Re: [hlcoders] Upcoming SDK Release (wishlist)
-- [ 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
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)
-- [ 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.
-- [ 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
-- [ 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
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
-- [ 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
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
-- [ 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
-- [ 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
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
-- [ 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
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.
-- [ 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.
-- [ 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.
-- [ 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
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
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
-- [ 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
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
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
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
-- [ 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.
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
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
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
-- [ 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
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
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
-- [ 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
-- [ 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
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
-- [ 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
-- [ 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
-- [ 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
-- [ 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.
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
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