Re: [hlcoders] Player animation after major change in codes.

2008-01-04 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
How do I do that? I'm sorry because I do not have much experience with C++
codes, much less the source codes.

On 1/3/08, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>
> Off the top of my head ( don't have the codebase here at work ), you
> should decrease the values rather than increase them, since these are the
> values used to compare against the actual players' speed, which is
> calculated elsewhere. However, if you say nothing's changed maybe your
> problem is elsewhere; if you increase them e.g. with a factor 2 I'd have
> expected the move_x to be 0.12 rather than 0.24. Still, you should debug
> your code and see why move_x is at 0.24; it's your main problem.
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> >  In sdk_playeranimstate.cpp
> >
> > #define ANIM_TOPSPEED_WALK 100
> >
> > #define ANIM_TOPSPEED_RUN 250
> >
> > #define ANIM_TOPSPEED_RUN_CROUCH 85
> > I tried changing the values from 100 to 300,  250 to 1000, but there
> > wasn't
> > any difference made.
> >
> > On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
> >>
> >> your blendwidth parameters are default.
> >>
> >> Look at the same output of cl_showanimstate 1. At the bottom it should
> >> show you your move_x pose parameter, I suspect it's at 0.24 too.
> >>
> >> Then look in the code why it is at 0.24. I'm not sure where it's
> >> calculated ( in the engine ? ) but based on a comment line it looks
> like
> >> it's a division of your current speed and
> >> CBasePlayerAnimState::GetCurrentMaxGroundSpeed().
> >>
> >> Basically, as minh said, your player is running with a speed that is 24
> >> percent of what your code says is it's maximal speed. Fix that, and the
> >> anim should play properly. [ Look at the implementation of
> >> GetCurrentMaxGroundSpeed() if I'm not mistaken, there's some constants
> >> in
> >> there you may want to modify for your mod ]
> >>
> >>
> >> > --
> >> > [ Picked text/plain from multipart/alternative ]
> >> > // Output .MDL
> >> > $modelname "player/man/man.mdl"
> >> >
> >> > // Directory of .TGA
> >> > $cdmaterials "models/player/man"
> >> >
> >> > //Model Properties
> >> > $origin 0 0 -35
> >> > $scale 0.9
> >> > $model "man" "man_ref.smd"
> >> > $surfaceprop "flesh"
> >> >
> >> >  //-
> >> >  // Reference (this should be your ragdoll pose or "delta")
> >> >  //-
> >> >
> >> >   $sequence reference "man_ref"
> >> >
> >> >  //-
> >> >  // Idles
> >> >  //-
> >> >
> >> >   $sequence Idle "man_ref" loop fps 20 activity ACT_IDLE 1
> >> >
> >> >  //---
> >> >  // jump
> >> >  //---
> >> >
> >> >   $sequence jump "man_jump" fps 30 alignto Idle activity ACT_HOP -1
> >> >   $sequence jump2 "man_jump" fps 30 alignto Idle activity ACT_JUMP -1
> >> >
> >> >  //-
> >> >  // Run
> >> >  //-
> >> >
> >> >   $animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
> >> >   $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto
> >> -135
> >> >   $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
> >> >   $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto
> -45
> >> >   $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
> >> >   $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
> >> >   $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
> >> >   $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto
> 135
> >> >   $animation a_RunZero "man_run" loop
> >> >
> >> >   $sequence Run {
> >> >a_RunNW a_RunN a_RunNE
> >> >a_RunW a_RunZero a_RunE
> >> >a_RunSW a_RunS a_RunSE
> >> >blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
> >> >ACT_RUN 1
> >> >{ event 7002 15 "lfoot" }
> >> >{ event 7002 4 "rfoot" }
> >> >   }
> >> > this is my .qc file. The blend is followed from the player_shared.qc
> >> >
> >> > On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
> >> >>
> >> >> At full forward you'd want your weight of the forward anim to be 1.0
> .
> >> >> It's
> >> >> not the weightlist, those modulate the weight per bone afterwards,
> >> the
> >> >> problem here is sooner.
> >> >>
> >> >> It's related to eg
> >> >>
> >> >> blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
> >> >>
> >> >> in your qc. The next step in your debugging is seeing why the weight
> >> of
> >> >> the anim is 0.24. You should look at the move_x pose parameter.
> >> >> Similarly,
> >> >> you want it to be 1.0 when running forward. If it is at 1.0, then
> >> that
> >> >> means you should look at your .qc values and you're doing something
> >> >> wrong
> >> >> there. If it is not at 1.0, which I expect (it's probably at 0.24
> >> >> itself),
> >> >> then you should indeed look at your runspeeds and how the move_x
> >> >> poseparam
> >> >> is computed. Either modify your move speed, or modify the
> calculation
> >> of
> >> >> th

[hlcoders] Compiling on Visual Studio 2008

2008-01-04 Thread Adam Maras (memzero)

I'm getting ready to write up my article regarding the Source SDK and
making it work on Visual Studio 2008. That being said, I need a little help.

  1. Those of you that have made the mod work on Visual Studio 2008,
 please send me a message with what you did to make it work. I want
 to make sure I'm on the same page with everyone else and have
 explored all the possible options.
  2. Once I've written the article, I need people to proof it for me.
 Not just for errors, but I need to make sure my steps work with
 all editions of Visual Studio 2008. I'll be writing the tutorial
 and taking the screenshots with Visual C++ 2008 Express Edition,
 not full-blown Visual Studio 2008.

I would appreciate the assistance, it should help me get this churned
out and refined a little faster. Thanks!

//   Adam Maras (memzero)

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Re: [hlcoders] Issues with a certain map

2008-01-04 Thread Kevin Ottalini

Steven,
 Even if you can get this to full compile you'll never be able to get it to
run with more then a few players on a server w/o crashing due to the max
edict limits in the engine.

If this is a single-player map then you need to break it up into 2 or more
physical maps, but if this is intended for multiplayer then you need to do
some serious housecleaning.

Entdata (which is handled as edicts) will actually increase as players join
and play. This is also true If you have particle effects and shooters and
anything that dynamically spawns ents since there are dynamic ents as well
as base ents in a map.  Exceeding this limit can be quite serious if it is
over 100% for a multiplayer map.

For HL2DM which is a bit more piggy then other mods I use a max limit of
1232 base ents in a map.
You can see this by loading up a map in console with sv_cheats 1 and then
type cl_showents.

Yahn post this quite a while ago (he's my hero):
http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/263210.html

-
RE: [hlcoders] entity limit? by Yahn Bernier
The engine currently has this entity limit:

// How many bits to use to encode an edict.
#define MAX_EDICT_BITS 11
// # of bits needed to represent max edicts
// Max # of edicts in a level (1024)
#define MAX_EDICTS
(1<
Sent: Friday, January 04, 2008 12:34 AM
Subject: [hlcoders] Issues with a certain map


Okay I know I dug myself into this hole, and I've done a lot since then. Is
it a good idea to turn brushes into displacements at this point and use
brushes as a last resort and to make visibility blocks? And yes this map is
big.

Also what can I do about entdata, the names I have optimized by reducing
there lengths and removing un-needed values. Source engine refuses to run
this map as well.

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 333/102415984/49152(32.5%)
brushes   8101/819297212/98304(98.9%) VERY FULL!
brushsides   59944/65536  479552/524288   (91.5%) VERY FULL!
planes   20372/65536  407440/1310720  (31.1%)
vertexes 64172/65536  770064/786432   (97.9%) VERY FULL!
nodes28811/65536  921952/2097152  (44.0%)
texinfos  7393/12288  532296/884736   (60.2%)
texdata825/204826400/65536(40.3%)
dispinfos  965/0  169840/0( 0.0%)
disp_verts   62069/0 1241380/0( 0.0%)
disp_tris96256/0  192512/0( 0.0%)
disp_lmsamples 3133222/0 3133222/0( 0.0%)
faces45296/65536 2536576/3670016  (69.1%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces23904/65536 1338624/3670016  (36.5%)
leaves   29145/65536  932640/2097152  (44.5%)
leaffaces55994/65536  111988/131072   (85.4%) VERY FULL!
leafbrushes  21464/65536   42928/131072   (32.8%)
areas9/25672/2048 ( 3.5%)
surfedges   304440/5120001217760/2048000  (59.5%)
edges   178044/256000 712176/1024000  (69.5%)
LDR worldlights  0/81920/720896   ( 0.0%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   3930/32768   39300/327680   (12.0%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 63912/65536  127824/131072   (97.5%) VERY FULL!
cubemapsamples  63/1024 1008/16384( 6.2%)
overlays26/512  9152/180224   ( 5.1%)
LDR lightdata [variable]   0/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]14627205/16777216 (87.2%) VERY FULL!
entdata   [variable]  577543/393216   (146.9%) VERY FULL!
LDR leaf ambient 29145/65536  699480/1572864  (44.5%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders1/0  40/0( 0.0%)
occluder polygons0/0   0/0( 0.0%)
occluder vert ind0/0   0/0( 0.0%)
detail props  [variable]   1/1686000  ( 0.0%)
static props  [variable]   1/46540( 0.0%)
pakfile   [variable] 5823485/0( 0.0%)


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Re: [hlcoders] Issues with a certain map

2008-01-04 Thread Minh
--
[ Picked text/plain from multipart/alternative ]

What kind of error message do you get when you try to run this map?
I'm guessing something along the lines of , "Come back in 10 years when we
have an engine capable of running this behemoth!!"

- Original Message -
From: "Steven Hughes" <[EMAIL PROTECTED]>
To: 
Sent: Friday, January 04, 2008 12:34 AM
Subject: [hlcoders] Issues with a certain map


--
[ Picked text/plain from multipart/alternative ]
Okay I know I dug myself into this hole, and I've done a lot since then. Is
it a good idea to turn brushes into displacements at this point and use
brushes as a last resort and to make visibility blocks? And yes this map is
big.

Also what can I do about entdata, the names I have optimized by reducing
there lengths and removing un-needed values. Source engine refuses to run
this map as well.

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 333/102415984/49152(32.5%)
brushes   8101/819297212/98304(98.9%) VERY FULL!
brushsides   59944/65536  479552/524288   (91.5%) VERY FULL!
planes   20372/65536  407440/1310720  (31.1%)
vertexes 64172/65536  770064/786432   (97.9%) VERY FULL!
nodes28811/65536  921952/2097152  (44.0%)
texinfos  7393/12288  532296/884736   (60.2%)
texdata825/204826400/65536(40.3%)
dispinfos  965/0  169840/0( 0.0%)
disp_verts   62069/0 1241380/0( 0.0%)
disp_tris96256/0  192512/0( 0.0%)
disp_lmsamples 3133222/0 3133222/0( 0.0%)
faces45296/65536 2536576/3670016  (69.1%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces23904/65536 1338624/3670016  (36.5%)
leaves   29145/65536  932640/2097152  (44.5%)
leaffaces55994/65536  111988/131072   (85.4%) VERY FULL!
leafbrushes  21464/65536   42928/131072   (32.8%)
areas9/25672/2048 ( 3.5%)
surfedges   304440/5120001217760/2048000  (59.5%)
edges   178044/256000 712176/1024000  (69.5%)
LDR worldlights  0/81920/720896   ( 0.0%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   3930/32768   39300/327680   (12.0%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 63912/65536  127824/131072   (97.5%) VERY FULL!
cubemapsamples  63/1024 1008/16384( 6.2%)
overlays26/512  9152/180224   ( 5.1%)
LDR lightdata [variable]   0/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]14627205/16777216 (87.2%) VERY FULL!
entdata   [variable]  577543/393216   (146.9%) VERY FULL!
LDR leaf ambient 29145/65536  699480/1572864  (44.5%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders1/0  40/0( 0.0%)
occluder polygons0/0   0/0( 0.0%)
occluder vert ind0/0   0/0( 0.0%)
detail props  [variable]   1/1686000  ( 0.0%)
static props  [variable]   1/46540( 0.0%)
pakfile   [variable] 5823485/0( 0.0%)
--

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[hlcoders] Issues with a certain map

2008-01-04 Thread Steven Hughes
--
[ Picked text/plain from multipart/alternative ]
Okay I know I dug myself into this hole, and I've done a lot since then. Is it 
a good idea to turn brushes into displacements at this point and use brushes as 
a last resort and to make visibility blocks? And yes this map is big.

Also what can I do about entdata, the names I have optimized by reducing there 
lengths and removing un-needed values. Source engine refuses to run this map as 
well.

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 333/102415984/49152(32.5%)
brushes   8101/819297212/98304(98.9%) VERY FULL!
brushsides   59944/65536  479552/524288   (91.5%) VERY FULL!
planes   20372/65536  407440/1310720  (31.1%)
vertexes 64172/65536  770064/786432   (97.9%) VERY FULL!
nodes28811/65536  921952/2097152  (44.0%)
texinfos  7393/12288  532296/884736   (60.2%)
texdata825/204826400/65536(40.3%)
dispinfos  965/0  169840/0( 0.0%)
disp_verts   62069/0 1241380/0( 0.0%)
disp_tris96256/0  192512/0( 0.0%)
disp_lmsamples 3133222/0 3133222/0( 0.0%)
faces45296/65536 2536576/3670016  (69.1%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces23904/65536 1338624/3670016  (36.5%)
leaves   29145/65536  932640/2097152  (44.5%)
leaffaces55994/65536  111988/131072   (85.4%) VERY FULL!
leafbrushes  21464/65536   42928/131072   (32.8%)
areas9/25672/2048 ( 3.5%)
surfedges   304440/5120001217760/2048000  (59.5%)
edges   178044/256000 712176/1024000  (69.5%)
LDR worldlights  0/81920/720896   ( 0.0%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   3930/32768   39300/327680   (12.0%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 63912/65536  127824/131072   (97.5%) VERY FULL!
cubemapsamples  63/1024 1008/16384( 6.2%)
overlays26/512  9152/180224   ( 5.1%)
LDR lightdata [variable]   0/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]14627205/16777216 (87.2%) VERY FULL!
entdata   [variable]  577543/393216   (146.9%) VERY FULL!
LDR leaf ambient 29145/65536  699480/1572864  (44.5%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders1/0  40/0( 0.0%)
occluder polygons0/0   0/0( 0.0%)
occluder vert ind0/0   0/0( 0.0%)
detail props  [variable]   1/1686000  ( 0.0%)
static props  [variable]   1/46540( 0.0%)
pakfile   [variable] 5823485/0( 0.0%)
--

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