Re: [hlcoders] Map Scaling

2006-06-12 Thread Tim Holt
Er yea John sory :)

That's pretty sweet looking - I'd done some 1/8 scale stuff for larger terrain
but 1/40 - impressive!  I never did have any (or see any) physics issues but
then I didn't stress it much.  I did at one point forget to rescale the weapons
and it's pretty amusing to see some guy with a 20' crowbar coming at you...

In
Quoting John Sheu [EMAIL PROTECTED]:

 On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:
  Justin that looks pretty sweet btw - but let's see you hit an asteroid 
 get
  some real physics going :D

 That's my project, BTW :-P

 And yeah, physics is in that, the whole nine yards.  FYI that's at 1/40
 scale.

 -John Sheu

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[hlcoders] Own coded animations

2006-06-12 Thread jl
Hi, everyboy. I have a little question about hack animations included in the 
model with code.

For example, some animation is walking with preconfigured walk in ACT_WALK, but 
i want to raise his arm always to a certain position instead the normal 
animation position.

I want him to catch an object although the model is walking or running, for 
example, and let his/her hand to move to the desired position using code 
instead animation.

How can i do this?. It's possible?.  What's the better way to do this?.

Thanks.


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[hlcoders] In-game VGUI screen

2006-06-12 Thread Gregor Brunmar
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,

I'm trying to implement a VGUI screen in-game, but have failed on the
finish line I think... Here's the scenario:

* I've created a vgui_screen entity in my level and set the panel name
to 'vgui_onebutton_screen'
* I've added the following entry in vgui_screens.txt in my script folder

vgui_onebutton_screen
{
type vgui_onebutton_panel

pixelswide 320
pixelshigh 240

resfile scripts/screens/vgui_onebutton_screen.res
}

* I've copied the vgui_test_screen.res and called it
vgui_onebutton_screen.res.
* I've added a Panel which inherits from CVGuiScreenPanel and declared:
DECLARE_VGUI_SCREEN_FACTORY( CMyPanel, vgui_onebutton_panel )

On top of that, I've also implemented the code fix mentioned here
http://developer.valvesoftware.com/wiki/VGUI_Screen_Creation. Now,
everything seems to work fine at startup. Both classes gets created, I
can see the VGUI in-game, but when I press the one button, I can follow
the code to the point of: child-FireActionSignal(), but nothing
happends. No OnCommand() gets called on the panel. Any ideas? Anyone?!

Thanks in advance if anyone posts an answer or a clue to what might be
wrong.

/Gregor
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[hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hey all, I'm wondering if anyone has tried to debug the CS:S listen server?

I'm trying using the hl2.exe command line with arguments and every time it
opens, both MSVC 2003 devenv.exe and hl2.exe resort to a Not Responding
status and never come out of it.

Has anyone else ever tried?

Regards,
Jason c0ldfyr3 Croghan


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Re: [hlcoders] Map Scaling

2006-06-12 Thread Justin Krenz

Okay, so I found a much better way to handle the down scaling for my
aircraft.  I changed the phys_timescale to 0.125 to coincide with my new
1/8 scale instead of trying to modify gravity and the force of the
engines and lift from the wings.  Is this how you went about the scale
down?  The aircraft fly just fine now with no twitching and no excessive
inertia.  However, now that I feel confident that victory is mine, I try
to adopt the exact changes to my vehicles only to find that their wheels
absolutely do not want to act the same, instead behaving incredibly
bouncing and ready to tip the vehicle over at any second.  It probably
has something to do with gears and springs now...

John Sheu wrote:

On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote:


Justin that looks pretty sweet btw - but let's see you hit an asteroid  get
some real physics going :D



That's my project, BTW :-P

And yeah, physics is in that, the whole nine yards.  FYI that's at 1/40
scale.

-John Sheu

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Re: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread JG

I realize this is an old topic, but I have this same problem and can't find a 
solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the bounding box doesn't actually surround the whole model, 
so there
lies the problem.. There's got to be a way to fix this since the traces done 
when
someone fires at someone's head don't just go through the player's head. I just 
have
no clue how to accomplish this. Any help would be greatly appreciated.

--
[ Picked text/plain from multipart/alternative ]
Good call. Yes, it's for CS:S.


On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote:


--
[ Picked text/plain from multipart/alternative ]
Are you using CS:S? coz CS:S models are weird...

On 3/24/06, LDuke [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 For debugging purposes, in a MP game, I'm drawing a line to the endpoint
 of
 the trace. If I aim at a foot, body, hand, etc. the player entity is
 returned and the line gets drawn to that point. But if I aim at the
head,
 the trace doesn't see the player and it draws the line right through the
 player's head to whatever is behind him.

CTraceFilterHitAll traceFilter;
enginetrace-TraceRay(ray, MASK_ALL, traceFilter, tr );

 Do I need to change my mask or trace filter I need to use to include the
a
 player's head? Why won't this work?

 Grant
 (L. Duke)
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Re: [hlcoders] Listen Server debugging.

2006-06-12 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I use it more often than I use the srcds for debugging. My command
arguments:
-window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers
16 +map as_test

Grant
(L. Duke)

On 6/12/06, Jay C. [EMAIL PROTECTED] wrote:

 Hey all, I'm wondering if anyone has tried to debug the CS:S listen
 server?

 I'm trying using the hl2.exe command line with arguments and every time it
 opens, both MSVC 2003 devenv.exe and hl2.exe resort to a Not Responding
 status and never come out of it.

 Has anyone else ever tried?

 Regards,
 Jason c0ldfyr3 Croghan


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RE: [hlcoders] Listen Server debugging.

2006-06-12 Thread Jay C.
Hl2.exe or steam.exe -applaunch?

Steam.exe -applaunch seems to work except it always overwrites the gameinfo
:\

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlcoders-
 [EMAIL PROTECTED] On Behalf Of LDuke
 Sent: 13 June 2006 01:37
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Listen Server debugging.

 --
 [ Picked text/plain from multipart/alternative ]
 I use it more often than I use the srcds for debugging. My command
 arguments:
 -window -allowdebug -insecure -console -game cstrike +sv_lan 1 +maxplayers
 16 +map as_test

 Grant
 (L. Duke)

 On 6/12/06, Jay C. [EMAIL PROTECTED] wrote:
 
  Hey all, I'm wondering if anyone has tried to debug the CS:S listen
  server?
 
  I'm trying using the hl2.exe command line with arguments and every time
 it
  opens, both MSVC 2003 devenv.exe and hl2.exe resort to a Not
 Responding
  status and never come out of it.
 
  Has anyone else ever tried?
 
  Regards,
  Jason c0ldfyr3 Croghan
 
 
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RE: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread Matt Boone
The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.

It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace-ClipRayToEntity. That's
per target player, so you can do extra work to make the list of
potential players you're tracing against as small as possible.

In pseudocode:

For all players
{
if this player is likely to be hit by the ray
( this check can do a DistanceToRay from the traceline and
exclude if needed )
{
do the enginetrace-ClipRayToEntity

now check if we hit the player and the hit was the
closest thing that we hit
}
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JG
Sent: Monday, June 12, 2006 4:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TraceRay not hitting player's head

I realize this is an old topic, but I have this same problem and can't
find a solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the bounding box doesn't actually surround the whole
model, so there lies the problem.. There's got to be a way to fix this
since the traces done when someone fires at someone's head don't just go
through the player's head. I just have no clue how to accomplish this.
Any help would be greatly appreciated.

--
[ Picked text/plain from multipart/alternative ] Good call. Yes, it's
for CS:S.


On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] Are you using CS:S?
 coz CS:S models are weird...

 On 3/24/06, LDuke [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] For debugging
  purposes, in a MP game, I'm drawing a line to the endpoint of the
  trace. If I aim at a foot, body, hand, etc. the player entity is
  returned and the line gets drawn to that point. But if I aim at the
 head,
  the trace doesn't see the player and it draws the line right through

  the player's head to whatever is behind him.
 
 CTraceFilterHitAll traceFilter;
 enginetrace-TraceRay(ray, MASK_ALL, traceFilter, tr );
 
  Do I need to change my mask or trace filter I need to use to include

  the
 a
  player's head? Why won't this work?
 
  Grant
  (L. Duke)
  --
 
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  archives, please visit:
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[hlcoders] Sticky player collisions fix

2006-06-12 Thread Teddy

Hi gang,

I've been chasing down this bug for a long time, as it was wreaking
havock with sword fighting in Dystopia, not to mention lots of people
trying to get through a spawn door. I think I've finally found the
cause of it, and a subsequent fix for it, which I'd like to share with
you all:

http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Sticky_Player_Collisions

We've been testing it to great effect in Dystopia, and the hidden
source guys have used this fix too, I just wanted some feedback for
you folks if you can think of any uses for unlag aside from weapons?
Unlag is being used for the whole player command (including movement,
the cause of this bug), but so far as i can tell you only really need
to unlag players for hitscan weapon functions. Thoughts?

-Teddy

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Re: [hlcoders] Map Scaling

2006-06-12 Thread John Sheu
On Mon, 2006-06-12 at 19:13 -0400, Justin Krenz wrote:
 Okay, so I found a much better way to handle the down scaling for my
 aircraft.  I changed the phys_timescale to 0.125 to coincide with my new
 1/8 scale instead of trying to modify gravity and the force of the
 engines and lift from the wings.  Is this how you went about the scale
 down?  The aircraft fly just fine now with no twitching and no excessive
 inertia.  However, now that I feel confident that victory is mine, I try
 to adopt the exact changes to my vehicles only to find that their wheels
 absolutely do not want to act the same, instead behaving incredibly
 bouncing and ready to tip the vehicle over at any second.  It probably
 has something to do with gears and springs now...

I'm kinda puzzled as to your physics problems with scaling.  Are you
scaling the entire environment, or only the aircraft models?  I've had
no problems with inertia and your twitching issues.  Speaking of
which, what's the magnitude of the twitching?

I would avoid changing phys_timescale at all costs, as that seems like a
fix sure to introduce a whole raft of other issues.  If you're
shrinking the environment, then shrink the models and recompile them (so
the compiler computes new mass values, in your case at 1/512 mass.)
Adjust your acceleration/force values by the 1/8 linear scale.  There's
a VPHYSICS_MIN_MASS and a VPHYSICS_MAX_MASS define in
vphysics_interface.h; also, you'll probably want to add a call to
IPhysicsEnvironment::SetPerformanceSettings() to customize the VPhysics
environment.  YMMV

-John Sheu

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