Re: [hlcoders] Engine crashing on map change
... yes I am impatient ;) > yet another engine crash bug ... I must have been very bad in a former life > to get these so often :{ > > I get a crash in cstrike.exe every time a level changes, CSTRIKE! 01da7c55(). > 01DA7C55 calldword ptr [edx+4] > > This happens on hl.exe based versions as well, I assume at the same location. > > This happens when using changelevel, map, or when the level times out. > > All test machines have the latest patches. > > I thought it may have been related to a recent post to do with save/restore, > however I believe that I have all the extra fields are covered. Also I _think_ > save/restore is not used when using the map command, as it drops everything and > starts from scratch. > > Another factor is that this only just started happening and I have not added any > new fields or entities since the last version, which did not crash. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying non-player physics code
> -- > I need to add air resistance for a particular entity's movement. > However, there is nothing the SDK which contains the movement code for > non-player entities(PM_* is Player Movement only). Basically I need to > modify MOVETYPE_TOSS to add a > VectorScale(velocity,1.0-frametime*DRAG_COEF,velocity) > As the SDK doesn't contain non-player movement code, how should I go > about doing this? I was thinking about using the entity's Think > function, and just have it called every frame. To do this, what should > nextthink be set to? I'd just set it to gpGlobals->time. Think every frame. (Unless your entity is using MOVETYPE_PUSH, that is... in which case things get a lot more complicated.) In case it helps: each frame, the engine seems to run think functions for the entities just *after* running the physics for them. -- Laurie Cheers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SMD Exporter for max 5
The one for 3DsMax4 works.. - Original Message - From: "Phil" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 > Since I moved up to max 5, I've just noticed that there appears to be no > SMD exporter for max 5. Does anybody know where I can get one? > > Thanks, > Philip > > ___ > 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] SMD Exporter for max 5
The one for 3DsMax4 works.. - Original Message - From: "Phil" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Tuesday, February 18, 2003 7:41 PM Subject: [hlcoders] SMD Exporter for max 5 > Since I moved up to max 5, I've just noticed that there appears to be no > SMD exporter for max 5. Does anybody know where I can get one? > > Thanks, > Philip > > ___ > 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] Modifying non-player physics code
-- I need to add air resistance for a particular entity's movement. However, there is nothing the SDK which contains the movement code for non-player entities(PM_* is Player Movement only). Basically I need to modify MOVETYPE_TOSS to add a VectorScale(velocity,1.0-frametime*DRAG_COEF,velocity) As the SDK doesn't contain non-player movement code, how should I go about doing this? I was thinking about using the entity's Think function, and just have it called every frame. To do this, what should nextthink be set to? One last comment.. it appears that the HL movement code is inconsistent. The gravity calculations in the SDK PM code is correct - it multiplies 0.5*gravity*frametime, however in the non-player movement code, there is no 0.5 multiplication. This is the reason for hacks such as setting gravity to 0.5 in grenade.c, and should probably be made more consistent... Jonah -- [ Content of type application/pgp-signature deleted ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SMD Exporter for max 5
Since I moved up to max 5, I've just noticed that there appears to be no SMD exporter for max 5. Does anybody know where I can get one? Thanks, Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders