Re: [hlcoders] sv_turbophysics

2005-06-03 Thread Dagok

You and Doug Lombardi must get along great.  You both like to use "perhaps"
alot :))

Dagok


- Original Message -
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Sent: Thursday, June 02, 2005 11:21 PM
Subject: RE: [hlcoders] sv_turbophysics



Perhaps in a future update.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dagok
Sent: Thursday, June 02, 2005 10:19 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] sv_turbophysics

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Alfred,


From the June 2nd SDK patch msg.

" Included source code for alternative player physics - improves player
interaction with physics objects in multiplayer. Look for code that
references the sv_turbophysics ConVar "

Does this mean that CSS might be patched so that sv_turbophysics doesnt
allow players to manipulate objects while in Spectator mode?   I think a
large majority of server admins would really like to use sv_turbophysics
but choose not to due to the bugs associated with it.

thanks,
Dagok
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Re: [hlcoders] sv_turbophysics

2005-06-03 Thread Draco
> You and Doug Lombardi must get along great.  You both like to use "perhaps"
> alot :))


They also use the letter e i noticed

--
Draco

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[hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16

hl error LNK2019: unresolved external symbol "void __cdecl Bot_RunAll(void)"
(?Bot_RunAll@@YAXXZ) referenced in function "void __cdecl
GameStartFrame(void)" (?GameStartFrame@@YAXXZ)
hl error LNK2019: unresolved external symbol "class CBasePlayer * __cdecl
BotPutInServer(bool,int)" (?BotPutInServer@@YAPAVCBasePlayer@@[EMAIL PROTECTED])
referenced in function "void __cdecl Bot_f(void)" (?Bot_f@@YAXXZ)

Seems like something is missing from the build?


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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Re: [hlcoders] HL2MP SDK linker errors

2005-06-03 Thread Zach Brockway
--
[ Picked text/plain from multipart/alternative ]
Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
>
> hl error LNK2019: unresolved external symbol "void __cdecl
> Bot_RunAll(void)"
> (?Bot_RunAll@@YAXXZ) referenced in function "void __cdecl
> GameStartFrame(void)" (?GameStartFrame@@YAXXZ)
> hl error LNK2019: unresolved external symbol "class CBasePlayer * __cdecl
> BotPutInServer(bool,int)" (?BotPutInServer@@YAPAVCBasePlayer@@[EMAIL 
> PROTECTED])
> referenced in function "void __cdecl Bot_f(void)" (?Bot_f@@YAXXZ)
>
> Seems like something is missing from the build?
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com 
>
>
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Re: [hlcoders] HL2MP SDK linker errors

2005-06-03 Thread r00t 3:16

Yup i did that then I was getting a illegal memory read.
But I fixed that also so all well except for this last error im getting
about my game rules not being on the client which they are in the client
solution so dunno what that is about...



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Zach Brockway" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 3:42 AM
Subject: Re: [hlcoders] HL2MP SDK linker errors



--
[ Picked text/plain from multipart/alternative ]
Yep.Add hl2mp_bot_temp.cpp to the hl project and rebuild.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:


hl error LNK2019: unresolved external symbol "void __cdecl
Bot_RunAll(void)"
(?Bot_RunAll@@YAXXZ) referenced in function "void __cdecl
GameStartFrame(void)" (?GameStartFrame@@YAXXZ)
hl error LNK2019: unresolved external symbol "class CBasePlayer * __cdecl
BotPutInServer(bool,int)" (?BotPutInServer@@YAPAVCBasePlayer@@[EMAIL PROTECTED])
referenced in function "void __cdecl Bot_f(void)" (?Bot_f@@YAXXZ)

Seems like something is missing from the build?


r00t 3:16
CQC Gaming
www.cqc-gaming.com 


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[hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

The instruction at "0x01286080" referenced memory at "0x01286080" The memory
could not be "read"

I thought I fixed this but i suppose I did not.

Not sure what is causing this has something to do with the update and my
merge into my code base. arg!!

If anyone knows why I would be getting this please by all means. I have just
about pulled all my hair out.

This is the call stack.


01286080()

 tier0.dll!00882cdd()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910732()
 ntdll.dll!7c9106ab()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c910f46()
 ntdll.dll!7c910d5c()
 ntdll.dll!7c91056d()
 ntdll.dll!7c911e75()
 ntdll.dll!7c910d5c()
 ntdll.dll!7c910e91()
 ntdll.dll!7c91056d()
 ntdll.dll!7c913281()
 ntdll.dll!7c911e75()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91e882()
 ntdll.dll!7c91e85c()
 ntdll.dll!7c917304()
 ntdll.dll!7c9106eb()
 tier0.dll!0088fbfa()
 tier0.dll!00890988()
 tier0.dll!0088faf1()
 tier0.dll!0088fade()
 tier0.dll!00883915()
 vstdlib.dll!00862f9a()
 vstdlib.dll!008616d9()
 vstdlib.dll!008617cc()
 ws2_32.dll!71ab9468()
 ntdll.dll!7c90d592()
 advapi32.dll!77dd6bcc()
 ntdll.dll!7c90e2f1()
 ntdll.dll!7c90d592()
 kernel32.dll!7c809bbb()
 launcher.dll!100075df()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c9105c8()
 ntdll.dll!7c910551()
 ntdll.dll!7c91056d()
 ntdll.dll!7c910945()
 ntdll.dll!7c9146c3()
 ntdll.dll!7c919bd3()
 ntdll.dll!7c910895()
 ntdll.dll!7c919a9c()
 ntdll.dll!7c919b3f()
 ntdll.dll!7c919aeb()
 kernel32.dll!7c80e5f8()
 kernel32.dll!7c801bf6()
 ntdll.dll!7c919aeb()
 ntdll.dll!7c919ba0()
 kernel32.dll!7c80ac66()
 kernel32.dll!7c80ac78()
 hl2.exe!0040113d()
 ntdll.dll!7c911538()
 ntdll.dll!7c911596()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c913134()
 kernel32.dll!7c81290d()
 kernel32.dll!7c812920()
 ntdll.dll!7c910f46()
 ntdll.dll!7c910e91()
 ntdll.dll!7c91056d()
 hl2.exe!00402ecb()
 ntdll.dll!7c9132f8()
 ntdll.dll!7c91056d()
 ntdll.dll!7c91eb64()
 ntdll.dll!7c92189c()
 ntdll.dll!7c911a24()
 ntdll.dll!7c9119fa()
 ntdll.dll!7c911ad6()
 kernel32.dll!7c818962()
 ntdll.dll!7c910732()
 ntdll.dll!7c915233()
 ntdll.dll!7c910732()
 ntdll.dll!7c9106ab()
 ntdll.dll!7c9106eb()
 ntdll.dll!7c915d7d()
 ntdll.dll!7c915db4()
 ntdll.dll!7c9153f5()


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] new sdk soon?

2005-06-03 Thread Heritage
I see DM had some fixes done to it.. barrels explode bug fixed,
hitboxes corrected, 16bit scoreboard opposed to 8, power meter bug
with water.. are these going to availible in a new sdk soon?

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Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread Zach Brockway
It's a bit off topic, but I have coincidentally been getting into
shader authoring lately and have been toying with a night vision post
process effect. It's probably horribly inefficient and unnecessary,
but if anyone is interested in seeing my shader, I've uploaded the
RenderMonkey project here:

http://s87575413.onlinehome.us/night_vision.rfx (you may have to "save
link as," I'm too lazy to add a binary MIME type for .rfx right now)

Try playing with the artist variables. It's not all that pretty, it
has an inexcusable reliance on PS 2.0, and probably eats too much "GPU
time" to be usable. It's my first "real" shader, if it can even be
called that. It demonstrates the R/G/B visual acuity ratios that
Imperio mentioned for the transform into monochrome (luminance)--I
think--but I found that doubling the green (or anything comparable)
ended up looking too dark and flat, so I figured out a way to make the
brightest spots look a little brighter. Advice is more than welcome.

On 5/31/05, Ignacio Martín <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> First, I think that you should give an alpha value less than 1 to each quad
> and enable alpha blending. If you dont do it, the material will be
> completely opaque and won´t add to the "layer" below.
> Second, I will use a shader (in fact, I achieve this effect with one :) ). I
> convert the entire imge to grayscale (dot product of the pixel color with
> the eye sensitivity to each color component), multiply each color component
> by an amplification factor (try until you find a value that looks good), and
> multiply now only the green component by another factor (doubling it should
> be ok). This can be improved adding a noise texture and applying some
> blurring. I think that this should be done with a second pass.
> Regards,
> Newen
>
>  2005/5/31, Imperio59 <[EMAIL PROTECTED]>:
> >
> > Ok,
> > The title may sound corny, but this is what i have so far (thanks root
> > for giving me msot of this code ;) ).
> > I'm trying to copy CSS's Nightvision, except i'm trying to make it light
> > DARK spots as well as brigthen existing lit-up spots.
> >
> > Here's what i have so far, it brightens the scene but not enough for me:
> > This is in CViewRender::RenderView.
> > //Imperio59 NVG
> > if ( C_BasePlayer::GetLocalPlayer() &&
> > C_BasePlayer::GetLocalPlayer()->m_bNVG )
> > {
> > IMaterial *pMaterial = materials->FindMaterial(
> > "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true );
> >
> > if ( pMaterial )
> > {
> >
> > // This copies the contents of the framebuffer (drawn
> > during RenderView) into our nightvision texture.
> >
> > UpdateScreenEffectTexture( 0 );//"_rt_FrameBufferFB"
> >
> > materials->MatrixMode( MATERIAL_PROJECTION );
> > materials->PushMatrix();
> > materials->LoadIdentity();
> >
> > materials->MatrixMode( MATERIAL_VIEW );
> > materials->PushMatrix();
> > materials->LoadIdentity();
> >
> > materials->MatrixMode( MATERIAL_MODEL );
> > materials->LoadIdentity();
> >
> > materials->DrawScreenSpaceQuad( pMaterial );
> > materials->DrawScreenSpaceQuad( pMaterial );
> >
> > //Draw twice + a third time modulated.
> >
> > pMaterial->AlphaModulate(cl_nvg_brightness.GetFloat());
> > materials->DrawScreenSpaceQuad( pMaterial );
> >
> > materials->MatrixMode( MATERIAL_PROJECTION );
> > materials->PopMatrix();
> > materials->MatrixMode( MATERIAL_VIEW );
> > materials->PopMatrix();
> > }
> > }
> > //END NVG
> >
> > Except drawing twice + modulated doesn't make it brighter than drawing
> > ONCE! I think this is because of me just slapping a quad with the
> > texture on top of the scene, no matter how many times i do it it's still
> > the same texture. Right.
> >
> > So what i wanted to do was get a fullbright image (i want to get an
> > image of what you see when mat_fullbright is 1) and slap that onto my
> > screen, alpha'ed of course, and with my green screenfade (to make it
> > look NVG-ish ;) )
> > I haven't been able to figure this out yet, i've tried calling
> > UpdateScreenEffectTexture( 0 ); before the call to RenderLights, at the
> > beginning of the frame, lots of places, with various unwanted results.
> >
> > Can someone from valve explain to me where i need to stick this call so
> > i get my fullbright image, or somehow manage to unload the lightmaps
> > from all textures, get the image of the scene, then reload the lightmaps
> > (sounds like it's going to drag performance down).
> >
> > I also thought of using a post-processing shader, but most cards don't
> > support them (am I wrong?) and you would need to turn on Shaders in the
> > options to have a working NVG, wich is not what i want.
> >
> > Am i stuck with what i have now ( a semi-bright NVG wich brightens lit
> > up spots but not dark spots) or is there a way to do this right?
> >
> > Imperio59
> >
> > --
> > No virus found in this outgoing message.
> > Checked by AVG Anti-Virus.
> > Version: 7.0.322 / Virus Database: 267.3.0 - Release Date: 30/05

Re: [hlcoders] new sdk soon?

2005-06-03 Thread Ben Davison
--
[ Picked text/plain from multipart/alternative ]
We got an SDK update yesterday, I didn't really go through it yet.

On 6/3/05, Heritage <[EMAIL PROTECTED]> wrote:
>
> I see DM had some fixes done to it.. barrels explode bug fixed,
> hitboxes corrected, 16bit scoreboard opposed to 8, power meter bug
> with water.. are these going to availible in a new sdk soon?
>
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- http://www.shadow-phoenix.com
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Re: [hlcoders] Application error with update.

2005-06-03 Thread Adam \"amckern\" Mckern
imo i have no idea what a call stack is, but those
dlls live in windows

open the .mdmp file (check the list about 5 months ago
for how to understand them)

Adam

--- "r00t 3:16" <[EMAIL PROTECTED]> wrote:

> The instruction at "0x01286080" referenced memory at
> "0x01286080" The memory
> could not be "read"
>
> I thought I fixed this but i suppose I did not.
>
> Not sure what is causing this has something to do
> with the update and my
> merge into my code base. arg!!
>
> If anyone knows why I would be getting this please
> by all means. I have just
> about pulled all my hair out.
>
> This is the call stack.
>
> > 01286080()
>   tier0.dll!00882cdd()
>   ntdll.dll!7c9105c8()
>   ntdll.dll!7c910732()
>   ntdll.dll!7c9106ab()
>   ntdll.dll!7c9106eb()
>   ntdll.dll!7c910551()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c910f46()
>   ntdll.dll!7c910d5c()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c911e75()
>   ntdll.dll!7c910d5c()
>   ntdll.dll!7c910e91()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c913281()
>   ntdll.dll!7c911e75()
>   ntdll.dll!7c9105c8()
>   ntdll.dll!7c910551()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c91e882()
>   ntdll.dll!7c91e85c()
>   ntdll.dll!7c917304()
>   ntdll.dll!7c9106eb()
>   tier0.dll!0088fbfa()
>   tier0.dll!00890988()
>   tier0.dll!0088faf1()
>   tier0.dll!0088fade()
>   tier0.dll!00883915()
>   vstdlib.dll!00862f9a()
>   vstdlib.dll!008616d9()
>   vstdlib.dll!008617cc()
>   ws2_32.dll!71ab9468()
>   ntdll.dll!7c90d592()
>   advapi32.dll!77dd6bcc()
>   ntdll.dll!7c90e2f1()
>   ntdll.dll!7c90d592()
>   kernel32.dll!7c809bbb()
>   launcher.dll!100075df()
>   ntdll.dll!7c9106eb()
>   ntdll.dll!7c9105c8()
>   ntdll.dll!7c910551()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c910945()
>   ntdll.dll!7c9146c3()
>   ntdll.dll!7c919bd3()
>   ntdll.dll!7c910895()
>   ntdll.dll!7c919a9c()
>   ntdll.dll!7c919b3f()
>   ntdll.dll!7c919aeb()
>   kernel32.dll!7c80e5f8()
>   kernel32.dll!7c801bf6()
>   ntdll.dll!7c919aeb()
>   ntdll.dll!7c919ba0()
>   kernel32.dll!7c80ac66()
>   kernel32.dll!7c80ac78()
>   hl2.exe!0040113d()
>   ntdll.dll!7c911538()
>   ntdll.dll!7c911596()
>   ntdll.dll!7c9106eb()
>   ntdll.dll!7c913134()
>   kernel32.dll!7c81290d()
>   kernel32.dll!7c812920()
>   ntdll.dll!7c910f46()
>   ntdll.dll!7c910e91()
>   ntdll.dll!7c91056d()
>   hl2.exe!00402ecb()
>   ntdll.dll!7c9132f8()
>   ntdll.dll!7c91056d()
>   ntdll.dll!7c91eb64()
>   ntdll.dll!7c92189c()
>   ntdll.dll!7c911a24()
>   ntdll.dll!7c9119fa()
>   ntdll.dll!7c911ad6()
>   kernel32.dll!7c818962()
>   ntdll.dll!7c910732()
>   ntdll.dll!7c915233()
>   ntdll.dll!7c910732()
>   ntdll.dll!7c9106ab()
>   ntdll.dll!7c9106eb()
>   ntdll.dll!7c915d7d()
>   ntdll.dll!7c915db4()
>   ntdll.dll!7c9153f5()
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
>
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Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at "0x01286080" referenced memory at "0x01286080" The
memory could not be "read"
as yours.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> The instruction at "0x01286080" referenced memory at "0x01286080" The memory
> could not be "read"

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Re: [hlcoders] sv_turbophysics

2005-06-03 Thread tei

Draco wrote:

You and Doug Lombardi must get along great.  You both like to use "perhaps"
alot :))




They also use the letter e i noticed

--
Draco


e?, i?

bah!

With the "T" letter and half-life2 you can build fighting mechs.

http://img284.echo.cx/img284/6472/gmrobotwars00019pl.jpg
http://img.photobucket.com/albums/v441/clutch1/cool.jpg



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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeffrey \"botman\" Broome

Jeff Fearn wrote:


Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that allows speed hacking?


Yes, I believe that is correct.  The player sends movement commands to
the server and the server says "H, okay you are moving in this
direction, let me calculate your new velocity and location based on
where I think you were before and which way you were going before and
then I'll send that information back to you."  The client doesn't even
specify HOW MUCH they moved (i.e. the distance during that update).  The
client only says "I'm moving THIS way now".

But note that the client is also simulating this movement update purely
client-side (it just isn't authoritative since the server is the only
one that keeps track of where everything REALLY is as far as collisions
and bullet hits, etc.).

--
Jeffrey "botman" Broome

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[hlcoders] Grapple hook or attaching wire

2005-06-03 Thread mike sullivan
--
[ Picked text/plain from multipart/alternative ]
I need to know if anyone is able to implement a sort of grapple hook device to 
a physical body, ie, you shoot the hook from your hand then you can control the 
lift and maybe swing while still firing your weapon..

Any ideas on where to start with this?

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Today's Topics:

1. Different Gamerules based on mapname or entities (Andrew (British_Bomber))
2. Re: Different Gamerules based on mapname or
entities (Jeffrey "botman" Broome)
3. Re: Different Gamerules based on mapname or entities (Andrew 
(British_Bomber))
4. RE: VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? (Tim Holt)
5. Re: Different Gamerules based on mapname or
entities (Jeffrey "botman" Broome)
6. RE: Different Gamerules based on mapname or entities (Tony "omega" Sergi)
7. Source SDK Currently not available ? (r00t 3:16)
8. Re: Source SDK Currently not available ? (Jeffrey "botman" Broome)
9. RE: Source SDK Currently not available ? (Alfred Reynolds)
10. Re: Source SDK Currently not available ? (Ben Davison)
11. Re: VGUI graphics primitives (DrawLine) on a 3d space vgui_screen? (Ben 
Davison)
12. nightvision (r00t 3:16)

--__--__--

Message: 1
Date: Thu, 2 Jun 2005 15:35:24 +0100
From: "Andrew (British_Bomber)"
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Different Gamerules based on mapname or entities
Reply-To: hlcoders@list.valvesoftware.com

Ok I can get multiple gamerules that implement based on the map
prefix, that's no problem.

fx.

sow2_ creates the SoW Classic Gamemode

and

anything else creates the Teamdeathmatch.


That's fine and dandy however I have a few more gamemodes in the works
and would rather be able to get and entity to define the gamemodes.
Is that possible.

I have tried to find a way of finding specific entities right before
the call to the CreateGameRules( "gamerulesname" );

but to no avail, is it because the entities haven't been parsed yet
and I am SOL and have to base all gamerules on mapnames and the honor
system?

-Thanks Guys

Andrew


--__--__--

Message: 2
Date: Thu, 02 Jun 2005 09:44:32 -0500
From: "Jeffrey \"botman\" Broome"
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Different Gamerules based on mapname or
entities
Reply-To: hlcoders@list.valvesoftware.com

Andrew (British_Bomber) wrote:
>
> That's fine and dandy however I have a few more gamemodes in the works
> and would rather be able to get and entity to define the gamemodes.
> Is that possible.
>

Why can't you create a single GameRules class that handles all the
different types of gameplay that you want (instead of trying to spawn a
different type of class for each type of gameplay)?

--
Jeffrey "botman" Broome


--__--__--

Message: 3
Date: Thu, 2 Jun 2005 16:50:02 +0100
From: "Andrew (British_Bomber)"
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Different Gamerules based on mapname or entities
Reply-To: hlcoders@list.valvesoftware.com

Don't know really, the mod team decided they wanted 3 different
gameplays, 2 of which were similar and the other 1 being completely
different I thought I would break it into 2 gameplays rather than run
checks everytime on whether a feature was enabled or not.

I take it no one has every created a mod that used multiplegamerules...

lol well that's what I get for trying to be clever.


--__--__--

Message: 4
Date: Thu, 2 Jun 2005 09:09:35 -0700
From: Tim Holt
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] VGUI graphics primitives (DrawLine) on a 3d space 
vgui_screen?
Reply-To: hlcoders@list.valvesoftware.com

I figured this out by the way. Ends up the lines were being drawn behind the
background of the VGUI panel. By removing the background I got them to show
up. IT means I end up with a transparent panel, however by placing it in front
of a black brush based background it works fine.

Picture of it in action at http://www.oregonstate.edu/~holtt/tamucc/ekg.jpg and
a quick & dirty movie clip at http://www.oregonstate.edu/~holtt/tamucc/c1-1.wmv


Quoting Tim Holt :

> Interesting - thanks Yahn, I'll check that out.
>
> A post in the VERC forums suggests maybe the DrawFilledRect primitive will
> work
> in 3d. Perhaps I can make a bargraph type display instead of a true line
> graph. I'm trying to do something like
> http://oregonstate.edu/~holtt/tamucc/real_06.jpg on an in-game screen placed
> on
> the (currently not animated) prop you see in
> http://oregonstate.edu/~holtt/tamucc/new_gurney_cart.jpg
>
> Because the chart data is actually 

RE: [hlcoders] new sdk soon?

2005-06-03 Thread Mike Dussault
All of the latest hl2mp stuff is in the SDK that was released yesterday.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Friday, June 03, 2005 1:33 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] new sdk soon?

I see DM had some fixes done to it.. barrels explode bug fixed, hitboxes
corrected, 16bit scoreboard opposed to 8, power meter bug with water..
are these going to availible in a new sdk soon?

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be causing
this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Stephen Micheals" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.



i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at "0x01286080" referenced memory at "0x01286080" The
memory could not be "read"
as yours.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

The instruction at "0x01286080" referenced memory at "0x01286080" The
memory
could not be "read"


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Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \"botman\" Broome

Stephen Micheals wrote:

i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at "0x01286080" referenced memory at "0x01286080" The
memory could not be "read"
as yours.


If the instruction at 0x01286080 is trying to read memory at 0x01286080
(the same as the instruction address) then you have a messed up pointer
somewhere (some pointer is being assigned the address of code and then
trying to dereference the pointer).

Perhaps you are not passing parameters to a function properly and the
return address for some code is being assigned to some pointer?

--
Jeffrey "botman" Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be
anywhere

I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the exact same on both machines, which would be a
sdk file ..

Does that sound about right?

r00t 3:16
CQC Gaming
www.cqc-gaming.com

- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 1:49 PM
Subject: Re: [hlcoders] Application error with update.



Stephen Micheals wrote:

i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177
Assertion Failed: pBlob
if i ignore the assert right after it will crash out with the same
The instruction at "0x01286080" referenced memory at "0x01286080" The
memory could not be "read"
as yours.


If the instruction at 0x01286080 is trying to read memory at 0x01286080
(the same as the instruction address) then you have a messed up pointer
somewhere (some pointer is being assigned the address of code and then
trying to dereference the pointer).

Perhaps you are not passing parameters to a function properly and the
return address for some code is being assigned to some pointer?

--
Jeffrey "botman" Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread Jeffrey \"botman\" Broome

r00t 3:16 wrote:

Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could be
anywhere

I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the exact same on both machines, which would be a
sdk file ..

Does that sound about right?


It sounds like some engine or interface function somewhere has changed
the parameters being passed into it and this didn't show up during the
compile.

If a bunch of other people used previous SDK source code and a parameter
in a function changed that didn't cause a compiler error, it's likely
that several people would have the exact same problem.

One of the benefits of keeping an unmodified version of the previous SDK
is that you can quickly do a diff between the old version and the new
version to find things that have changed.  This won't help you in this
case unless you already have an unmodified version of the older SDK.  I
suggest you start making "backup" versions of the SDK so that you can
find differences between old versions and new versions more easily.

--
Jeffrey "botman" Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

I have an unmodified version of the older sdk and ALOT has changed ... I
think roughly 130 files + some directories added I believe (have to check it
again for the correct numbers)

So basically i need to check every file and see what has changed and see if
I use whatever function that was changed. Arg this will take awhile hehe...

Ill post my findings if and when I find something.


r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 2:31 PM
Subject: Re: [hlcoders] Application error with update.



r00t 3:16 wrote:

Yea that could be (I had a feeling it was pointer but was not 100% sure)
But the problem is WHERE .. alot of changes to the HL2MP sdk so it could
be
anywhere

I find it very rare that 2 people would hit the exact same address
violations with an error in our code.
Unless it is code that is the exact same on both machines, which would be
a
sdk file ..

Does that sound about right?


It sounds like some engine or interface function somewhere has changed
the parameters being passed into it and this didn't show up during the
compile.

If a bunch of other people used previous SDK source code and a parameter
in a function changed that didn't cause a compiler error, it's likely
that several people would have the exact same problem.

One of the benefits of keeping an unmodified version of the previous SDK
is that you can quickly do a diff between the old version and the new
version to find things that have changed.  This won't help you in this
case unless you already have an unmodified version of the older SDK.  I
suggest you start making "backup" versions of the SDK so that you can
find differences between old versions and new versions more easily.

--
Jeffrey "botman" Broome

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Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
well its a good thing i have been using subversion whatever i find i will post.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> I have an unmodified version of the older sdk and ALOT has changed ... I
> think roughly 130 files + some directories added I believe (have to check it
> again for the correct numbers)
>
> So basically i need to check every file and see what has changed and see if
> I use whatever function that was changed. Arg this will take awhile hehe...
>
> Ill post my findings if and when I find something.
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, June 03, 2005 2:31 PM
> Subject: Re: [hlcoders] Application error with update.
>
>
> > r00t 3:16 wrote:
> >> Yea that could be (I had a feeling it was pointer but was not 100% sure)
> >> But the problem is WHERE .. alot of changes to the HL2MP sdk so it could
> >> be
> >> anywhere
> >>
> >> I find it very rare that 2 people would hit the exact same address
> >> violations with an error in our code.
> >> Unless it is code that is the exact same on both machines, which would be
> >> a
> >> sdk file ..
> >>
> >> Does that sound about right?
> >
> > It sounds like some engine or interface function somewhere has changed
> > the parameters being passed into it and this didn't show up during the
> > compile.
> >
> > If a bunch of other people used previous SDK source code and a parameter
> > in a function changed that didn't cause a compiler error, it's likely
> > that several people would have the exact same problem.
> >
> > One of the benefits of keeping an unmodified version of the previous SDK
> > is that you can quickly do a diff between the old version and the new
> > version to find things that have changed.  This won't help you in this
> > case unless you already have an unmodified version of the older SDK.  I
> > suggest you start making "backup" versions of the SDK so that you can
> > find differences between old versions and new versions more easily.
> >
> > --
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
>
> ___
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>
>

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RE: [hlcoders] Application error with update.

2005-06-03 Thread Mike Dussault
I can only offer some debugging hints since I don't have a repro case
here for the assert or crash. Do you get a call stack when you get that
mempool assert?  If you make a new mod based on the hl2mp code and
compile/run it, do you get this problem, or is it only with the code
merged into your mod?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, June 03, 2005 10:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Application error with update.

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be
causing this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Stephen Micheals" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.


>i just finished merging the new code into my mod and it compiled
>perfectly and then on load i get a assert in the file mempool.cpp
>@line 177  Assertion Failed: pBlob  if i ignore the assert right after
>it will crash out with the same  The instruction at "0x01286080"
>referenced memory at "0x01286080" The  memory could not be "read"
> as yours.
>
> On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
>> The instruction at "0x01286080" referenced memory at "0x01286080" The

>> memory could not be "read"
>
> ___
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> please visit:
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>
>
>


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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeff Fearn
On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "H, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).  The
> client only says "I'm moving THIS way now".
>
> But note that the client is also simulating this movement update purely
> client-side (it just isn't authoritative since the server is the only
> one that keeps track of where everything REALLY is as far as collisions
> and bullet hits, etc.).

Except the server can be fooled if you send it lots of updates because
it doesn't seem to validate how often you send updates ... assuming
that's how the speed hack actually works :)

Jeff

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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

Well 2 people myself and Stephen are getting the exact same memory access
violation but the error seems a bit different as he gets an assert first and
I do not (yes im in the debugging build)

I have almost tracked it down
Stephen if you wanna try it and see leave out.
public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp
do not merge those files.
Then compile and run see if you get the Access violation.
Not merging those 2 files I do not get an access violation.

Everything else is current except those files listed above.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Mike Dussault" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 7:44 PM
Subject: RE: [hlcoders] Application error with update.



I can only offer some debugging hints since I don't have a repro case
here for the assert or crash. Do you get a call stack when you get that
mempool assert?  If you make a new mod based on the hl2mp code and
compile/run it, do you get this problem, or is it only with the code
merged into your mod?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, June 03, 2005 10:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Application error with update.

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be
causing this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Stephen Micheals" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.



i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177  Assertion Failed: pBlob  if i ignore the assert right after
it will crash out with the same  The instruction at "0x01286080"
referenced memory at "0x01286080" The  memory could not be "read"
as yours.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

The instruction at "0x01286080" referenced memory at "0x01286080" The



memory could not be "read"


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Re: [hlcoders] Application error with update.

2005-06-03 Thread r00t 3:16

UPDATE.

Thank you imperio59 for recommending this.

Include the files I said to leave out

public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp

Merge those then compile everything_SDK.sln
then do a clean Rebuild of game_sdk.sln
That should fix the memory access violation.
That fixed it for me.

Thanks again imperio :P

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 9:59 PM
Subject: Re: [hlcoders] Application error with update.



Well 2 people myself and Stephen are getting the exact same memory access
violation but the error seems a bit different as he gets an assert first
and
I do not (yes im in the debugging build)

I have almost tracked it down
Stephen if you wanna try it and see leave out.
public/tier1/utlsymbol.h
tier1/UtlBuffer.cpp
tier1/utlsymbol.cpp
do not merge those files.
Then compile and run see if you get the Access violation.
Not merging those 2 files I do not get an access violation.

Everything else is current except those files listed above.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Mike Dussault" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 7:44 PM
Subject: RE: [hlcoders] Application error with update.



I can only offer some debugging hints since I don't have a repro case
here for the assert or crash. Do you get a call stack when you get that
mempool assert?  If you make a new mod based on the hl2mp code and
compile/run it, do you get this problem, or is it only with the code
merged into your mod?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Friday, June 03, 2005 10:40 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Application error with update.

Well that makes me feel a little better that I am not the only one..

I wonder if Valve could lend us a hand in determining what would be
causing this?



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Stephen Micheals" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 6:07 AM
Subject: Re: [hlcoders] Application error with update.



i just finished merging the new code into my mod and it compiled
perfectly and then on load i get a assert in the file mempool.cpp
@line 177  Assertion Failed: pBlob  if i ignore the assert right after
it will crash out with the same  The instruction at "0x01286080"
referenced memory at "0x01286080" The  memory could not be "read"
as yours.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:

The instruction at "0x01286080" referenced memory at "0x01286080" The



memory could not be "read"


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Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread r00t 3:16

Nice work Zach.
I have a question maybe you can answer.
I see that you user registers eg:

sampler SkyBox: register(s0);

How do you know what register to use or more specifically when to use a
register?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Zach Brockway" <[EMAIL PROTECTED]>
To: 
Sent: Friday, June 03, 2005 4:51 AM
Subject: Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my
Frame Buffer


It's a bit off topic, but I have coincidentally been getting into
shader authoring lately and have been toying with a night vision post
process effect. It's probably horribly inefficient and unnecessary,
but if anyone is interested in seeing my shader, I've uploaded the
RenderMonkey project here:

http://s87575413.onlinehome.us/night_vision.rfx (you may have to "save
link as," I'm too lazy to add a binary MIME type for .rfx right now)

Try playing with the artist variables. It's not all that pretty, it
has an inexcusable reliance on PS 2.0, and probably eats too much "GPU
time" to be usable. It's my first "real" shader, if it can even be
called that. It demonstrates the R/G/B visual acuity ratios that
Imperio mentioned for the transform into monochrome (luminance)--I
think--but I found that doubling the green (or anything comparable)
ended up looking too dark and flat, so I figured out a way to make the
brightest spots look a little brighter. Advice is more than welcome.

On 5/31/05, Ignacio Martín <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
First, I think that you should give an alpha value less than 1 to each
quad
and enable alpha blending. If you dont do it, the material will be
completely opaque and won´t add to the "layer" below.
Second, I will use a shader (in fact, I achieve this effect with one :) ).
I
convert the entire imge to grayscale (dot product of the pixel color with
the eye sensitivity to each color component), multiply each color
component
by an amplification factor (try until you find a value that looks good),
and
multiply now only the green component by another factor (doubling it
should
be ok). This can be improved adding a noise texture and applying some
blurring. I think that this should be done with a second pass.
Regards,
Newen

 2005/5/31, Imperio59 <[EMAIL PROTECTED]>:
>
> Ok,
> The title may sound corny, but this is what i have so far (thanks root
> for giving me msot of this code ;) ).
> I'm trying to copy CSS's Nightvision, except i'm trying to make it light
> DARK spots as well as brigthen existing lit-up spots.
>
> Here's what i have so far, it brightens the scene but not enough for me:
> This is in CViewRender::RenderView.
> //Imperio59 NVG
> if ( C_BasePlayer::GetLocalPlayer() &&
> C_BasePlayer::GetLocalPlayer()->m_bNVG )
> {
> IMaterial *pMaterial = materials->FindMaterial(
> "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true );
>
> if ( pMaterial )
> {
>
> // This copies the contents of the framebuffer (drawn
> during RenderView) into our nightvision texture.
>
> UpdateScreenEffectTexture( 0 );//"_rt_FrameBufferFB"
>
> materials->MatrixMode( MATERIAL_PROJECTION );
> materials->PushMatrix();
> materials->LoadIdentity();
>
> materials->MatrixMode( MATERIAL_VIEW );
> materials->PushMatrix();
> materials->LoadIdentity();
>
> materials->MatrixMode( MATERIAL_MODEL );
> materials->LoadIdentity();
>
> materials->DrawScreenSpaceQuad( pMaterial );
> materials->DrawScreenSpaceQuad( pMaterial );
>
> //Draw twice + a third time modulated.
>
> pMaterial->AlphaModulate(cl_nvg_brightness.GetFloat());
> materials->DrawScreenSpaceQuad( pMaterial );
>
> materials->MatrixMode( MATERIAL_PROJECTION );
> materials->PopMatrix();
> materials->MatrixMode( MATERIAL_VIEW );
> materials->PopMatrix();
> }
> }
> //END NVG
>
> Except drawing twice + modulated doesn't make it brighter than drawing
> ONCE! I think this is because of me just slapping a quad with the
> texture on top of the scene, no matter how many times i do it it's still
> the same texture. Right.
>
> So what i wanted to do was get a fullbright image (i want to get an
> image of what you see when mat_fullbright is 1) and slap that onto my
> screen, alpha'ed of course, and with my green screenfade (to make it
> look NVG-ish ;) )
> I haven't been able to figure this out yet, i've tried calling
> UpdateScreenEffectTexture( 0 ); before the call to RenderLights, at the
> beginning of the frame, lots of places, with various unwanted results.
>
> Can someone from valve explain to me where i need to stick this call so
> i get my fullbright image, or somehow manage to unload the lightmaps
> from all textures, get the image of the scene, then reload the lightmaps
> (sounds like it's going to drag performance down).
>
> I also thought of using a post-processing shader, but most cards don't
> support them (am I wrong?) and you would need to turn on Shaders in the
> options to have a working NVG, wich is not what i want.
>
> Am i stuck with what i have now ( a semi-bri

Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-06-03 Thread Zach Brockway
The explicit constant/sampler register bindings were generated
automatically by RenderMonkey. You could delete each of them and the
shader would function identically; they would just be assigned
registers automatically by the compiler instead. I think the value in
specifying a register binding manually is that if you use the same
constant or sampler for more than one shader, you can skip resetting
the contents of the register in between by pointing to where you know
it'll be.

On 6/3/05, r00t 3:16 <[EMAIL PROTECTED]> wrote:
> Nice work Zach.
> I have a question maybe you can answer.
> I see that you user registers eg:
>
> sampler SkyBox: register(s0);
>
> How do you know what register to use or more specifically when to use a
> register?
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> - Original Message -
> From: "Zach Brockway" <[EMAIL PROTECTED]>
> To: 
> Sent: Friday, June 03, 2005 4:51 AM
> Subject: Re: [hlcoders] Getting a FULLBRIGHT picture of the scene into my
> Frame Buffer
>
>
> It's a bit off topic, but I have coincidentally been getting into
> shader authoring lately and have been toying with a night vision post
> process effect. It's probably horribly inefficient and unnecessary,
> but if anyone is interested in seeing my shader, I've uploaded the
> RenderMonkey project here:
>
> http://s87575413.onlinehome.us/night_vision.rfx (you may have to "save
> link as," I'm too lazy to add a binary MIME type for .rfx right now)
>
> Try playing with the artist variables. It's not all that pretty, it
> has an inexcusable reliance on PS 2.0, and probably eats too much "GPU
> time" to be usable. It's my first "real" shader, if it can even be
> called that. It demonstrates the R/G/B visual acuity ratios that
> Imperio mentioned for the transform into monochrome (luminance)--I
> think--but I found that doubling the green (or anything comparable)
> ended up looking too dark and flat, so I figured out a way to make the
> brightest spots look a little brighter. Advice is more than welcome.
>
> On 5/31/05, Ignacio Martín <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > First, I think that you should give an alpha value less than 1 to each
> > quad
> > and enable alpha blending. If you dont do it, the material will be
> > completely opaque and won´t add to the "layer" below.
> > Second, I will use a shader (in fact, I achieve this effect with one :) ).
> > I
> > convert the entire imge to grayscale (dot product of the pixel color with
> > the eye sensitivity to each color component), multiply each color
> > component
> > by an amplification factor (try until you find a value that looks good),
> > and
> > multiply now only the green component by another factor (doubling it
> > should
> > be ok). This can be improved adding a noise texture and applying some
> > blurring. I think that this should be done with a second pass.
> > Regards,
> > Newen
> >
> >  2005/5/31, Imperio59 <[EMAIL PROTECTED]>:
> > >
> > > Ok,
> > > The title may sound corny, but this is what i have so far (thanks root
> > > for giving me msot of this code ;) ).
> > > I'm trying to copy CSS's Nightvision, except i'm trying to make it light
> > > DARK spots as well as brigthen existing lit-up spots.
> > >
> > > Here's what i have so far, it brightens the scene but not enough for me:
> > > This is in CViewRender::RenderView.
> > > //Imperio59 NVG
> > > if ( C_BasePlayer::GetLocalPlayer() &&
> > > C_BasePlayer::GetLocalPlayer()->m_bNVG )
> > > {
> > > IMaterial *pMaterial = materials->FindMaterial(
> > > "effects/nightvision", TEXTURE_GROUP_CLIENT_EFFECTS, true );
> > >
> > > if ( pMaterial )
> > > {
> > >
> > > // This copies the contents of the framebuffer (drawn
> > > during RenderView) into our nightvision texture.
> > >
> > > UpdateScreenEffectTexture( 0 );//"_rt_FrameBufferFB"
> > >
> > > materials->MatrixMode( MATERIAL_PROJECTION );
> > > materials->PushMatrix();
> > > materials->LoadIdentity();
> > >
> > > materials->MatrixMode( MATERIAL_VIEW );
> > > materials->PushMatrix();
> > > materials->LoadIdentity();
> > >
> > > materials->MatrixMode( MATERIAL_MODEL );
> > > materials->LoadIdentity();
> > >
> > > materials->DrawScreenSpaceQuad( pMaterial );
> > > materials->DrawScreenSpaceQuad( pMaterial );
> > >
> > > //Draw twice + a third time modulated.
> > >
> > > pMaterial->AlphaModulate(cl_nvg_brightness.GetFloat());
> > > materials->DrawScreenSpaceQuad( pMaterial );
> > >
> > > materials->MatrixMode( MATERIAL_PROJECTION );
> > > materials->PopMatrix();
> > > materials->MatrixMode( MATERIAL_VIEW );
> > > materials->PopMatrix();
> > > }
> > > }
> > > //END NVG
> > >
> > > Except drawing twice + modulated doesn't make it brighter than drawing
> > > ONCE! I think this is because of me just slapping a quad with the
> > > texture on top of the scene, no matter how many times i do it it's still
> > > the same texture. Right.
> > >
> > > So what i wanted to do was get a fullbright image (i want to get

[hlcoders] npc_citizen entity issue

2005-06-03 Thread Spektre

I'm having a problem trying to figure out the npc_citizen entity.
I'd like it to be assigned the resistance body model from later in HL2,
but I can't find any difference in the SDK's example maps between the
npc_citizen entitys from d1 to d3.
It's defaulting to the refugee body model for me. I'm really stumped
here, can somebody explain to me how the engine knows which citizen
model to display?
I know this is more mapping than code related, but I really need the
answer to this and no one else seems to know.
Talia
[EMAIL PROTECTED]

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Teddy
I don't think you can speed hack by increasing your cl_cmdrate. Check
out this bit of networking doco valve published recently:

"The client creates user commands from sampling input devices with the
same tick rate that the server is running with. A user command is
basically a snapshot of the current keyboard and mouse state."
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

So sending more snapshots is still only telling the server you're
holding down the forwards button. And the server dosen't add your
velocity every time it gets the user commands, it does it once per
server frame.

On 6/4/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:
> On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > Jeff Fearn wrote:
> > >
> > > Am I correct that a player does not actually state their position in
> > > the world but simply gives impulses (buttons), and therefore it's the
> > > number of impulses per second that allows speed hacking?
> >
> > Yes, I believe that is correct.  The player sends movement commands to
> > the server and the server says "H, okay you are moving in this
> > direction, let me calculate your new velocity and location based on
> > where I think you were before and which way you were going before and
> > then I'll send that information back to you."  The client doesn't even
> > specify HOW MUCH they moved (i.e. the distance during that update).  The
> > client only says "I'm moving THIS way now".
> >
> > But note that the client is also simulating this movement update purely
> > client-side (it just isn't authoritative since the server is the only
> > one that keeps track of where everything REALLY is as far as collisions
> > and bullet hits, etc.).
>
> Except the server can be fooled if you send it lots of updates because
> it doesn't seem to validate how often you send updates ... assuming
> that's how the speed hack actually works :)
>
> Jeff
>
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>

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Re: [hlcoders] Application error with update.

2005-06-03 Thread Stephen Micheals
i fixed it by just backing up my current changes  making a new hl2dm
mod then merging my changes into it now works correctly.

Took a long time.

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread r00t 3:16

One method I know about is speederxp to speed hack search google for it...
It speeds up the applications and such.

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Teddy" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, June 04, 2005 1:11 AM
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live



I don't think you can speed hack by increasing your cl_cmdrate. Check
out this bit of networking doco valve published recently:

"The client creates user commands from sampling input devices with the
same tick rate that the server is running with. A user command is
basically a snapshot of the current keyboard and mouse state."
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

So sending more snapshots is still only telling the server you're
holding down the forwards button. And the server dosen't add your
velocity every time it gets the user commands, it does it once per
server frame.

On 6/4/05, Jeff Fearn <[EMAIL PROTECTED]> wrote:

On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "H, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).
> The
> client only says "I'm moving THIS way now".
>
> But note that the client is also simulating this movement update purely
> client-side (it just isn't authoritative since the server is the only
> one that keeps track of where everything REALLY is as far as collisions
> and bullet hits, etc.).

Except the server can be fooled if you send it lots of updates because
it doesn't seem to validate how often you send updates ... assuming
that's how the speed hack actually works :)

Jeff

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[hlcoders] HL2MP Bots in debug mode.

2005-06-03 Thread r00t 3:16
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
It does not seem bots are being flagged as bots when you add em..

In hl2mp_client.cpp

in FinishClientPutInServer()
{

CBasePlayer *pBot = (CTR_Player *) pPlayer;
if ( pBot == NULL )
return;
if ( pBot->IsBot() )
{
pPlayer->ChangeTeam( TEAM_GREEN );
}
// if it is a bot don't bring up the motd.
if ( pBot->IsBot() )
return;
}

If a add a bot and step threw the above it is saying it is not a bot.
eg: FL_FAKECLIENT flag is not set.
Is that flag not set when they first join the server?

return;
r00t 3:16
CQC Gaming
www.cqc-gaming.com
--


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