Re: [hlcoders] Blood not spawning for attacker?
On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -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] Blood not spawning for attacker?
I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ 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] Blood not spawning for attacker?
:) I thought of that myself before I posted here and added it to the combatcharacter network table but with no avail. From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:49:44 +0100 The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ 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 _ Auto news advice check out Sympatico / MSN Autos http://en.autos.sympatico.msn.ca/Default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Font size glitches after hud_reloadscheme
Well when I reload the hud scheme/layout Im in 1024x768 - But the hud controls positions/sizes etc are provided in virtual screen coordinates already in the HudLayout.res file so it shouldnt matter if Im editing them in 640x480 or not. When I do the hud_reloadscheme command, it only seems to screw up the font size of text displayed using vgui::Labels. HUD elements that do a direct surface()-DrawText dont suffer from this problem. Looking at the replies I got, no one really seems to know what is causing this here so Ill go ahead and try to fix it then post the solution here I guess. By the way, what is the native screen resolution for VGUI editing? Im pretty sure it wasnt 640x480, but I could be wrong. From: Benjamin Davison [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme Date: Sun, 25 Jun 2006 17:51:56 +0100 -- [ Picked text/plain from multipart/alternative ] What res are you editing them in? Edit them in 640*480 and this won't happen. On 6/25/06, William Ravaine [EMAIL PROTECTED] wrote: Im currently working on my HUD and loading the controls settings from a keyvalues resource file (HudLayout.res). I've replaced most of the HL2 HUD panels by my own ones that use vgui::labels to display text (ammo count, etc) instead of the HudNumericDisplay class (which directly draws text on the panel surface). Im having an annoying bug where the font used by these labels almost doubles in size after I execute a hud_reloadscheme command to reload the HudLayout.res ingame. Several other elements of the UI also get messed up (half of the HL2 weapon selection menu is outside of the screen, the player id text also doubles/triples in size, etc). This forces me to restart my client to get the fonts back to normal size, and defeats the purpose of command (which is to reload the hud layout without having to restart the client). Im curious as to what is causing this and was wondering if there a workaround/fix is available for this before I try fixing this by myself, provided it's possible at all. I think this has something to do with VGUI confusing screen resolution and/or not applying proportional values correctly at some point. I've noticed this also happens when I change my client's screen resolution. My apologizes if this has already been answered in a previous post, but I couldnt find any message relating to my problem. Thanks! - Spk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ 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] Font size glitches after hud_reloadscheme
It is 640x480. Everything is scaled off of a 640x480 resolution screen (being that 640x480 is the lowest resolution you can go). So it's just a matter of placing everything in a 640x480 space, and then it re-calculates for other resolutions automatically, and rescales. This is how Quake3 worked too, and I'm pretty sure doom3 and quake4 do it as well, but I haven't modded them so I have no clue. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: William Ravaine [mailto:[EMAIL PROTECTED] Sent: June 26, 2006 7:17 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme By the way, what is the native screen resolution for VGUI editing? Im pretty sure it wasnt 640x480, but I could be wrong. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Font size glitches after hud_reloadscheme
-- [ Picked text/plain from multipart/alternative ] Yeah edit them in 640x480 and the problems will go away :) I had the same problem for a while. On 6/26/06, Tony omega Sergi [EMAIL PROTECTED] wrote: It is 640x480. Everything is scaled off of a 640x480 resolution screen (being that 640x480 is the lowest resolution you can go). So it's just a matter of placing everything in a 640x480 space, and then it re-calculates for other resolutions automatically, and rescales. This is how Quake3 worked too, and I'm pretty sure doom3 and quake4 do it as well, but I haven't modded them so I have no clue. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: William Ravaine [mailto:[EMAIL PROTECTED] Sent: June 26, 2006 7:17 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme By the way, what is the native screen resolution for VGUI editing? Im pretty sure it wasnt 640x480, but I could be wrong. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Font size glitches after hud_reloadscheme
By editing them in 640x480, do you mean using the built-in VGUI editor to position/scale controls? Because im not using this at all (i cant use it to edit HUD elements as it is right now). I'm changing x/y/size numbers in the HudLayout.res then saving and using hud_reloadscheme to see the changes ingame. Maybe this is where Im wrong, but it is my understanding that the x/y/size numbers Im setting in the HudLayout files are relative to a 640x480 virtual screen already. When I change resolution everything scales up fine (panels aspect ratios are preserved) except the labels text which get messed up - they get much bigger than they should be. And I'd like to know why :) From: Benjamin Davison [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme Date: Mon, 26 Jun 2006 16:25:56 +0100 -- [ Picked text/plain from multipart/alternative ] Yeah edit them in 640x480 and the problems will go away :) I had the same problem for a while. On 6/26/06, Tony omega Sergi [EMAIL PROTECTED] wrote: It is 640x480. Everything is scaled off of a 640x480 resolution screen (being that 640x480 is the lowest resolution you can go). So it's just a matter of placing everything in a 640x480 space, and then it re-calculates for other resolutions automatically, and rescales. This is how Quake3 worked too, and I'm pretty sure doom3 and quake4 do it as well, but I haven't modded them so I have no clue. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: William Ravaine [mailto:[EMAIL PROTECTED] Sent: June 26, 2006 7:17 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme By the way, what is the native screen resolution for VGUI editing? Im pretty sure it wasnt 640x480, but I could be wrong. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ 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] Font size glitches after hud_reloadscheme
Yeah you have to put the numbers in the scheme file relative to 640x480. I use hud_reloadscheme a lot, and I've never had this problem after editing them before. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: William Ravaine [mailto:[EMAIL PROTECTED] Sent: June 26, 2006 12:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme By editing them in 640x480, do you mean using the built-in VGUI editor to position/scale controls? Because im not using this at all (i cant use it to edit HUD elements as it is right now). I'm changing x/y/size numbers in the HudLayout.res then saving and using hud_reloadscheme to see the changes ingame. Maybe this is where Im wrong, but it is my understanding that the x/y/size numbers Im setting in the HudLayout files are relative to a 640x480 virtual screen already. When I change resolution everything scales up fine (panels aspect ratios are preserved) except the labels text which get messed up - they get much bigger than they should be. And I'd like to know why :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Font size glitches after hud_reloadscheme
Have you ever tried to use a vgui::Label control to display text in one of your HUD elements, instead of manually drawing the text using surface()-DrawText? Because the only text displays that go wrong after a hud_reloadscheme here are the ones from the vgui::Label controls. From: Tony \omega\ Sergi [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Font size glitches after hud_reloadscheme Date: Mon, 26 Jun 2006 12:32:20 -0400 I use hud_reloadscheme a lot, and I've never had this problem after editing them before. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Blood not spawning for attacker?
We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone). Assuming that you're using fairly standard melee weapon code, be sure that the call to tr.m_pEnt-DispatchTraceAttack in Hit is called on both client and server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Subject: [hlcoders] Blood not spawning for attacker? Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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] Re: Blood not spawning for attacker?
Yep, so it's a prediction problem. cl_predict 0 makes it so that the sparks show up in any situation, same for the blood... I'm gonna try and track it down, any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Blood not spawning for attacker?
Ok, I spent a couple hours on the problem and managed a fix... I basically put a warning in the sparks function, and it did not play when you were the attacker... So instead of trying to fix weird PVS filter bugs, I decided to switch the call to a DispatchEffect call instead of the previous g_pEffects-Sparks() call. I made my own DispatchEffect Callback function and event register and linked it all nicely, and now it plays out fine. I might try and do the same for the blood, if I have the patience, but not right now, it's 4am and I'm going to BED! ;) Imperio59 out. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Font size glitches after hud_reloadscheme
So what exactly did Valve break in the hud? What files? Because HL2DM has this same bug. At 2006/06/26 11:32 AM, Tony \omega\ Sergi wrote: Yeah you have to put the numbers in the scheme file relative to 640x480. I use hud_reloadscheme a lot, and I've never had this problem after editing them before. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: William Ravaine [mailto:[EMAIL PROTECTED] Sent: June 26, 2006 12:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Font size glitches after hud_reloadscheme By editing them in 640x480, do you mean using the built-in VGUI editor to position/scale controls? Because im not using this at all (i cant use it to edit HUD elements as it is right now). I'm changing x/y/size numbers in the HudLayout.res then saving and using hud_reloadscheme to see the changes ingame. Maybe this is where Im wrong, but it is my understanding that the x/y/size numbers Im setting in the HudLayout files are relative to a 640x480 virtual screen already. When I change resolution everything scales up fine (panels aspect ratios are preserved) except the labels text which get messed up - they get much bigger than they should be. And I'd like to know why :) ___ 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