[hlcoders] Issue with Shadows
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?
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?
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?
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?
-- [ 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?
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
-- [ 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
-- [ 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
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
-- [ 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
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?
-- [ 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?
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?
-- [ 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