[hlcoders] AI movement
Has anyone explored the AI movement code? I've been digging into AI_Navigator, AI_LocalNavigator, and AI_Pathfinder but its pretty voluminous. If anyone has understood the big picture here, I'd love to hear your summary. I'd actually be pretty happy just knowing a simple way to move an NPC to a specified coordinate in the map. While we are on the subject of maps, anyone have an overview of how the map structure is made available in the source code? Many thanks.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM Mod Bot
Your issue and others are fixed by following the excellent tutorial found here: http://www.chatbear.com/board.plm?a=viewthread&t=379,1109293489,536&id=805428&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] Debugging HL2DM Sdk
Which version of VS .NET are you using, 7.1? If not, perhaps that is the source of the problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bots in HL2DM?
Thanks! By using CBasePlayer instead of CSDKPlayer and a few minor tweaks I can compile and link. However when I use the bot_add command at the console the game (HL2DM) crashes on this line of the function BotPutInServer in sdk_bot_temp.cpp: edict_t *pEdict = engine->CreateFakeClient( botname ); Any ideas? Many thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bots in HL2DM?
Has anyone successfully ported the basic bot code in the barebones MP mod to the new deathmatch code? After copying a few files from basic-MP to the DM folders (most of the stuff is already there but needs to be added to the project) I can get it to compile but I get 22 link errors (unresolved externals). The link errors are listed below. Many thanks. hl error LNK2019: unresolved external symbol "char const * __cdecl FindEngineArg(char const *)" (?FindEngineArg@@[EMAIL PROTECTED]) referenced in function "void __cdecl BotAdd_f(void)" (?BotAdd_f@@YAXXZ) hl error LNK2019: unresolved external symbol "int __cdecl FindEngineArgInt(char const *,int)" (?FindEngineArgInt@@[EMAIL PROTECTED]) referenced in function "void __cdecl BotAdd_f(void)" (?BotAdd_f@@YAXXZ) hl error LNK2001: unresolved external symbol "public: virtual bool __thiscall CSDKPlayer::SDKAnim_CanMove(void)" ([EMAIL PROTECTED]@@UAE_NXZ) hl error LNK2001: unresolved external symbol "public: virtual class CWeaponSDKBase * __thiscall CSDKPlayer::SDKAnim_GetActiveWeapon(void)" ([EMAIL PROTECTED]@@UAEPAVCWeaponSDKBase@@XZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::LeaveVehicle(class Vector const &,class QAngle const &)" ([EMAIL PROTECTED]@@UAEXABVVector@@ABVQAngle@@@Z) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::CheatImpulseCommands(int)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::FlashlightTurnOff(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::FlashlightTurnOn(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual int __thiscall CSDKPlayer::FlashlightIsOn(void)" ([EMAIL PROTECTED]@@UAEHXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::PostThink(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::PreThink(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::InitialSpawn(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::CreateViewModel(int)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::Event_Killed(class CTakeDamageInfo const &)" ([EMAIL PROTECTED]@@UAEXABVCTakeDamageInfo@@@Z) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::Precache(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual void __thiscall CSDKPlayer::Spawn(void)" ([EMAIL PROTECTED]@@UAEXXZ) hl error LNK2001: unresolved external symbol "public: virtual int __thiscall CSDKPlayer::YouForgotToImplementOrDeclareServerClass(void)" ([EMAIL PROTECTED]@@UAEHXZ) hl error LNK2001: unresolved external symbol "public: virtual char const * __thiscall CSDKPlayer::GetClassName(void)" ([EMAIL PROTECTED]@@UAEPBDXZ) hl error LNK2001: unresolved external symbol "public: virtual class ServerClass * __thiscall CSDKPlayer::GetServerClass(void)" ([EMAIL PROTECTED]@@UAEPAVServerClass@@XZ) hl error LNK2001: unresolved external symbol "public: virtual struct datamap_t * __thiscall CSDKPlayer::GetPredDescMap(void)" ([EMAIL PROTECTED]@@UAEPAUdatamap_t@@XZ) hl error LNK2019: unresolved external symbol "public: __thiscall CSDKPlayer::CSDKPlayer(void)" (??0CSDKPlayer@@[EMAIL PROTECTED]) referenced in function "public: __thiscall CSDKBot::CSDKBot(void)" (??0CSDKBot@@[EMAIL PROTECTED]) hl error LNK2019: unresolved external symbol "public: virtual __thiscall CSDKPlayer::~CSDKPlayer(void)" (??1CSDKPlayer@@[EMAIL PROTECTED]) referenced in function "public: virtual __thiscall CSDKBot::~CSDKBot(void)" (??1CSDKBot@@[EMAIL PROTECTED]) hl fatal error LNK1120: 22 unresolved externals ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Failed to Load the launcher DLL:
I'm able to run my recently compiled HL2DM mod but if I try to create a server the game crashes and if I try to load a map from the console it hangs up. Any suggestions? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] AI structure
Has anyone been successful at dissecting the structure of the AI, specifically the class ai_basenpc? When bot support was released I thought it would be fun to tackle the development of good bots as a project. I decided to look into how the AI worked for a start, e.g. what information they had at their disposal, etc. However it is a pretty involved class. Any pointers much appreciated.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Documentation
I think this is a great idea, assuming it can be done. I have experienced similar frustrations concerning startup effort with repect to learning the SDK, in spite of years of coding experience. The various coding sites, wikis, tutorials, and this mailing list have been helpful but not enough. Conversely, I share Botman's scepticism that such a project will work. His list of hurdles is intimidating. VERY best of luck. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] new movements
Hello All, Are the basic movements of strafing and forward/backward built into the engine? Is it possible to add a fundamentally new movement, e.g. rotate about an axis passing through center of player and orthogonal to player's plane (if one were floating in space rather than standing)? I've been trying to step through the basic movements and run up against engine stuff which is not exposed in the source code. Or am I missing something obvious? Many thanks in advance ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VC++ 8 Express Compiling
I managed to successfully compile under Express Beta by using casts in several spots and copying various include files (e.g. windows.h) from my VC6 directories which Express Beta seemed to lack. However I ran into possibly serious (and certainly fatal) link errors which are worrisome with regard to this ad hoc methodology. After work, I intend to see if using VC7.1 includes and libraries will work in place of my VC6 files under Express Beta. There is a good thread on compilation here: http://www.chatbear.com/board.plm?a=viewthread&t=551,1101914362,14458&id=738023&b=4991&v=flatold On Wed, 1 Dec 2004, John Bellone wrote: > I hit some errors while compiling (clean copy) of the SDK. Anyone else > hit them? Want to make sure that I set everything up right. It converted > it from VC++ 7 to VC++ 8 (when I clicked on Game_SDK). > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ******* Mark Ettinger Los Alamos National Laboratory (NIS-8)505-665-4789 email: [EMAIL PROTECTED] (PGP public key available on request) *** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders