Re: [hlcoders] Manipulating Game Menu Items
I know, but /I/ do. I am an aesthetic person and I need my mod to look pretty. :-D Tim Holt wrote: Players seriously don't give a hoot about hacks - only results IMO. If they see it and go oh cool, this is different it's gotta be a win for a mod. Quoting Aaron Schiff [EMAIL PROTECTED]: ...and it's an overall hack...btw ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] The Wall Bug of KZMOD
Thanks for the reply, but this can't be a solution. Our maps are really huge and it would not be a good idea to cover entire areas where the jumps are with clip brushes. Some maps have close to 600 jumps and are not all nicely placed in a line either. Some may even be attached to a 32 sided cylinder. I dont think that CSS or HL2 has clip brushes on all thier walls and displacements, especially since we have 2 maps with nothing but displacements...this trick will also take away one unit of grid space the player can walk on which is sometimes very crucial. I have been given the belief that the hl code was looked at, at least I had asked Jason to loook through it while he programmed it, because Yahn Bernier gave me the same tip and said you could get it exactly the same, but Jason never saw the way to make it work or just didn't find it. There must be another way. I am also getting reports that people are falling through displacements while playing the game. It happened to me once as well. Date: Mon, 27 Mar 2006 17:42:12 -0800 (PST) From: Adam \amckern\ Mckern [EMAIL PROTECTED] Subject: Re: [hlcoders] The Wall Bug of KZMOD To: hlcoders@list.valvesoftware.com Reply-To: hlcoders@list.valvesoftware.com One way to fix stuck on object, is to cover over the areas where it apperas with a 'player clip' brush - it stops the hit box geting stcuk, and the phiscs sytem is then happy. As for the other items you litsed, I dont know where to start looking for answers, other then loading up the hl1 sdk, and look at gamemovemnt.cpp Adam __ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Wall Bug of KZMOD
My first guess would be that it has something to do with the physics shadow being used for the player. You've looked at the GameMovement class evidently; I'd also advise you to take a look at VPhysicsUpdate() in BasePlayer. That is where the physics model and the player positions get reconciled. John Sheu On Tue, 2006-03-28 at 17:08 +0200, Tim Lippert wrote: Thanks for the reply, but this can't be a solution. Our maps are really huge and it would not be a good idea to cover entire areas where the jumps are with clip brushes. Some maps have close to 600 jumps and are not all nicely placed in a line either. Some may even be attached to a 32 sided cylinder. I dont think that CSS or HL2 has clip brushes on all thier walls and displacements, especially since we have 2 maps with nothing but displacements...this trick will also take away one unit of grid space the player can walk on which is sometimes very crucial. I have been given the belief that the hl code was looked at, at least I had asked Jason to loook through it while he programmed it, because Yahn Bernier gave me the same tip and said you could get it exactly the same, but Jason never saw the way to make it work or just didn't find it. There must be another way. I am also getting reports that people are falling through displacements while playing the game. It happened to me once as well. Date: Mon, 27 Mar 2006 17:42:12 -0800 (PST) From: Adam \amckern\ Mckern [EMAIL PROTECTED] Subject: Re: [hlcoders] The Wall Bug of KZMOD To: hlcoders@list.valvesoftware.com Reply-To: hlcoders@list.valvesoftware.com One way to fix stuck on object, is to cover over the areas where it apperas with a 'player clip' brush - it stops the hit box geting stcuk, and the phiscs sytem is then happy. As for the other items you litsed, I dont know where to start looking for answers, other then loading up the hl1 sdk, and look at gamemovemnt.cpp Adam __ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ___ 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] String table case insensitivity causes problems.
Well, so far Valve has never responded to any of the SDK bug reports, so you shouldn't hold your breath waiting for them before releasing a fix. Better to just release the fix and if there's an issue, we'll solve it. (Now Valve did fix http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#BotPutInServer_linker_failures in the SDK, but they didn't respond specifically to the KI.) I'll post a fix for sdk_hud_chat.cpp shortly. At 2006/03/27 10:08 PM, Jorge Rodriguez wrote: Physical Mayhem Bug wrote: Ok well then there's two bugs here: First, the chat being broken if the user's name doesn't appear in the chat text. Let me poor a little marinara sauce over this code. Ah that's better. And second, the bug that the case-insensitive name change doesn't propogate properly. I reviewed all of the places that wacky string alloc is being used and don't see any issue with making it case sensitive. Of course it would all be better off being normal std::strings, but that's a fix for another day. :) I've posted patches for both issues on the KI list: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Case_changes_in_player_names_cause_chat_truncation I would prefer that second patch to not be so public until the person who wrote that test case for case insensitivity steps forward and agrees that it's OK for mods to do that sort of thing. I'm not so worried about engine compatibility, because tier1 is a static library and I don't think they share strings between each other, but I'm more worried about making volatile changes to well-tested code. As for the first patch, could you add another patch for sdk_hud_chat.cpp? I'm sure those of us who are using the SDK build (like me) will thank you greatly. -- Jorge Vino Rodriguez ___ 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] speed increase when walking along walls, any fixes?
I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ 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] About using TFC sounds in a HL2 mod?
-- [ Picked text/plain from multipart/alternative ] I was talking with some guys on irc lately, and one of them brought up the legal aspects of using tfc sounds in a hl2 mod. Some of them said it was legal, some said it was illegal? Nobody was able to give a definative answer. Does anyone here know the answer to this? Or does anyone know how to find the answer to this? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] About using TFC sounds in a HL2 mod?
It would be illegal if they didn't own the original TFC on their Steam account. You're best off emailing Valve themselves Nick wrote: -- [ Picked text/plain from multipart/alternative ] I was talking with some guys on irc lately, and one of them brought up the legal aspects of using tfc sounds in a hl2 mod. Some of them said it was legal, some said it was illegal? Nobody was able to give a definative answer. Does anyone here know the answer to this? Or does anyone know how to find the answer to this? -- ___ 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] About using TFC sounds in a HL2 mod?
-- [ Picked text/plain from multipart/alternative ] I'm quite sure you would find the answer if you asked Valve ;) Personally I think it wouldn't be legal, to redistribute someone elses sounds in a mod package would be the exact same crime as uploading a britney spears song on DC++. What you could do is if the users actually had TFC installed in their computer maybe you could get hold of the sound files in the original gfc. On 3/29/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was talking with some guys on irc lately, and one of them brought up the legal aspects of using tfc sounds in a hl2 mod. Some of them said it was legal, some said it was illegal? Nobody was able to give a definative answer. Does anyone here know the answer to this? Or does anyone know how to find the answer to this? -- ___ 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] speed increase when walking along walls, any fixes?
It's what dod uses, and it worked when I was still working on FLF classic before I left. It also worked good in another mod I was working on. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 28, 2006 3:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] speed increase when walking along walls, any fixes? I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] About using TFC sounds in a HL2 mod?
-- [ Picked text/plain from multipart/alternative ] Does this also apply to models? I know GMOD distributes various hl2 models (in the official installer). Download/Install GMOD and see that models from HL2 are in the Program Files\Steam\SteamApps\SourceMods\gmod9\models\Player gman/alyx/kleiner/eli/breen/barney/mossman/monk models -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] About using TFC sounds in a HL2 mod?
Since HL2 is the core game that any mod will build from, wouldn't it be OK to distribute those models? Quoting Nick [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] Does this also apply to models? I know GMOD distributes various hl2 models (in the official installer). Download/Install GMOD and see that models from HL2 are in the Program Files\Steam\SteamApps\SourceMods\gmod9\models\Player gman/alyx/kleiner/eli/breen/barney/mossman/monk models -- ___ 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] Client-side touch prediction
Does this help with getting rid of the client stuck on object xxx wall bug my players are screaming about in Kreedz Climbing?? Or is it something very different and only pertaining to physics models? Client-side touch prediction is disabled in the standard SDK. I had some need for it, so I stuck it in. Since it's non-trivial, and something that shouldn't have to be written twice, I'm posting it here for opinions and corrections. It's mostly just copied from the equivalent server code. This patch is from my version control system, so it might not fit so cleanly into the patch utility. And those line numbers might not be totally accurate, if I've edited those files before. cl_dll/movehelper_client.cpp === --- cl_dll/movehelper_client.cpp +++ cl_dll/movehelper_client.cpp @@ -128,6 +128,38 @@ void CMoveHelperClient::ProcessImpacts( void ) { +// Don't bother if the player ain't solid +if ( g_pLocalPlayer-IsSolidFlagSet( FSOLID_NOT_SOLID ) ) +return; + +// Save off the velocity, cause we need to temporarily reset it +Vector vel = g_pLocalPlayer-GetAbsVelocity(); + +// Touch other objects that were intersected during the movement. +for (int i = 0 ; i m_TouchList.Size(); i++) +{ +C_BaseEntity *pEnt = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt-entindex() ); +if (!pEnt) +continue; + +// Don't ever collide with self +if ( pEnt == g_pLocalPlayer ) +continue; + +// Reconstruct trace results. +m_TouchList[i].trace.m_pEnt = pEnt; + +// Use the velocity we had when we collided, so boxes will move, etc. +g_pLocalPlayer-SetAbsVelocity( m_TouchList[i].deltavelocity ); + +pEnt-PhysicsImpact( g_pLocalPlayer, m_TouchList[i].trace ); +} + +// Restore the velocity +g_pLocalPlayer-SetAbsVelocity( vel ); + +// So no stuff is ever left over, sigh... +ResetTouchList(); } void CMoveHelperClient::StartSound( const Vector origin, const char *soundname ) cl_dll/prediction.cpp === --- cl_dll/prediction.cpp +++ cl_dll/prediction.cpp @@ -837,9 +837,7 @@ RunPostThink( player ); -// TODO: Predict impacts? -//// Let server invoke any needed impact functions -//moveHelper-ProcessImpacts(); +moveHelper-ProcessImpacts(); FinishCommand( player ); So far this code works for my purposes. Has anybody else done this, or want to try this and provide some input? Maybe Valve has some pointers, or a reason why they didn't do it in the first place? Thanks. -- Jorge Vino Rodriguez __ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Thirdperson HL2mp
I'm getting the same error in the console and we dont even use third person. Bad pstudiohdr in GetSequenceLinearMotion()! It actually appears 2 times when it does appear, and I don't know what it is. The funny thing is that I'm not even seeing anything wierd about the models animations at all. Im trying to get animations to work in Thirdperson for HL2MP. I have gotten it to goto a third person view and it shows the current player model. but it is with its arms out, and not moving. When I begin moving, in thirdperson I get this error in the console Bad pstudiohdr in GetSequenceLinearMotion()! Do you know where this code is? Or how I might go about adding these animations in? Thanks. -Kramer -- __ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Thirdperson
-- [ Picked text/plain from multipart/alternative ] I was looking over CHL2MP_Player I saw that there was a function * SetAnimation* defined... This function is serverside only and CBasePlayer defines it but doesn't do anything inside. Would this possibly be the cure for the thirdperson issue everyone has been having if it was predicted on the client? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] speed increase when walking along walls, any fixes?
Probably something i've changed making it go wacky.. i'll give it another shot On 3/29/06, Tony omega Sergi [EMAIL PROTECTED] wrote: It's what dod uses, and it worked when I was still working on FLF classic before I left. It also worked good in another mod I was working on. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 28, 2006 3:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] speed increase when walking along walls, any fixes? I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ 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 ___ 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] Client-side touch prediction
Runs clean with nightfall, and seems to stop in my testing the phis death that is cased by the suspended phis boxes! Well done --- Tim Lippert [EMAIL PROTECTED] wrote: Does this help with getting rid of the client stuck on object xxx wall bug my players are screaming about in Kreedz Climbing?? Or is it something very different and only pertaining to physics models? Client-side touch prediction is disabled in the standard SDK. I had some need for it, so I stuck it in. Since it's non-trivial, and something that shouldn't have to be written twice, I'm posting it here for opinions and corrections. It's mostly just copied from the equivalent server code. This patch is from my version control system, so it might not fit so cleanly into the patch utility. And those line numbers might not be totally accurate, if I've edited those files before. cl_dll/movehelper_client.cpp === --- cl_dll/movehelper_client.cpp +++ cl_dll/movehelper_client.cpp @@ -128,6 +128,38 @@ void CMoveHelperClient::ProcessImpacts( void ) { +// Don't bother if the player ain't solid +if ( g_pLocalPlayer-IsSolidFlagSet( FSOLID_NOT_SOLID ) ) +return; + +// Save off the velocity, cause we need to temporarily reset it +Vector vel = g_pLocalPlayer-GetAbsVelocity(); + +// Touch other objects that were intersected during the movement. +for (int i = 0 ; i m_TouchList.Size(); i++) +{ +C_BaseEntity *pEnt = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt-entindex() ); +if (!pEnt) +continue; + +// Don't ever collide with self +if ( pEnt == g_pLocalPlayer ) +continue; + +// Reconstruct trace results. +m_TouchList[i].trace.m_pEnt = pEnt; + +// Use the velocity we had when we collided, so boxes will move, etc. +g_pLocalPlayer-SetAbsVelocity( m_TouchList[i].deltavelocity ); + +pEnt-PhysicsImpact( g_pLocalPlayer, m_TouchList[i].trace ); +} + +// Restore the velocity +g_pLocalPlayer-SetAbsVelocity( vel ); + +// So no stuff is ever left over, sigh... +ResetTouchList(); } void CMoveHelperClient::StartSound( const Vector origin, const char *soundname ) cl_dll/prediction.cpp === --- cl_dll/prediction.cpp +++ cl_dll/prediction.cpp @@ -837,9 +837,7 @@ RunPostThink( player ); -// TODO: Predict impacts? -//// Let server invoke any needed impact functions -//moveHelper-ProcessImpacts(); +moveHelper-ProcessImpacts(); FinishCommand( player ); So far this code works for my purposes. Has anybody else done this, or want to try this and provide some input? Maybe Valve has some pointers, or a reason why they didn't do it in the first place? Thanks. -- Jorge Vino Rodriguez __ Verschicken Sie romantische, coole und witzige Bilder per SMS! Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 ___ 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 - http://www.nigredostudios.com __ 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] Client-side touch prediction
Adam amckern Mckern wrote: Runs clean with nightfall, and seems to stop in my testing the phis death that is cased by the suspended phis boxes! Well done Sorry, but I don't know what phis death and suspended phis boxes are. I don't even know what 'phis' means. Can you regress please? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders