Re: [hlcoders] Map Scaling
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 ___ 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] Own coded animations
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. -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] In-game VGUI screen
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Listen Server debugging.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
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 ___ 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] 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) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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 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 ___ 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 debugging.
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 ___ 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] TraceRay not hitting player's head
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) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ 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
[hlcoders] Sticky player collisions fix
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders