[hlcoders] eventid from IGameEvent

2005-03-19 Thread cheeseh
Hi,
I've just been making my own interfaces for bots to pick up events, what
it simply does is loop through and finds the appropraite event, then
fires the appropriate method. The small problems is when comparing the
events to make sure it is the event you want to execute.
I remember with the KeyValues there was an eventid key that gave an
integer ID, I used that when I picked it up to be compared with the next
time the same evnt fired so that it is quicker that comparing it against
a string (i.e. the type of event name such as player_hurt).
With IGameEvent* the eventid doesn't seem to exist anymore, it always
returns the defaultValue (0). Has the eventid been removed or changed,
and to what?
Cheers,
-
Chee
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Re: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-19 Thread Draco
Make people on IRC be excited that you're compiling it.
hahahahaha, me too!

I ususally go I grow bored of this, wheres my cake? 10 mins into it,
I'm developing the programmers physique!

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Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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[hlcoders] Re: Annoying view model animation glitch

2005-03-19 Thread Matthew Lewis
I have no idea how to fix that despite having fought with it for over a
week. The animation problem is not limited to just the shoot sequence
for the shotgun. All of the animation sequences suffer from the problem
to some extend. The shotgun reload animations are especially vulnerable
it seems.
I was able to trace the problem to the interpolation/prediction code and
two networked variables: m_flAnimTime and m_flCycleTime. The problem is
that the animation sequence is started with the m_flAnimTime and
m_flCycleTime being set to reflect the new animation sequence. But then
the interpolation/prediction code makes adjustments to the values in an
apparent effort to resynchronize the client to the server. It's the jump
in time that causes the animation to skip (m_flAnimTime causes the most
dramatic skips). The reason is that the jumps are on the order of about
+/- 0.1 to 0.5 seconds. This doesn't sound like much, but when you
consider that many of the viewmodel animation sequences are only 0.2 to
0.4 seconds long, then you can begin to see why the skips are so
dramatic. The skipping is at it's worst when the m_flAnimTime jumps
backwards in time because this causes the animation sequence to skip
directly  to the last frame. When the skip happens near the start of the
sequence, the client sees this as a missing animation sequence. But what
really happened was that the sequence went from frame 1 or 2 directly to
the last frame.
Just for fun, I removed m_flAnimTime and m_flCycleTime from the
interpolation and prediction code. The problems stopped. But I'm not
sure what new problems this was going to create, so I put them back.
I sure would like to hear from anyone who has found a way around this issue.
---
*Juha Beck * hlcoders@list.valvesoftware.com
/Wed Mar 16 12:20:09 200/

I've played around with the mp sdk for a while, and I've noticed that
when
one shoots (rapidly) with the shotgun, the shoot animation doesn't always
get played correctly. I found out that SendViewModelMatchingSequence()
doesn't get called when it happens, but SendViewModelAnim(), the function
where SendViewModelMatchingSequence() should be called from, seems to be
called correctly (I could be wrong though). I'm sure others have
experienced
this too, but do anyone know how it could be fixed?

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RE: [hlcoders] Anyone want to start a What to do while compiling hl2 list?

2005-03-19 Thread Chris Adams
I have the same spec here - I'd say it's about 4 minutes ;-)

---
Chris Adams
Fragzzhost

T (07005) 964 855
F (07005) 964 857
www.fragzzhost.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Justin
Harvey
Sent: 16 March 2005 16:00
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Anyone want to start a What to do while
compiling hl2 list?

Quoting SB Childe Roland [EMAIL PROTECTED]:

 Send spam to HLCoders' List.
 Watch pr0n.

 On Tue, 15 Mar 2005 15:39:55 -0800, Heritage [EMAIL PROTECTED]
wrote:
  Watch your favorite recorded TV show on TIVO
  Clean up the house
  Go shopping for awhile..
 
  You know.. Anything to take up 30 or 40 minutes of time!
 
  /end sarcasm.

30-40 minutes? Ouch! Thats for a complete rebuild on a 486? *snickers* A
complete rebuild for me is less than 10 minutes for sure in fact I think
it's
around 5 minutes but I've never timed it (amd 64 3500/1 gig ram).

--
www.neotokyohq.com

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[hlcoders] HL1 problem - glitchy v_models

2005-03-19 Thread Jeff 'Kuja' Katz
A HL1 Problem you say? People are still modding that!? ;)

Well, we're just one nasty bug away from a release.

For some reason, the v_models 'glitch' around the screen when in an
internet game. This doesn't occur when you host your own game, but does
occur if you're the host of a listen server with other people.

By glitch, I mean they randomly twitch around (position) or disappear
(probably position). We've been unable to find the source of this bug,
and any help (even where to start looking) would be much appreciated.

Thanks in advance -

Jeff 'Kuja' Katz
Digital Paintball

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[hlcoders] HalfLifeTwoDev Update

2005-03-19 Thread Roy Laurie
To those (few) with websites linking to some of our articles. We upgraded to 
TikiWiki, so your
URLs will need to be changed.
PhpWiki was just too buggy.

Just a heads up to prevent E404s. They always look bad.

-- Roy Kylratix Laurie
http://www.hl2-dev.com/

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Re: [hlcoders] HalfLifeTwoDev Update

2005-03-19 Thread Adam \amckern\ Mckern
Thanks for the update, i hope you will do a media
blitz as well

Adam


--- Roy Laurie [EMAIL PROTECTED] wrote:
 To those (few) with websites linking to some of our
 articles. We upgraded to TikiWiki, so your
 URLs will need to be changed.
 PhpWiki was just too buggy.

 Just a heads up to prevent E404s. They always look
 bad.

 -- Roy Kylratix Laurie
 http://www.hl2-dev.com/

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http://ammahls.com




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[hlcoders] Player speed in HL2MP?

2005-03-19 Thread Draco
I can't find where to set player spped in HL2MP sdk, it's like it
clamps it so i can go no higher than 220 or something, i can set it
lower with the sv_maxspeed cva though. anyone know where its clamped?


--
**
Draco
Coder for Perfect Dark and Kreedz Climbing
http://perfectdark.game-mod.net

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Re: [hlcoders] HalfLifeTwoDev Update

2005-03-19 Thread Roy Laurie
CNN told us it was too hot for TV, unfortunately.

On 19 Mar 2005 at 22:41, Adam amckern Mckern wrote:

 Thanks for the update, i hope you will do a media
 blitz as well

 Adam


 --- Roy Laurie [EMAIL PROTECTED] wrote:
  To those (few) with websites linking to some of our
  articles. We upgraded to TikiWiki, so your
  URLs will need to be changed.
  PhpWiki was just too buggy.
 
  Just a heads up to prevent E404s. They always look
  bad.
 
  -- Roy Kylratix Laurie
  http://www.hl2-dev.com/
 
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  the list archives, please visit:
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 http://ammahls.com




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