[hlcoders] Issue with Shadows

2006-01-21 Thread Pongles

Hey,

I'm having a problem with shadows.

In my MOD, when a weapon is dropped (either due to it "falling" from the
player's hands or simply dropping it) - it doesn't have a shadow.
Furthermore, when you move outside and then back inside its PVS (at
least, I suspect this is the beahaviour) - firstly, an Assert (sometimes
more than one) appears (in CClientShadowMgr::CreateShadow --
"!pBaseEntity->IsEFlagSet(EFL_DIRTY_SHADOWUPDATE)") and then a Shadow
has now appeared.  However, sometimes when moving back inside - it
crashes (while attemping to draw a shadow it seems).

Now, I've been trying to compare the beavhiour of my MOD to a "fresh"
exported mod - but I'm not progressing very far.

Please could someone point me in the right direction of where something
could have been changed to cause this? (I haven't changed any of the
shadow code or any of the related shadow code in C_BaseEntity or
C_BaseAnimation).

-- Pongles.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] SDK Shader samples busted?

2006-01-21 Thread Jed

I've trawled back through the archive and read mention of some problems
with the SDK shader samples but no definitive answer as to the issue.

Basically I've downloaded the DirectX SDK (Dec 2005), ActivePerl and
copied the binaries over as needed. I compiled the sample shaders as per
the Wiki page, they compiled and the shaders are all in
\MyMod\shaders\fxc just fine. I've used the sample VMTs as directed.

I copied the sample C++ from the SDK_PostProcess.cpp and inserted it
into view_render.cpp just before it starts to draw the 2D elements on
the screen.

Start my mod, everything runs O.K. Except instead of the post-process
shader sharpening the view, I get a wireframe rectangle with a diagonal
line and the console message:

Error: Material "sdk/sdk_postprocess" uses unknown shader "SDK_PostProcess"

I've double checked the shaders are there, checked the parameters in the
 VMT, and checked the path/name in the FindMaterial function - all are
fine. I just can't get the SDK_PostProcess shader to work.

I tested the code by simply telling it to use one of the default shaders
(the TV monitor one) and it works fine, giving my a greyscale view with
noise so as far as I can tell the code is as it should be.

Theres just something with the sdk shader that doesn't want to work and
I'm completely stumped!




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Parameters for the BlurX/BlurY shader?

2006-01-21 Thread Jed

I've been playing with the shaders included in "source engine.gcf/dev"
and have managed to get a very simple gaussian blur effect by doing the
following.

- Grab front buffer
- Downsample
- BlurX (non HDR shader)
- BlurY (non HDR shader)
- Pass back to front buffer.

It works however the X/Y blur is very minor. Is there a parameter that
the Blur shaders take that allows you to increase the amount of blur
they perform such as $scale or something?

At the moment to increase the effect I'm having to loop the blur process
a number of times which is really killing the frame rate. :(


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] SDK Shader samples busted?

2006-01-21 Thread Snakez
Did you compile the game_shader_generic_sample project, and did it copy the
game_shader_generic_sample.dll to your mod's bin directory?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Saturday, January 21, 2006 1:37 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK Shader samples busted?

I've trawled back through the archive and read mention of some problems
with the SDK shader samples but no definitive answer as to the issue.

Basically I've downloaded the DirectX SDK (Dec 2005), ActivePerl and
copied the binaries over as needed. I compiled the sample shaders as per
the Wiki page, they compiled and the shaders are all in
\MyMod\shaders\fxc just fine. I've used the sample VMTs as directed.

I copied the sample C++ from the SDK_PostProcess.cpp and inserted it
into view_render.cpp just before it starts to draw the 2D elements on
the screen.

Start my mod, everything runs O.K. Except instead of the post-process
shader sharpening the view, I get a wireframe rectangle with a diagonal
line and the console message:

Error: Material "sdk/sdk_postprocess" uses unknown shader "SDK_PostProcess"

I've double checked the shaders are there, checked the parameters in the
  VMT, and checked the path/name in the FindMaterial function - all are
fine. I just can't get the SDK_PostProcess shader to work.

I tested the code by simply telling it to use one of the default shaders
(the TV monitor one) and it works fine, giving my a greyscale view with
noise so as far as I can tell the code is as it should be.

Theres just something with the sdk shader that doesn't want to work and
I'm completely stumped!




___
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] Parameters for the BlurX/BlurY shader?

2006-01-21 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
Couldn't you just downsample again (would make it twice as blurred)?


On 1/21/06, Jed <[EMAIL PROTECTED]> wrote:
>
> I've been playing with the shaders included in "source engine.gcf/dev"
> and have managed to get a very simple gaussian blur effect by doing the
> following.
>
> - Grab front buffer
> - Downsample
> - BlurX (non HDR shader)
> - BlurY (non HDR shader)
> - Pass back to front buffer.
>
> It works however the X/Y blur is very minor. Is there a parameter that
> the Blur shaders take that allows you to increase the amount of blur
> they perform such as $scale or something?
>
> At the moment to increase the effect I'm having to loop the blur process
> a number of times which is really killing the frame rate. :(
>
>
> ___
> 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] Listen server fix?

2006-01-21 Thread Ben Everett
Has there been a permanent fix to users being unable to connect to a listen
server? Having to do the 'sv_lan' trick gets quite old, fast... and for
development builds it's hard to keep a dedicated server up and running (I
hate having to run to campus to hold a no-lag 16 player server).

Will the next source code release fix this issue?


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Bot Commands

2006-01-21 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
I'm working on bots for a HL2 mod, and I'm having trouble getting them to be
able to execute commands as if they typed it into their console. I was under
the impression that engine->ClientCommand(pEdict, "blah"); would do the
trick for the bots, but upon executing this nothing happens. When myself as
a player executes the same command it properly comes into
CServerGameClients::ClientCommand, which is the highest entry point into the
game dll from the engine. Seems like it's being eaten by the engine for some
reason. Anyone know how to do this properly? Both engine->ClientCmd and
engine->ServerCmd don't take an edict or entity for a specific client, so it
seems I can't use them for a bot.

Anyone have any ideas?
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Re: Bot Commands

2006-01-21 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Nevermind. I finally got it.

IServerPluginHelpers->ClientCommand ends up routing back into the game as a
real clients command does.

On 1/21/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> I'm working on bots for a HL2 mod, and I'm having trouble getting them to
> be able to execute commands as if they typed it into their console. I was
> under the impression that engine->ClientCommand(pEdict, "blah"); would do
> the trick for the bots, but upon executing this nothing happens. When myself
> as a player executes the same command it properly comes into
> CServerGameClients::ClientCommand, which is the highest entry point into the
> game dll from the engine. Seems like it's being eaten by the engine for some
> reason. Anyone know how to do this properly? Both engine->ClientCmd and
> engine->ServerCmd don't take an edict or entity for a specific client, so it
> seems I can't use them for a bot.
>
> Anyone have any ideas?
>
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Bot Commands

2006-01-21 Thread Adam \"amckern\" Mckern
In my experince, you dont need to add pEdict - you
just use the convar and its value

clientcmd - client - i think you get an error if you
dont use that
enginecommand - server - same as above

If you are going to be usein scripting like this read
up, and check out the default values, and what you are
trying to do.

engine->clientcmd("sv_cheats 1\n");
engine->clientcmd("play my_sound.mp3\n");

engine->servercommand("mat_hdr_bloom 1\n");

Those are examples - dont forget the \n or the command
wont work - the \n is to tell the engine to press
enter

Adam

--- Jeremy Swigart <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> I'm working on bots for a HL2 mod, and I'm having
> trouble getting them to be
> able to execute commands as if they typed it into
> their console. I was under
> the impression that engine->ClientCommand(pEdict,
> "blah"); would do the
> trick for the bots, but upon executing this nothing
> happens. When myself as
> a player executes the same command it properly comes
> into
> CServerGameClients::ClientCommand, which is the
> highest entry point into the
> game dll from the engine. Seems like it's being
> eaten by the engine for some
> reason. Anyone know how to do this properly? Both
> engine->ClientCmd and
> engine->ServerCmd don't take an edict or entity for
> a specific client, so it
> seems I can't use them for a bot.
>
> Anyone have any ideas?
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>




My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - Website TBA...

This email has been sent from Adam McKern, and is not one of the many spam bots 
that use my email address.

If you receive an email that has not got this signature line, please delete the 
email, and not respond in any way to it.

__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Bot Commands

2006-01-21 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
You need pEdict for bots. The server needs to know who the command 'came
from'

On 1/21/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> In my experince, you dont need to add pEdict - you
> just use the convar and its value
>
> clientcmd - client - i think you get an error if you
> dont use that
> enginecommand - server - same as above
>
> If you are going to be usein scripting like this read
> up, and check out the default values, and what you are
> trying to do.
>
> engine->clientcmd("sv_cheats 1\n");
> engine->clientcmd("play my_sound.mp3\n");
>
> engine->servercommand("mat_hdr_bloom 1\n");
>
> Those are examples - dont forget the \n or the command
> wont work - the \n is to tell the engine to press
> enter
>
> Adam
>
> --- Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm working on bots for a HL2 mod, and I'm having
> > trouble getting them to be
> > able to execute commands as if they typed it into
> > their console. I was under
> > the impression that engine->ClientCommand(pEdict,
> > "blah"); would do the
> > trick for the bots, but upon executing this nothing
> > happens. When myself as
> > a player executes the same command it properly comes
> > into
> > CServerGameClients::ClientCommand, which is the
> > highest entry point into the
> > game dll from the engine. Seems like it's being
> > eaten by the engine for some
> > reason. Anyone know how to do this properly? Both
> > engine->ClientCmd and
> > engine->ServerCmd don't take an edict or entity for
> > a specific client, so it
> > seems I can't use them for a bot.
> >
> > Anyone have any ideas?
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
>
> My Website http://www.ammahls.com
>Lead Programer NightFall http://www.nightfallmod.net
>   Developer of CST and ZHLT 3.0 http://www.zhlt.info
>  Team Lead - Prime - Website TBA...
>
> This email has been sent from Adam McKern, and is not one of the many spam
> bots that use my email address.
>
> If you receive an email that has not got this signature line, please
> delete the email, and not respond in any way to it.
>
> __
> Do You Yahoo!?
> Tired of spam?  Yahoo! Mail has the best spam protection around
> http://mail.yahoo.com
>
> ___
> 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] Bot Commands

2006-01-21 Thread Adam \"amckern\" Mckern
Ahh ok, understanable then

--- Jeremy Swigart <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> You need pEdict for bots. The server needs to know
> who the command 'came
> from'
>
> On 1/21/06, Adam amckern Mckern <[EMAIL PROTECTED]>
> wrote:
> >
> > In my experince, you dont need to add pEdict - you
> > just use the convar and its value
> >
> > clientcmd - client - i think you get an error if
> you
> > dont use that
> > enginecommand - server - same as above
> >
> > If you are going to be usein scripting like this
> read
> > up, and check out the default values, and what you
> are
> > trying to do.
> >
> > engine->clientcmd("sv_cheats 1\n");
> > engine->clientcmd("play my_sound.mp3\n");
> >
> > engine->servercommand("mat_hdr_bloom 1\n");
> >
> > Those are examples - dont forget the \n or the
> command
> > wont work - the \n is to tell the engine to press
> > enter
> >
> > Adam
> >
> > --- Jeremy Swigart <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I'm working on bots for a HL2 mod, and I'm
> having
> > > trouble getting them to be
> > > able to execute commands as if they typed it
> into
> > > their console. I was under
> > > the impression that
> engine->ClientCommand(pEdict,
> > > "blah"); would do the
> > > trick for the bots, but upon executing this
> nothing
> > > happens. When myself as
> > > a player executes the same command it properly
> comes
> > > into
> > > CServerGameClients::ClientCommand, which is the
> > > highest entry point into the
> > > game dll from the engine. Seems like it's being
> > > eaten by the engine for some
> > > reason. Anyone know how to do this properly?
> Both
> > > engine->ClientCmd and
> > > engine->ServerCmd don't take an edict or entity
> for
> > > a specific client, so it
> > > seems I can't use them for a bot.
> > >
> > > Anyone have any ideas?
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or
> view
> > > the list archives, please visit:
> > >
> >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > 
> >
> > My Website http://www.ammahls.com
> >Lead Programer NightFall
> http://www.nightfallmod.net
> >   Developer of CST and ZHLT 3.0
> http://www.zhlt.info
> >  Team Lead - Prime - Website TBA...
> >
> > This email has been sent from Adam McKern, and is
> not one of the many spam
> > bots that use my email address.
> >
> > If you receive an email that has not got this
> signature line, please
> > delete the email, and not respond in any way to
> it.
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam
> protection around
> > http://mail.yahoo.com
> >
> > ___
> > 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
>
>




My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
  Developer of CST and ZHLT 3.0 http://www.zhlt.info
 Team Lead - Prime - Website TBA...

This email has been sent from Adam McKern, and is not one of the many spam bots 
that use my email address.

If you receive an email that has not got this signature line, please delete the 
email, and not respond in any way to it.

__
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around
http://mail.yahoo.com

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Listen server fix?

2006-01-21 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
No it won't, this is a steam issue it seems, as it affects both the HL
engines.


--
Draco
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Listen server fix?

2006-01-21 Thread Alfred Reynolds
We have a Source engine fix in testing, I hope to release it next week
if testing goes well.

- Alfred

Ben Everett wrote:
> Has there been a permanent fix to users being unable to connect to a
> listen
> server? Having to do the 'sv_lan' trick gets quite old, fast... and
> for
> development builds it's hard to keep a dedicated server up and
> running (I
> hate having to run to campus to hold a no-lag 16 player server).
>
> Will the next source code release fix this issue?
>
>
> ___
> 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] Listen server fix?

2006-01-21 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
Excellent news!


--
Draco
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders