Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

:)

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

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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

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



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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \omega\ Sergi

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.



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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Benjamin Davison
--
[ 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.
 


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Re: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

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.
 


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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread Tony \omega\ Sergi
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 :)


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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread William Ravaine

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.





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RE: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Chris Janes
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

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[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59

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?

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[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59

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.

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RE: [hlcoders] Font size glitches after hud_reloadscheme

2006-06-26 Thread bloodykenny
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 :)


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