animation you will need to make a version of C_BaseAnimatingOverlay that will work on the client. It should be a matter of adding the code necessary to make RestartGesture() work on the client. This is used for playing gestures like attacks and signals, if your custom player model doesnt have any gestures you may not need to do this. Another thing is to check into CPlayerAnimState, which Garry already mentioned does some funny stuff that can muck up your animation and positioning (ie, calling SetLocalAngles when the function is called ComputePoseParam_BodyYaw?!) If you just wanted a single player, it would just be a matter of tracking down the source of the jitter and fixing it, but for multiplayer you will definately want to predict the animations, since even if you smooth out the jitter completely, you will still notice that the animations lag behind what the local player is actually doing, since his movements are predicted but his animation has to come down from the server. This is essentially what I said in the VERC forum but hopefully this summary will help you understand better. Paul On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > Yeah. I've been a long-time participant in that thread. If you look at the > latest posts, there is still no proper solution. > > I don't think this is directly related to third-person, simply a bug in > client-side animation. > > Please help. Thanks! > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sean Bryant ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
You might want to read config.cfg in the cfg folder, and then apply a bind command in the code IE: if (pPlayer isCommander) { cvar->FindVar("bind q")->SetValue(cc_dropmedpack); } When the users exits what ever it is - i spose it a command console - you execute a backup copy of config.cfg if (pPlyaer isGrunt) { cvar->FindVar("exec")->SetValue(cfg/backup.cfg); Or if they exit the game while still in the console, execute the backup copy on the game shutdown. Adam --- Justin Krenz <[EMAIL PROTECTED]> wrote: > I'm assigning multiple commands to the same key. I > just want the > keyboard options panel to show that multiple > commands are bound to the > same key. I'm overwriting whatever the user is > doing in the keyboard > panel since the panel tries to keep only one key > bound to a command. > > Andrew Forsberg wrote: > > Tool tips is my guess. > > > > Or, are you dynamically changing a player's key > bindings? If not, the > > key bindings will be constants on the client, > right? > > > > On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart > wrote: > >> -- > >> [ Picked text/plain from multipart/alternative ] > >> Given that plugins are server sided usually, what > do you plan to accomplish > >> if you can hack that? It isn't just a single > variable you need access to > >> most likely. > >> > >> On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> > wrote: > >>> Specifically, I want to be able to access the > GameUI's key bind list > >>> displayed in the keyboard options panel, to > manually tell it what key to > >>> show as bound to a command. All I need to do is > find the memory > >>> location where the panel stores the char for > each command in the list. > >>> > > > > > > > > ___ > > 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 > > Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
I'm assigning multiple commands to the same key. I just want the keyboard options panel to show that multiple commands are bound to the same key. I'm overwriting whatever the user is doing in the keyboard panel since the panel tries to keep only one key bound to a command. Andrew Forsberg wrote: Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ 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
Re: [hlcoders] Variable Memory Location
I'm not writing a plug-in. I have a normal mod. I'm accomplishing the ability to bind the same key to multiple commands from within the config panel. Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: > -- > [ Picked text/plain from multipart/alternative ] > Given that plugins are server sided usually, what do you plan to accomplish > if you can hack that? It isn't just a single variable you need access to > most likely. > > On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: > > Specifically, I want to be able to access the GameUI's key bind list > > displayed in the keyboard options panel, to manually tell it what key to > > show as bound to a command. All I need to do is find the memory > > location where the panel stores the char for each command in the list. > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
-- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz <[EMAIL PROTECTED]> wrote: > > I know plug-in writers can help me on this one. How do you go about > finding the memory location of a variable you don't have access to? I > assume there's some way in Visual Studio to take a snapshot of a certain > memory range and compare changes once you've indirectly changed the > hidden variable, or does it have to be done in a more advanced debugger? > Specifically, I want to be able to access the GameUI's key bind list > displayed in the keyboard options panel, to manually tell it what key to > show as bound to a command. All I need to do is find the memory > location where the panel stores the char for each command in the list. > > ___ > 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
[hlcoders] Variable Memory Location
I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicles in HL2
In "player.cpp", look in the function "GetInVehicle(...)". There's a line that says "AddEffects( EF_NODRAW )". This makes the player in the vehicle invisible. What I've done in my mod is have a script which states what positions of the vehicle show the passenger. The code checks if the position the player is getting into is visible, and then adds the EF_NODRAW effect if he's hidden. Otherwise, the effect is not added. Stephen Swires wrote: Hi, I barely post here though I've been a subscribed for a few months now. To cut down to the chase, I'm attempting to develop a mod which will solely focus on driving, since the Source engine does boast about its vehicle physics. Though to my dismay the current Source SDK wiki doesn't contain much code or documentation about vehicles except for an explaination of the IVehicle structure. One of my main queries is about other players being able to see you in the car. With the HL2:DM code it seems that the player just disappears and some unseen ghost is driving. Is there a work-around for this because it would be greatly appreciated. Also if someone writes more information on intergrating new vehicles into HL2 on the wiki that would be greatly appreciated too. Hopefully with any help given I should be able to make a great mod with unique gameplay. Thanks in advance, Stephen Swires. ___ 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
Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] Hi Mike, Unfortunately since you are doing multiplayer (you said "HL2DM game") you are probably using prediction for players with latency, so, you have to predict the animation sequences of the local player if you want to show them (third person.) You need to preidct the stuff that SetAnimation does on the server. First thing to do would be to make SetAnimation a shared function so that client and server are using the same logic to set player sequences. Once you have that, you just need to make sure that the client is calling SetAnimation in CMoveHelperClient::PlayerSetAnimation and in C_BasePlayer::PostThink to mimic what the server does. Then, you need to fix m_flCycle for the local player since if it comes down from the server it will mess up what the client's SetAnimation is doing, so copy what Valve has done in C_BaseCombatWeapon::Interpolate, which is making m_flCycle cycle properly independent of the server. This is still not complete, because you will notice that C_BaseAnimatingOverlay does not have the same methods available on the client as the server, so if you want to use gestures / layered animation you will need to make a version of C_BaseAnimatingOverlay that will work on the client. It should be a matter of adding the code necessary to make RestartGesture() work on the client. This is used for playing gestures like attacks and signals, if your custom player model doesnt have any gestures you may not need to do this. Another thing is to check into CPlayerAnimState, which Garry already mentioned does some funny stuff that can muck up your animation and positioning (ie, calling SetLocalAngles when the function is called ComputePoseParam_BodyYaw?!) If you just wanted a single player, it would just be a matter of tracking down the source of the jitter and fixing it, but for multiplayer you will definately want to predict the animations, since even if you smooth out the jitter completely, you will still notice that the animations lag behind what the local player is actually doing, since his movements are predicted but his animation has to come down from the server. This is essentially what I said in the VERC forum but hopefully this summary will help you understand better. Paul On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > Yeah. I've been a long-time participant in that thread. If you look at the > latest posts, there is still no proper solution. > > I don't think this is directly related to third-person, simply a bug in > client-side animation. > > Please help. Thanks! > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] Yeah. I've been a long-time participant in that thread. If you look at the latest posts, there is still no proper solution. I don't think this is directly related to third-person, simply a bug in client-side animation. Please help. Thanks! >>Checkout >> http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics
John Sheu wrote: Poking around the 'net, and I found something interesting. Looks like Jay Stelly is *the physics dude*, or something close to it ;-) http://www.mollyrocket.com/forums/viewtopic.php?p=836&highlight=&sid=20f3535e5990bc0bb1e006070caf4bde#836 http://www.mollyrocket.com/forums/viewtopic.php?t=245&sid=a4324d73c111f33cb32964b87b50d844 GJK is more about collision detection than physics... http://www.win.tue.nl/~gino/solid/jgt98convex.pdf http://graphics.stanford.edu/courses/cs448b-00-winter/papers/gilbert.pdf (but I guess you can't really do physics simulations without some collisions) :) -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Reloading while running/walking?
-- [ Picked text/plain from multipart/alternative ] I was just wondering if this is possible with the npc_citizen17 animations. I am working on a 3d person view and the player model has the same exact animations as the hl2 citizen17. Sometimes when the player is running and he needs to reload i want him to reload his gun while still playing the run animation. I've seen in CS:S and HL2DM that players can run and reload at the same time but in my mod he either runs or reloads. Even when he plays the reloading animation the player is still moves but his legs are static -> so it looks kinda shitty. I was looking at the animations of the citizen and there is no running while reloading animation. So i was wondering i anybody out there knew how this can be accomplished (HL2DM and CS:S did it!) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] I noticed in a few places that it sets the player's pitch the same as eyeangles using SetLocalAngles, and then changes it back. Is there any real reason for this, ever? On 8/14/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Apparently that fix is unrelated to third person local player > animations. I > also implemented it and saw that the local player crowbar animation still > seemed low framerate. It's not a showstopper, luckily. > > None of the fixes in that SDK forum thread address the problem IIRC. > > Did you ever run into player model pitch problems in third person? That's > my last big problem remaining with it (besides this animation issue). The > pitch pose parameter works great until the player fires a weapon, then for > a > moment the pose parameter stops being used and it does absolute pitching > (based on view angles). This causes a choppy effect where you can see a > double image of the player model, one using the pose parameter (just the > head/upper body tilted, as it should be) and one using absolute pitch (the > entire model tilted forward or backwards). Goes away with cl_predict set > to > 0. > > I haven't looked at it too in depth, so it may be a simple misplaced call > to > SetLocalAngles or something. > > On 8/14/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Checkout > > > > > http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold > > > > On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Hello guys, my first time posting to this list. Please bear with me. > > > > > > This is directly related to something Paul Peloski mentioned earlier, > > with > > > removing. > > > >> > if ( !IsSelfAnimating() ) > > > >> > { > > > >> >m_flAnimTime = engine->GetLastTimeStamp(); > > > >> > } > > > > > > I am trying to implement a bug-free third person HL2DM game. I've been > > > doing > > > so for the past month and a half. > > > > > > I've implemented the above, but the upper body animations still seem > to > > be > > > laggy / jerky / low framerate. (as seen from the crowbar animation). > > > > > > If anyone else can help out, that would be great. Thanks. > > > > > > ~Flux > > > -- > > > > > > ___ > > > 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 > > > > > -- > > ___ > 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
Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] Apparently that fix is unrelated to third person local player animations. I also implemented it and saw that the local player crowbar animation still seemed low framerate. It's not a showstopper, luckily. None of the fixes in that SDK forum thread address the problem IIRC. Did you ever run into player model pitch problems in third person? That's my last big problem remaining with it (besides this animation issue). The pitch pose parameter works great until the player fires a weapon, then for a moment the pose parameter stops being used and it does absolute pitching (based on view angles). This causes a choppy effect where you can see a double image of the player model, one using the pose parameter (just the head/upper body tilted, as it should be) and one using absolute pitch (the entire model tilted forward or backwards). Goes away with cl_predict set to 0. I haven't looked at it too in depth, so it may be a simple misplaced call to SetLocalAngles or something. On 8/14/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Checkout > > http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold > > On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hello guys, my first time posting to this list. Please bear with me. > > > > This is directly related to something Paul Peloski mentioned earlier, > with > > removing. > > >> > if ( !IsSelfAnimating() ) > > >> > { > > >> >m_flAnimTime = engine->GetLastTimeStamp(); > > >> > } > > > > I am trying to implement a bug-free third person HL2DM game. I've been > > doing > > so for the past month and a half. > > > > I've implemented the above, but the upper body animations still seem to > be > > laggy / jerky / low framerate. (as seen from the crowbar animation). > > > > If anyone else can help out, that would be great. Thanks. > > > > ~Flux > > -- > > > > ___ > > 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 > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicles in HL2
-- [ Picked text/plain from multipart/alternative ] First of all. HL2DM has no vehicles, only HL2 has. And because there's only 1 player in HL2, you don't have to see the players in the vehicle. The solution for this is animations. (actually I don't know much about animations) You will need to play an animation so that you will see an player inside the vehicle. (the same thing goes for entering/exitting the vehicle) Also, in the new code, there's a class for a vehicle, used in Episode One (the part where Alyx and Gordon get in the car, thrown by Dog). Also a mod have released some multiplayer vehicle code at http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold On 8/14/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > Hi, > I barely post here though I've been a subscribed for a few months now. > To cut down to the chase, I'm attempting to develop a mod which will > solely focus on driving, since the Source engine does boast about its > vehicle physics. Though to my dismay the current Source SDK wiki doesn't > contain much code or documentation about vehicles except for an > explaination of the IVehicle structure. > > One of my main queries is about other players being able to see you in > the car. With the HL2:DM code it seems that the player just disappears > and some unseen ghost is driving. Is there a work-around for this > because it would be greatly appreciated. Also if someone writes more > information on intergrating new vehicles into HL2 on the wiki that would > be greatly appreciated too. > > Hopefully with any help given I should be able to make a great mod with > unique gameplay. > > Thanks in advance, > Stephen Swires. > > ___ > 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
[hlcoders] Vehicles in HL2
Hi, I barely post here though I've been a subscribed for a few months now. To cut down to the chase, I'm attempting to develop a mod which will solely focus on driving, since the Source engine does boast about its vehicle physics. Though to my dismay the current Source SDK wiki doesn't contain much code or documentation about vehicles except for an explaination of the IVehicle structure. One of my main queries is about other players being able to see you in the car. With the HL2:DM code it seems that the player just disappears and some unseen ghost is driving. Is there a work-around for this because it would be greatly appreciated. Also if someone writes more information on intergrating new vehicles into HL2 on the wiki that would be greatly appreciated too. Hopefully with any help given I should be able to make a great mod with unique gameplay. Thanks in advance, Stephen Swires. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics
I owe a lot to that great man. One day I wish to shake his hand; look in his eye and say "Thank you, thank you Jay. You saved my life. You are a hero.". On 14 Aug 2006 at 14:08, John Sheu wrote: > Poking around the 'net, and I found something interesting. > > Looks like Jay Stelly is *the physics dude*, or something close to it ;-) > > http://www.mollyrocket.com/forums/viewtopic.php?p=836&highlight=&sid=20f3535e5990bc0bb1e006070caf4bde#836 > http://www.mollyrocket.com/forums/viewtopic.php?t=245&sid=a4324d73c111f33cb32964b87b50d844 > > ___ > 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
[hlcoders] Physics
Poking around the 'net, and I found something interesting. Looks like Jay Stelly is *the physics dude*, or something close to it ;-) http://www.mollyrocket.com/forums/viewtopic.php?p=836&highlight=&sid=20f3535e5990bc0bb1e006070caf4bde#836 http://www.mollyrocket.com/forums/viewtopic.php?t=245&sid=a4324d73c111f33cb32964b87b50d844 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animation bug in August 04 SDK Code?
Yeah, I haven't traced through all of the scenarious but like I said our internal builds have that line removed. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Monday, August 14, 2006 1:55 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animation bug in August 04 SDK Code? -- [ Picked text/plain from multipart/alternative ] Well, it works good here. The animations of the NPCs were jittery and totaly not good. When I removed that code, it works fine. On 8/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > So you confirm the > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations _are_jitteryentry is correct then? > > At 2006/08/08 12:18 PM, Yahn Bernier wrote: > >Yeah, this was changed a couple of ways internally. I think in the > >latest internal code we might have yanked the whole if statement and > >body of code since it wasn't necessary. There was a bug I recall where > >if you had it the old way demos would have jittery NPCs but if you > >flipped the ! Then viewmodels would be hosed, but deleting the entire > >thing seemed to fix it. Something like that. > > > >Yahn > > > >-Original Message- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski > >Sent: Tuesday, August 08, 2006 3:59 AM > >To: hlcoders@list.valvesoftware.com > >Subject: [hlcoders] Animation bug in August 04 SDK Code? > > > >-- > >[ Picked text/plain from multipart/alternative ] > >Hi guys, > > > >I just wanted to point out something that I noticed in the latest SDK > >code, > >in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is the > >line > > > >if ( !IsSelfAnimating() ) > > > >Which is changed from older code, which doesn't have the !. The result > >of > >this ! is that entities that DO update m_flAnimTime will not get their > >animation vars latched and the interpolation of m_flCycle will not occur > >for > >any entities that use m_flAnimTime (lots of stuff, including players in > >MP?) > > > >Can anyone confirm that this is a (pretty big) bug and not just my > >mistake? > >-- > > > >___ > >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 > > ___ > 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] laggy animations
-- [ Picked text/plain from multipart/alternative ] Checkout http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hello guys, my first time posting to this list. Please bear with me. > > This is directly related to something Paul Peloski mentioned earlier, with > removing. > >> > if ( !IsSelfAnimating() ) > >> > { > >> >m_flAnimTime = engine->GetLastTimeStamp(); > >> > } > > I am trying to implement a bug-free third person HL2DM game. I've been > doing > so for the past month and a half. > > I've implemented the above, but the upper body animations still seem to be > laggy / jerky / low framerate. (as seen from the crowbar animation). > > If anyone else can help out, that would be great. Thanks. > > ~Flux > -- > > ___ > 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
Re: [hlcoders] Animation bug in August 04 SDK Code?
-- [ Picked text/plain from multipart/alternative ] Well, it works good here. The animations of the NPCs were jittery and totaly not good. When I removed that code, it works fine. On 8/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > So you confirm the > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jitteryentry > is correct then? > > At 2006/08/08 12:18 PM, Yahn Bernier wrote: > >Yeah, this was changed a couple of ways internally. I think in the > >latest internal code we might have yanked the whole if statement and > >body of code since it wasn't necessary. There was a bug I recall where > >if you had it the old way demos would have jittery NPCs but if you > >flipped the ! Then viewmodels would be hosed, but deleting the entire > >thing seemed to fix it. Something like that. > > > >Yahn > > > >-Original Message- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski > >Sent: Tuesday, August 08, 2006 3:59 AM > >To: hlcoders@list.valvesoftware.com > >Subject: [hlcoders] Animation bug in August 04 SDK Code? > > > >-- > >[ Picked text/plain from multipart/alternative ] > >Hi guys, > > > >I just wanted to point out something that I noticed in the latest SDK > >code, > >in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is the > >line > > > >if ( !IsSelfAnimating() ) > > > >Which is changed from older code, which doesn't have the !. The result > >of > >this ! is that entities that DO update m_flAnimTime will not get their > >animation vars latched and the interpolation of m_flCycle will not occur > >for > >any entities that use m_flAnimTime (lots of stuff, including players in > >MP?) > > > >Can anyone confirm that this is a (pretty big) bug and not just my > >mistake? > >-- > > > >___ > >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 > > ___ > 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
Re: [hlcoders] SDK Patch Released 8/11/2006
-- [ Picked text/plain from multipart/alternative ] Anyone made a diff between the SDK Release of two weeks ago and the new one ? Because i've already ported my mod to the big sdk update and I don't wanna do another one.. I'm using hl2:dm source. I just need the linux fix in fact. What really changed ? Thanks in advance. On 8/12/06, Gus <[EMAIL PROTECTED]> wrote: > > This is a cryptographically signed message in MIME format. > -- > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I guess I will choose this routeI'll give it my best shot...hehehe... > > Gus > > Adam "amckern" Mckern wrote: > > 1) Make a new 'source code' mod > > 2) Grab a source control programm - > > http://developer.valvesoftware.com/wiki/Diff_And_Patch > > 3) Merge your mod into the 'source code' mod > > 4) Copy, and replace all the files in your orignal > > mod, with that from the source code mod > > 5) Now you have the lattest code, with your changes > > within it. > > > > --- Gus <[EMAIL PROTECTED]> wrote: > > > > > >> This is a cryptographically signed message in MIME > >> format. > >> -- > >> Am still uncertain, would I use the Source SDK > >> wizard to create a new > >> mod folder setup and once that is done start merging > >> our old mod files > >> into it? What > >> about WinMerge, will that work well? > >> > >> Gus > >> > >> Scott Loyd wrote: > >> > >>> http://www.linuxhq.com/patch-howto.html > >>> http://unxutils.sourceforge.net/ should have > >>> > >> patch.exe > >> > >>> Although it doesn't take long to merge the > >>> > >> changes... > >> > >>> Copy new code into a new directory. > >>> Copy your mod-specific folders into > >>> > >> cl_dll/dlls/game_shared, and any > >> > >>> additional stuff you created. > >>> Copy your .sln, .vcproj, and makefiles over; then > >>> > >> diff an untouched old > >> > >>> one, and a untouched new one to see the changes. > >>> > >> Apply the changes to > >> > >>> your own projects. > >>> Whenever you modify base classes (anything not in > >>> > >> your mods folder), use > >> > >>> #ifdef MYMOD_DLL #endif around it so that you can > >>> > >> search your old code > >> > >>> for all the instances of this (which shouldn't be > >>> > >> that much of it) and > >> > >>> manually merge it over. > >>> > >>> Gus wrote: > >>> > This is a cryptographically signed message in > > >> MIME format. > >> > -- > Hi Michael, I just downloaded the patch but, how > > >> do I apply this patch? > >> > Gus > > Michael Kramer wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > You are going to need to merge your > > > >> modifications into the new code, > >> > > The > > easiest way to do this is with the patch file > > > >> that is floating around > >> > > http://tinyurl.com/mjht6 > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or > > > >> view the list > >> > > archives, please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > -- > Content-Description: S/MIME Cryptographic > > >> Signature > >> > [ smime.p7s of type application/x-pkcs7-signature > > >> deleted ] > >> > -- > > ___ > 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 > > > >>> > >> -- > >> Content-Description: S/MIME Cryptographic Signature > >> > >> [ smime.p7s of type application/x-pkcs7-signature > >> deleted ] > >> -- > >> > >> ___ > >> To unsubscribe, edit your list preferences, or view > >> the list archives, please visit: > >> > >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > >> > > > > > > > > Nigredo Studios http://www.nigredostudios.com > > > > __ > > Do You Yahoo!? > > Tired of spam? Yahoo! Mail has the best spam protection around > > http://mail.yahoo.com > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Content-Description: S/MIME Cryptographic Signature > > [ smime.p7s of type application/x-pkcs7-signature deleted ] > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: >