Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-27 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Yep, but HL2SP mods don't use engine 2

On 7/27/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Phong shading is already a part of Base Source Engine 2


 --
 ts2do
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
This is a cryptographically signed message in MIME format.
--
Anybody getting the Launcher error? Not beeing able to play any game
from Steam list?

Gus
--
Content-Description: S/MIME Cryptographic Signature

[ smime.p7s of type application/x-pkcs7-signature deleted ]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Is Base Source Engine 2 downloaded if HL2 is installed? If so, you could
just mount 212.

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Getting VALVe Symbols files.

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Aren't crash dumps related to engine binaries automatically uploaded?

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Verify the integrity of your caches.

--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Gus
This is a cryptographically signed message in MIME format.
--
I already did that and still no go...everything on the game list
does not launch, popup box saying  Failed to load the launcher DLL: The
specified procedure could not be found.

Gus

Aaron Schiff wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Verify the integrity of your caches.

 --
 ts2do
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



--
Content-Description: S/MIME Cryptographic Signature

[ smime.p7s of type application/x-pkcs7-signature deleted ]
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
Try going thru and deleting all dlls... other than the third-party ones of
course


--
ts2do
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Stephen Micheals

I've had a few problems since the update also such as its impossible
for me to launch my mod via visual studio (crashes on load but works
fine via normal steam link.), its making debugging a pain in the ass.

Call Stack: http://www.rafb.net/paste/results/defiIg73.html

On 7/27/06, Gus [EMAIL PROTECTED] wrote:

This is a cryptographically signed message in MIME format.
--
I already did that and still no go...everything on the game list
does not launch, popup box saying  Failed to load the launcher DLL: The
specified procedure could not be found.

Gus


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Last Steam Update: Errors

2006-07-27 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Running all the games once and loading up a map always seems to work for me.

On 7/27/06, Gus [EMAIL PROTECTED] wrote:

 This is a cryptographically signed message in MIME format.
 --
 That don't work either, still is dead..

 Gus

 Aaron Schiff wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Try going thru and deleting all dlls... other than the third-party ones
 of
  course
 
 
  --
  ts2do
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 --
 Content-Description: S/MIME Cryptographic Signature

 [ smime.p7s of type application/x-pkcs7-signature deleted ]
 --

 ___
 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



[hlcoders] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm still learning through the SDK and I have this simple issue blocking me
into progress..

I'm simply trying to rotate the angles of an entity in relation to its
position. Changing its angles.y alone for example is not what I need. If the
entity is facing down, i need to change the angles based on its current
angles. If it was facing down, i'd probably need to change x, but if it was
in between, some of y and some of x would need to be changed, etc.. So I'm
thinking a function similar (if not) AngleVectors must be used, but I'm
unsure how..

Please help if you can

Thanks
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Garry Newman

Do you mean you want your entity to face the way it's travelling?


On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm still learning through the SDK and I have this simple issue blocking me
into progress..

I'm simply trying to rotate the angles of an entity in relation to its
position. Changing its angles.y alone for example is not what I need. If the
entity is facing down, i need to change the angles based on its current
angles. If it was facing down, i'd probably need to change x, but if it was
in between, some of y and some of x would need to be changed, etc.. So I'm
thinking a function similar (if not) AngleVectors must be used, but I'm
unsure how..

Please help if you can

Thanks
--

___
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] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
No, I know I'm not making much sense, I can't really explain this properly..

Let's say I have a spray can, and i wanted it to rotate on its own. When
it's on a table, it would rotate with the y angles only. But if it fell on
the floor, it would now be facing the floor, and the x angles would need to
be changed to keep the same rotation going. What I am looking for, is how to
find the angles that I need to add to the current angles so that it will
rotate in that direction properly, whichever position it is facing. Does
that make more sense?

Thanks for trying to help :o

On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote:

 Do you mean you want your entity to face the way it's travelling?


 On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hi,
 
  I'm still learning through the SDK and I have this simple issue blocking
 me
  into progress..
 
  I'm simply trying to rotate the angles of an entity in relation to its
  position. Changing its angles.y alone for example is not what I need. If
 the
  entity is facing down, i need to change the angles based on its current
  angles. If it was facing down, i'd probably need to change x, but if it
 was
  in between, some of y and some of x would need to be changed, etc.. So
 I'm
  thinking a function similar (if not) AngleVectors must be used, but I'm
  unsure how..
 
  Please help if you can
 
  Thanks
  --
 

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread Garry Newman

Yeah I know what you mean I think.. If you want to rotate it using
physics it's easier.. Kinda. Well probably harder if you haven't
looked into motion controllers.

When you apply a motion controller to the physics object you can
decide whether the forces are local or global. If you choose local and
apply torque to it it'll rotate around its own angles (not the
world)..

I'll be interested in hearing the real solution to this when you're
not using physics - I'm dumb when it comes to angles and matrices and
stuff.


On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
No, I know I'm not making much sense, I can't really explain this properly..

Let's say I have a spray can, and i wanted it to rotate on its own. When
it's on a table, it would rotate with the y angles only. But if it fell on
the floor, it would now be facing the floor, and the x angles would need to
be changed to keep the same rotation going. What I am looking for, is how to
find the angles that I need to add to the current angles so that it will
rotate in that direction properly, whichever position it is facing. Does
that make more sense?

Thanks for trying to help :o

On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote:

 Do you mean you want your entity to face the way it's travelling?


 On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hi,
 
  I'm still learning through the SDK and I have this simple issue blocking
 me
  into progress..
 
  I'm simply trying to rotate the angles of an entity in relation to its
  position. Changing its angles.y alone for example is not what I need. If
 the
  entity is facing down, i need to change the angles based on its current
  angles. If it was facing down, i'd probably need to change x, but if it
 was
  in between, some of y and some of x would need to be changed, etc.. So
 I'm
  thinking a function similar (if not) AngleVectors must be used, but I'm
  unsure how..
 
  Please help if you can
 
  Thanks
  --
 

--

___
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] Removing all decals.

2006-07-27 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
Hello there !

I'd like to remove all decals on the map (blood, explosion, weapons
traceattack). I think it's client side however I can't find how to remove
them all.
Thanks.

  Sincerly,
   Louka outrebon.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Removing all decals.

2006-07-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
r_cleardecals

On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there !

 I'd like to remove all decals on the map (blood, explosion, weapons
 traceattack). I think it's client side however I can't find how to remove
 them all.
 Thanks.

   Sincerly,
Louka outrebon.
 --

 ___
 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] Removing all decals.

2006-07-27 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
r_cleardecals call it on the client.

On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello there !

 I'd like to remove all decals on the map (blood, explosion, weapons
 traceattack). I think it's client side however I can't find how to remove
 them all.
 Thanks.

   Sincerly,
Louka outrebon.
 --

 ___
 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] Problem with Actbusy

2006-07-27 Thread Thomas Vollmer
This worked great. Thanks again. Another issue took me a while to figure out: 
the actbusy hint must not even touch the floor, otherwise it won't be usable by 
the NPC. Wow.

Regards,
Thomas


- Original Message 
From: Thomas Vollmer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, July 25, 2006 1:20:20 AM
Subject: Re: [hlcoders] Problem with Actbusy


Thanks for your help! I thought the busysearchrange was for the actbusy goal 
and not the NPC. So I'll try this and see what happens.

Thanks,
Thomas


- Original Message 
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 10:02:17 AM
Subject: RE: [hlcoders] Problem with Actbusy


This means that Alyx couldn't find an actbusy hint within the zones she
was looking in. The default zone is a sphere around her origin, with a
radius of the ActBusy search range (passed in via hammer as the
busysearchrange key on the actbusy goal entity). So she's too far from
the actbusy hint to use it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Sunday, July 23, 2006 11:16 PM
To: HLCODERS
Subject: [hlcoders] Problem with Actbusy

Hi all,

I have a problem with npc_alyx. She refuses to use an actbusy hint
because it's Not inside include zones. Has anyone seen this error? I
see it when I npc_select Alyx and set ai_debug_actbusy 3. I searched
the Wiki and the web and couldn't find anything.

Thanks for any pointers.

Thanks,
Thomas


Regards,
Thomas

___
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] Problem with NPC and VCD

2006-07-27 Thread Thomas Vollmer
npc_relationship worked well. Thanks!

Regards,
Thomas


- Original Message 
From: Thomas Vollmer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, July 25, 2006 1:21:40 AM
Subject: Re: [hlcoders] Problem with NPC and VCD


Thanks for your help! I'm using a Sequence pointing to SitChair_to_Idle to make 
them stand up.

I'll try the npc_relationship and see if that works.

Thanks,
Thomas


- Original Message 
From: Robin Walker [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, July 24, 2006 9:58:48 AM
Subject: RE: [hlcoders] Problem with NPC and VCD


How are you instructing the citizen to stand in the LCS?

Citizens automatically join the player's squad under certain
circumstances. We've changed this code a bit for Ep1, so my memory could
be confused, but I think they won't join the player's squad if they're
neutral to the player. So try putting down an npc_relationship entity
and have it set the citizen's relationship to the player to neutral, and
see if that fixes it. If you're a coder, take a look at
CNPC_Citizen::CanJoinPlayerSquad() to see the code that controls this
logic.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thomas
Vollmer
Sent: Saturday, July 22, 2006 3:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Problem with NPC and VCD

Anyone?

--- Thomas Vollmer [EMAIL PROTECTED] wrote:

 Ok, so I've followed the instructions at [1].

 Now I have an npc_citizen that spawns somewhere on the map, and then
 proceeds to sit down on a chair using the Actbusy system - great! But
 now the citizen stays seated even when the trigger starts the LCS/VDC
 which instructs the citizen to stand (and then talk). The talking
 works fine, just the standing up doesn't.

 Also, the citizen follows the player around once he/she sees the
 player. How can I stop that?

 Thanks!
 Thomas

 [1] http://developer.valvesoftware.com/wiki/Actbusy

 --- Aaron Schiff [EMAIL PROTECTED] wrote:
  Actbusy is the answer


 Regards,
 Thomas

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

 please
 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




Regards,
Thomas

___
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] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I am totally with you. I am also lost on this one hehe.. I recently figured
out how to do tracelines properly so that should say a lot ;)

I'll take a different approach to my problem, maybe other people can
understand :o The physics will not work for my problem, as I'm not really
changing the physical angles of the entity, but it's eye angles.

So for example, I would like to rotate a player's view to the left, without
moving their model at all. If the player is facing straight ahead, this is
farily easy. But if the player is looking up/down, then I have no idea what
to do, as the angles are relative to the world..

There must be some transpose functions or something I'm missing.. Any help
would be greatly appreciated ;)

Thanks again.


On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote:

 Yeah I know what you mean I think.. If you want to rotate it using
 physics it's easier.. Kinda. Well probably harder if you haven't
 looked into motion controllers.

 When you apply a motion controller to the physics object you can
 decide whether the forces are local or global. If you choose local and
 apply torque to it it'll rotate around its own angles (not the
 world)..

 I'll be interested in hearing the real solution to this when you're
 not using physics - I'm dumb when it comes to angles and matrices and
 stuff.


 On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  No, I know I'm not making much sense, I can't really explain this
 properly..
 
  Let's say I have a spray can, and i wanted it to rotate on its own. When
  it's on a table, it would rotate with the y angles only. But if it fell
 on
  the floor, it would now be facing the floor, and the x angles would need
 to
  be changed to keep the same rotation going. What I am looking for, is
 how to
  find the angles that I need to add to the current angles so that it will
  rotate in that direction properly, whichever position it is facing. Does
  that make more sense?
 
  Thanks for trying to help :o
 
  On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote:
  
   Do you mean you want your entity to face the way it's travelling?
  
  
   On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Hi,
   
I'm still learning through the SDK and I have this simple issue
 blocking
   me
into progress..
   
I'm simply trying to rotate the angles of an entity in relation to
 its
position. Changing its angles.y alone for example is not what I
 need. If
   the
entity is facing down, i need to change the angles based on its
 current
angles. If it was facing down, i'd probably need to change x, but if
 it
   was
in between, some of y and some of x would need to be changed, etc..
 So
   I'm
thinking a function similar (if not) AngleVectors must be used, but
 I'm
unsure how..
   
Please help if you can
   
Thanks
--
   
  
  --
 
  ___
  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] Rotation of an entity

2006-07-27 Thread John Sheu
For entity angles, I think you're looking for something along the lines of
GetAbsAngles()/SetAbsAngles().  Note that GetLocalAngles()/SetLocalAngles()
doesn't refer to the object's own frame of reference (which wouldn't make
sense), but to the moveparent's frame of reference (if the moveparent
exists).

For eye-angles stuff, you'll probably do something like creating a rotation
matrix and grabbing the entity's transformation matrix, then combining them
with ConcatTransforms().

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Mathlib.cpp

2006-07-27 Thread John Sheu
The recent angles questions just made me think of another question.  A
superficial examination of mathlib.cpp shows that many of the optimized math
routines only compile under Windows.  Is there any reason for this?  Or is it
another one of those do-it-yourself things?

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Rotation of an entity

2006-07-27 Thread John Sheu
Oh, and if you're going to do large changes of angles, start thinking about
quaternions.

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Shriyamvar Bugga
--
[ Picked text/plain from multipart/alternative ]
Hi,
I'm currently creating vgui_screens for displaying text in the game. It was
pretty straight forward to create one n place it in the map using Hammer,
however,
I want to make the screen interact with the player.
E.g. change the text as the player clicks a button on the vgui_screen.
Also, its different from creating a panel, which is like a window/ on top of
the game (?) coz its a 'panel'!
From what I understand a vgui_screen refers to the .res file for its content
and format (which is 'hardcoded' text for labels/ buttons).
I'd appreciate any suggestions/ comments regarding interaction with the
vgui_screen.

Thanks
Shriyam
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Complex HUD Question.

2006-07-27 Thread John Sheu
Don't forget too that not everybody plays at 4:3 aspect ratio.  Besides us
widescreeners, you might also want to note that 1280x1024 is not 4:3 either.

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread Ondřej Hošek

John Sheu wrote:

The recent angles questions just made me think of another question.  A
superficial examination of mathlib.cpp shows that many of the optimized math
routines only compile under Windows.  Is there any reason for this?  Or is it
another one of those do-it-yourself things?

-John Sheu


It's either we care much more about Windows than your alien platform
or hey, GCC's better at optimizing than our rewrite to GNU-compatible
assembler! Since Valve is the only middleware vendor whose current
engine client hasn't been proven to run on Linux by any of its licensors
(id's Quake 4 does, see Doom 3; Epic's Unreal II does, see UT2004), I'll
be gambling on the probability of the first claim being true.

~~ Ondra

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread John Sheu
On Thursday 27 July 2006 2:48 pm, Ondřej Hošek wrote:
 It's either we care much more about Windows than your alien platform
 or hey, GCC's better at optimizing than our rewrite to GNU-compatible
 assembler! Since Valve is the only middleware vendor whose current
 engine client hasn't been proven to run on Linux by any of its licensors
 (id's Quake 4 does, see Doom 3; Epic's Unreal II does, see UT2004), I'll
 be gambling on the probability of the first claim being true.

I don't mind re-writing it (rather trivial), but I'm just wondering if there
is some master reason for this.  If there is, I shall just curse my fate
and carry on coding.

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Just have a bunch of Labels, set them hidden (Visible to 0) and then when a
button is pushed have it trigger something (using inputs from hammer) that
will make the current Label Invisible, and toggle one of the Other Label's
Visible.
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Mathlib.cpp

2006-07-27 Thread David Anderson

ahh my mistake, I see now there are functions simply not implemented in
asm for linux.  sorry ;)

ps, if you do implement them, posting them to the list would be cool :)

   --bail
   http://www.bailopan.net/

David Anderson wrote:

you're just not compiling it right, add -m3dnow and -msse to your flags

   --bail
   http://www.bailopan.net/

John Sheu wrote:


On Thursday 27 July 2006 2:48 pm, Ondřej Hošek wrote:


It's either we care much more about Windows than your alien platform
or hey, GCC's better at optimizing than our rewrite to GNU-compatible
assembler! Since Valve is the only middleware vendor whose current
engine client hasn't been proven to run on Linux by any of its licensors
(id's Quake 4 does, see Doom 3; Epic's Unreal II does, see UT2004), I'll
be gambling on the probability of the first claim being true.




I don't mind re-writing it (rather trivial), but I'm just wondering if
there
is some master reason for this.  If there is, I shall just curse my
fate
and carry on coding.

-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



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Rotation of an entity

2006-07-27 Thread Jay Stelly
Since this is a common question, I decided to write up something which
will hopefully help:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Garry Newman
 Sent: Thursday, July 27, 2006 2:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Rotation of an entity

 Yeah I know what you mean I think.. If you want to rotate it
 using physics it's easier.. Kinda. Well probably harder if
 you haven't looked into motion controllers.

 When you apply a motion controller to the physics object you
 can decide whether the forces are local or global. If you
 choose local and apply torque to it it'll rotate around its
 own angles (not the world)..

 I'll be interested in hearing the real solution to this when
 you're not using physics - I'm dumb when it comes to angles
 and matrices and stuff.


 On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] No, I know I'm not
  making much sense, I can't really explain this properly..
 
  Let's say I have a spray can, and i wanted it to rotate on its own.
  When it's on a table, it would rotate with the y angles
 only. But if
  it fell on the floor, it would now be facing the floor, and the x
  angles would need to be changed to keep the same rotation
 going. What
  I am looking for, is how to find the angles that I need to
 add to the
  current angles so that it will rotate in that direction properly,
  whichever position it is facing. Does that make more sense?
 
  Thanks for trying to help :o
 
  On 7/27/06, Garry Newman [EMAIL PROTECTED] wrote:
  
   Do you mean you want your entity to face the way it's travelling?
  
  
   On 7/27/06, Steve Rabouin [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] Hi,
   
I'm still learning through the SDK and I have this simple issue
blocking
   me
into progress..
   
I'm simply trying to rotate the angles of an entity in
 relation to
its position. Changing its angles.y alone for example
 is not what
I need. If
   the
entity is facing down, i need to change the angles based on its
current angles. If it was facing down, i'd probably
 need to change
x, but if it
   was
in between, some of y and some of x would need to be changed,
etc.. So
   I'm
thinking a function similar (if not) AngleVectors must be used,
but I'm unsure how..
   
Please help if you can
   
Thanks
--
   
  
  --
 
  ___
  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] Rotation of an entity

2006-07-27 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
Thank you Jay, I appreciate this, as this is exactly what I was looking for!
Now I just got to make sense out of this :)

On 7/27/06, Jay Stelly [EMAIL PROTECTED] wrote:

 Since this is a common question, I decided to write up something which
 will hopefully help:
 http://developer.valvesoftware.com/wiki/Rotation_Tutorial

--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Is there a way to copy files from a GCF to the moddir?
I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild
them when HL2's soundcache is good.

Robbie
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Adam \amckern\ Mckern
Take a look at hllib, and you might be able to get a
small copy program to run with the installer that will
do it for you.

I know substance did this, but it was from my
understanding an in house installer.

Adam

--- Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Is there a way to copy files from a GCF to the
 moddir?
 I want to copy the HL2's soundcaches, because it's a
 bit nonsense to rebuild
 them when HL2's soundcache is good.

 Robbie
 --

 ___
 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
Developer of CST and ZHLT 3.0 http://www.zhlt.info
Studio Manager - Nigredo Studios 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] Copy file from GCF to moddir

2006-07-27 Thread Wraiyth
--
[ Picked text/plain from multipart/alternative ]
Just right click  extract using GCFScape

On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Is there a way to copy files from a GCF to the moddir?
 I want to copy the HL2's soundcaches, because it's a bit nonsense to
 rebuild
 them when HL2's soundcache is good.

 Robbie
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
I think he wants to keep the installer size down.

On 7/28/06, Wraiyth [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Just right click  extract using GCFScape

 On 7/28/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Is there a way to copy files from a GCF to the moddir?
  I want to copy the HL2's soundcaches, because it's a bit nonsense to
  rebuild
  them when HL2's soundcache is good.
 
  Robbie
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 Matt Stafford (Wraiyth)
 http://wraiyth.freesuperhost.com
 NightFall HL2 Mod - http://nightfall.nigredostudios.com
 --

 ___
 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] Interaction with VGUI Screens

2006-07-27 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
You have to derive a subclass of vgui_screen for each subtype of screen you
want in your maps. So for instance you wanna have keypad locks. You can
derive from vgui_screen a keypad_screen and then in there you can handle
logic specific to a keypad and have it use outputs when the correct code is
entered, etc. and also have it use the code specified by the person in
hammer, etc.

On 7/27/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Just have a bunch of Labels, set them hidden (Visible to 0) and then when
 a
 button is pushed have it trigger something (using inputs from hammer) that
 will make the current Label Invisible, and toggle one of the Other Label's
 Visible.
 --

 ___
 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] Copy file from GCF to moddir

2006-07-27 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
You could always try searching for them with standard IO on DLL init to see
if they're in the actual directory and if not use
IFileSystem::GetLocalCopy().  I've never tested it but according to the
comments it should do what you want.

On 7/27/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Is there a way to copy files from a GCF to the moddir?
 I want to copy the HL2's soundcaches, because it's a bit nonsense to
 rebuild
 them when HL2's soundcache is good.

 Robbie
 --

 ___
 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] Getting VALVe Symbols files.

2006-07-27 Thread bloodykenny
Where did you hear that?

At 2006/07/27 01:47 AM, Aaron Schiff wrote:
--
[ Picked text/plain from multipart/alternative ]
Aren't crash dumps related to engine binaries automatically uploaded?

--
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



[hlcoders] Re: modelinfo == NULL crashes

2006-07-27 Thread Hyperjag 3

Thanks, I'll try that out.


On 7/26/06, Benjamin Davison [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
From a random forum thread.

Fixed. Adding (to c_baseanimating.h):

inline int C_BaseAnimating::GetSequence()
{
if (m_nSequence == -1 || m_nSequence == 1023)
m_nSequence = 0;
//Assert( false );

return m_nSequence;
}

On 7/26/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I had these crashes also when players didn't had any valid models.
 I can't really read memory dumps at the moment but I suggest you look in
 the
 tracestack and look from which entity this comes and find out if it
always
 has a good model. Maybe the model-files are corrupt.. Maybe add a little
 extra check so when it fails, it uses error.mdl.

 On 7/26/06, Hyperjag 3 [EMAIL PROTECTED] wrote:
 
  Hello, I program for a mod that was just released as a public beta,
and
  I've
  been getting a few memory dumps with crashes in:
 
  model_t *CBaseEntity::GetModel( void )
  {
  return (model_t *)modelinfo-GetModel( GetModelIndex() );
  }
 
  and I've gotten one with a crash in:
 
  const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
  {
  return modelinfo-FindModel( this-cache );
  }
 
  In both cases modelinfo is a NULL pointer.  The memory dumps don't
 really
  tell me anything that I can use, so I was wondering if anyone here or
  possibly someone at Valve could help me out with this.  Here's a link
to
  the
  memory dumps I've gotten, I don't know if anyone can use them or not:
  http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
 
  Thanks for any help.
 
 
 
  ___
  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




--
- Benjamin Davison
--




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders