[hlcoders] Broken thread view solution
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] As discussed in the SDK update thread, let's split the thread problems from the actual thread: This problem is rather independent from the mail client you use. Some users think that simply using the topic line RE: subject will make the email threaded properly. But this is not the case. You have to really reply to a specific mail to make it work since the mailing list obtains the informations needed for the thread view from the mail _headers_. If you receive the emails in digest mode, you cannot reply directly to an email by default (but this would be needed for thread view). The solution is to alter your mailing list settings in a way that it sends you the mails in MIME format. That way, you will receive a digest that just contains a topic overview. The single emails are attached to the digest. Now, you can simply open the email you want to reply to and do so. Your reply will appear properly ordered in the thread view. Best regards, Sebastian 'Darth.Hunter' Kreutz SW: The New Era P.S. @ moderator: Please block my second message, I've used the false email address - no need to approve the post, sry -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: [Physics!] FAILED Messages?
No, that was me, in our mod code. -- [ Picked text/plain from multipart/alternative ] In the mod I'm working on, we occasionally see the message [Physics!] FAILED. I don't see this code anywhere in the mod SDK, so it appears to be from the engine. Anyone know what this means exactly? Perhaps valve can spit out a more descriptive error from the engine if thats where it comes from? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [Physics!] FAILED Messages?
-- [ Picked text/plain from multipart/alternative ] Damn, guess my find in files failed me. On 8/3/06, Patrick O'Leary [sui4] [EMAIL PROTECTED] wrote: No, that was me, in our mod code. -- [ Picked text/plain from multipart/alternative ] In the mod I'm working on, we occasionally see the message [Physics!] FAILED. I don't see this code anywhere in the mod SDK, so it appears to be from the engine. Anyone know what this means exactly? Perhaps valve can spit out a more descriptive error from the engine if thats where it comes from? -- ___ 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] Basic Bot Stub
Yeah so much for not wanting to use 2003. I setup a virtual pc and have 2003 installed in that environment. I am checking out the serverplugin_empty example I see it has a serverplugin_bot.cpp It compiles fine and I can use the command plugin_bot_add command to add a bot to the server. My question is... Do I need all the stuff in the serverplugin_empty.cpp file. Since there is no explanation of what is going on in this file I can't figure out how it is used and how it relates to the serverplugin_bot.cpp. I tried to remove the serverplugin_empty.cpp and recompile it but it seems to be giving me too many errors... Attached below. I am just tryign to get it to a clean project and figure out if there is anything I don't need. Do I just leave the serverplugin_empty in and take out its CON_COMMANDS and ConVars that areant really necessary? Thanks, Scott serverplugin_empty error LNK2001: unresolved external symbol class IEngineTrace * enginetrace (?enginetrace@@3PAVIEngineTrace@@A) serverplugin_empty The 'Outputs' property for the custom build step for file 'tier0.lib' is not set. The custom build step will be skipped. serverplugin_empty warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification serverplugin_empty error LNK2001: unresolved external symbol class IPlayerInfoManager * playerinfomanager (?playerinfomanager@@3PAVIPlayerInfoManager@@A) serverplugin_empty error LNK2001: unresolved external symbol class IBotManager * botmanager (?botmanager@@3PAVIBotManager@@A) serverplugin_empty error LNK2001: unresolved external symbol class IVEngineServer * engine (?engine@@3PAVIVEngineServer@@A) serverplugin_empty error LNK2001: unresolved external symbol class CGlobalVars * gpGlobals (?gpGlobals@@3PAVCGlobalVars@@A) serverplugin_empty error LNK2001: unresolved external symbol class IUniformRandomStream * randomStr (?randomStr@@3PAVIUniformRandomStream@@A) serverplugin_empty error LNK2001: unresolved external symbol class IServerPluginHelpers * helpers (?helpers@@3PAVIServerPluginHelpers@@A) serverplugin_empty fatal error LNK1120: 7 unresolved externals -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle Sent: Wednesday, August 02, 2006 3:03 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Basic Bot Stub Nah I wont use 2003. I just was reading the examples and such and obviously the documentation is not sufficient. I wanted to do something simple and just use their code to add a bot the the server. But obviously they have no simple code to do this. However they should have such simple example code. I guess I expect too much. I plan on checking out your 2005 link there. :) Thanks -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 02, 2006 2:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Basic Bot Stub -- [ Picked text/plain from multipart/alternative ] * rereads message Are you sure you want to make a bot? if you just started, I would recommened to do something simple first. Download some open-source serverplugins and take a look in it. There are also open-source bots. Second, you are talking about Dod: Source and modcode. However, there's no modcode available for DODS. You will have to make a serverplugin and don't use modcode. (That is for HL2(DM)) Third: Many people still have loads of errors with 2005. The VDC page is only about the modcode so it would be hard to fix server plugins for 2005. I would recommend using Visual Studio 2003. On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: 1. Turn off digest mode... It sucks when also replying at the list ;) 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005 On 8/2/06, Scott Tuttle [EMAIL PROTECTED] wrote: I guess that's just a small amount of the compile errors I am getting. I wont burden the list by posting all of them :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Tuttle Sent: Wednesday, August 02, 2006 2:33 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Basic Bot Stub Dear List: I have been looking at the sdk code all day. Trying to get a basic project setup that would allow me to do some bot work. Specifically dod source. I see there are some deficiencies in the plugin aspect and am looking at the mod aspect. I downloaded the sdk but am having some problems: 1. I have visual studio 2005 and cannot compile the current sample mod project created. I used the integrated conversion tool to open up the 2003 project and covert it to 2005. But, when I try to compile, I am getting some errors. Compile errors are attached
Re: [hlcoders] Basic Bot Stub
Scott if you look here: http://filebase.bots-united.com/index.php?action=categoryid=19 and download a file called RCBot 2 Base Source, it has a basic stucture to have moving and working bots. At the moment it only fires in hl2dm, but in dod source it actually allows you to place way points, and have bots roam around. My team and I have actually been working on getting bots up and working for our project, its a mod for dods and I am sure when we are done it will work in regular dods also. Of course the bots are going to be pretty stupid, with so many plugin limitations, but all we really need is a moving model that shots at enemies any way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Basic Bot Stub
I don't have the sdk in front of me, but if there are variables and/or functions defined in there and you remove them you are going to get linker errors. Looks like thats exactly what is happening. That file is probably in there for a reason. You can't just remove arbitrary files and expect things to keep working. I guess its my fault when I look at a server plugin example thinking it would also not just work... But explain why it works... Maybe it would have made more sense to me if they had instead called serverplugin_empty.cpp main.ccp required. Obviously it is required. And I wasn't trying to remove arbitryary files but instead wondering if any of it wasn't needed Some of the calls clearly in serverplugin_empty.cpp are not required especially if I can just instead place the same CON_COMMANDS and ConVar statements in serverplugin_bot.cpp. Although it isnt exactly clear... it is more of an assumption, based on not really having any documentation about what the plugin calls are doing. So thanks for answering my questions in a non-answer sort of way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Basic Bot Stub
Scott if you look here: http://filebase.bots-united.com/index.php?action=categoryid=19 and download a file called RCBot 2 Base Source, it has a basic stucture to have moving and working bots. At the moment it only fires in hl2dm, but in dod source it actually allows you to place way points, and have bots roam around. Thank you for your great reply. :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Basic Bot Stub
-- [ Picked text/plain from multipart/alternative ] Yea unfortunately the documentation is pretty non-existant. If you take one of those open source bot plugins, you should be able to load it and spawn bots in any mod, though to get them to use weapons you will need to make source changes to pass the appropriate weapon names into SetActiveWeapon and stuff. On 8/3/06, Scott Tuttle [EMAIL PROTECTED] wrote: I don't have the sdk in front of me, but if there are variables and/or functions defined in there and you remove them you are going to get linker errors. Looks like thats exactly what is happening. That file is probably in there for a reason. You can't just remove arbitrary files and expect things to keep working. I guess its my fault when I look at a server plugin example thinking it would also not just work... But explain why it works... Maybe it would have made more sense to me if they had instead called serverplugin_empty.cpp main.ccp required. Obviously it is required. And I wasn't trying to remove arbitryary files but instead wondering if any of it wasn't needed Some of the calls clearly in serverplugin_empty.cpp are not required especially if I can just instead place the same CON_COMMANDS and ConVar statements in serverplugin_bot.cpp. Although it isnt exactly clear... it is more of an assumption, based on not really having any documentation about what the plugin calls are doing. So thanks for answering my questions in a non-answer sort of way. ___ 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] Distance Variant Sounds
Well I breakpointed that line and the roll is getting sent properly, however it seems that the spatialization system doesn't handle it properly. As soon as the roll is non-zero you get weird inversions. This happens when you pitch over 90 degrees also (the angles go from [0 90 0] to [180 89 180]). I guess I will write this off as an engine limitation and live with it. Jay, if you ever want to test this yourself, set sv_rollangle to 180 and throw a grenade straight ahead then sidestep to cause the view to roll. You will see that the grenade will sound like its coming from behind you at 180, coming from the left at 90 degrees roll and from the right at 270 degrees roll. On 8/2/06, Jay Stelly [EMAIL PROTECTED] wrote: src/cl_dll/view.cpp: engine-SetHearingOrigin( m_View.origin, m_View.angles ); -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Wednesday, August 02, 2006 8:09 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Distance Variant Sounds Ok Jay, I got my attenuation problem fixed (attenuation was set way too low, 140dB is darn loud). Now I have another question. We've been having sound spacialization issues with our vehicles. They're space vehicles so we got the whole 6 degrees of freedom thing going. The sound spatialization seems to really get out of wack when you roll the craft though. Say I have a firing sound playing straight ahead, if I roll continuously, the sound travels around in a circle. Something similar happens when the pitch goes beyond 90 degrees up or down. If I stay within player limits for yaw and pitch and keep my roll at 0, everything works fine. Beyond that, its anybody's guess where the sound is coming from. When I'm upside down in a roll... the sound seems to be completely inverted (sound on the left coming from right channel). Is there some SDK function I can modify to change this behavior or its an engine limitation? My guess would be that its using the forward vector to find pitch and yaw but forgets about roll (which would invert the channels for correctness). On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote: It's not in the SDK update or in development at this time. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Tuesday, August 01, 2006 2:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Distance Variant Sounds I'm using the standard WeaponSound code to play these sounds, yet they still come out really loud at a distance. I tried to run them with spatialized stereo again and same problem. I guess I'm gonna turn my attention to the code and see if anything is missing. On a side note, any chance the fade start/end distances can be placed in the script in the following SDK update (or the one after)? On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote: updated with distances (no they can't be modified without changing the engine code at present): http://developer.valvesoftware.com/wiki/Soundscripts I don't see any issue with spatialization of distance variant sounds. My guess is that you aren't emitting the sound from a particular entity (using the world?) or the codepath you are using is not passing the origin through in some case. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: Tuesday, August 01, 2006 9:12 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Distance Variant Sounds Is it possible to change the distance at which the distance variant sounds are crossfaded. Right now the default seems to be 1000 units or so. Is there some way to modify this in the script? Also, these seems to be a bug with distance variant sounds where they don't attenuate correctly, was this planned? I am trying to use it for engine sounds and it sounds like its right infront of you and its 4000 units away (120dB soundlevel). Is there some way to turn this attenuation back on. If I stereo spatialize the sounds, they seem to attenuate fine. I've noticed that sounds using CHAN_STATIC are not attenuated, however these are CHAN_AUTO (they are replaced with appropriate channels in code, the 3 possible channels are CHAN_WEAPON, CHAN_ITEM and CHAN_BODY). Here is what the script looks like: Engine.MainThrust { channel CHAN_AUTO volume0.6 soundlevelSNDLVL_120dB wave ^engines/main_thruster.wav } I dunno if anyone can help with this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Basic Bot Stub
I grabbed the bits and pieces from the serverplugin_empty and added them to the serverplugin_bot and did some file and project name changes to get what I want. I am happy with what I have right now. I understand the limitations of some of the information that has not been exposed. Just figured it might be interesting enough to do some fiddling. :) Thanks for the help all... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Thursday, August 03, 2006 2:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Basic Bot Stub -- [ Picked text/plain from multipart/alternative ] Yea unfortunately the documentation is pretty non-existant. If you take one of those open source bot plugins, you should be able to load it and spawn bots in any mod, though to get them to use weapons you will need to make source changes to pass the appropriate weapon names into SetActiveWeapon and stuff. On 8/3/06, Scott Tuttle [EMAIL PROTECTED] wrote: I don't have the sdk in front of me, but if there are variables and/or functions defined in there and you remove them you are going to get linker errors. Looks like thats exactly what is happening. That file is probably in there for a reason. You can't just remove arbitrary files and expect things to keep working. I guess its my fault when I look at a server plugin example thinking it would also not just work... But explain why it works... Maybe it would have made more sense to me if they had instead called serverplugin_empty.cpp main.ccp required. Obviously it is required. And I wasn't trying to remove arbitryary files but instead wondering if any of it wasn't needed Some of the calls clearly in serverplugin_empty.cpp are not required especially if I can just instead place the same CON_COMMANDS and ConVar statements in serverplugin_bot.cpp. Although it isnt exactly clear... it is more of an assumption, based on not really having any documentation about what the plugin calls are doing. So thanks for answering my questions in a non-answer sort of way. ___ 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] Entity Creation (client)
The entity is not created on the client until they are in the same PVS. If it goes out of the pvs afterwards, it become dormant. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Wednesday, August 02, 2006 8:35 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Entity Creation (client) Suppose that you have an entity created by the server out of the PVS of a particular client. Then does the entity get created also on the client at that time? Or is the creation not done until the entity enters the client PVS? -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distance Variant Sounds
-- [ Picked text/plain from multipart/alternative ] You could zero out the roll when SetHearingOrigin is called -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Distance Variant Sounds
On Thursday 03 August 2006 8:14 pm, Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] You could zero out the roll when SetHearingOrigin is called Just zeroing out won't work: as a trivial example, consider the difference between pitch,yaw,roll [0,0,180] and [0,0,0]. The first is inverted, the second is not. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL2DM bots
This is great information, and not at all what I thought was being complained about earlier. I don't believe anyone's posted these complaints here or on Verc before. I don't suppose you'd like to consolidate this information into a wiki page so Valve has a central place to go to for those bugs...? At 2006/08/02 08:38 AM, Jeffrey \botman\ Broome wrote: Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] You certainly do need access to a hell of alot more than what the server plugins provide. The properties of the weapon is not in any way part of the problem. It's finding out if the bot has a particular weapon, and then somehow changing to it, not to mention querying the weapon ammo. ...also being able to determine what weapon other players/bots currently have deployed (so you know whether to stand and fight or run away). Being able to know which weapon and/or ammo pickups are active (i.e. the weapon/ammo has spawned and can currently be picked up). Being able to determine if wall chargers are usable or not (have they been used up?). Being able to determine the state/location of platforms and doors (do I need to wait for a moving platform/lift or is it already at the bottom/top?). Being able to detect bullet or explosive projectile impacts and sounds. Being able to tell when things like flashbang grenades have exploded so that the bot reacts properly. These are just a few of the things that aren't easily accessible via plugins. Without the plugin system supporting these types of querries, developing an easy-to-maintain and mod release agnostic plugin bot will be extremely difficult. -- Jeffrey botman Broome ___ 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] Upcoming SDK Release
There was, around that time period, the Outlook preview pane bug where it'd run script code from an iframe, if I recall correctly. At 2006/08/02 02:31 PM, Nick wrote: On 8/2/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Wasn't the 2004 HL2 source leaked due a bug in Outlook? I use gmail and threads work perfect for me. I setup my own filter in gmail so i can sort them easily. about the leak, i think it involved something about outlook exploit and a hacked version of pcanywhere? ___ 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] HL2DM bots
-- [ Picked text/plain from multipart/alternative ] It has been explained several times on here. I've also sent detailed lists directly to valve, so they know whats missing. On 8/3/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: This is great information, and not at all what I thought was being complained about earlier. I don't believe anyone's posted these complaints here or on Verc before. I don't suppose you'd like to consolidate this information into a wiki page so Valve has a central place to go to for those bugs...? At 2006/08/02 08:38 AM, Jeffrey \botman\ Broome wrote: Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] You certainly do need access to a hell of alot more than what the server plugins provide. The properties of the weapon is not in any way part of the problem. It's finding out if the bot has a particular weapon, and then somehow changing to it, not to mention querying the weapon ammo. ...also being able to determine what weapon other players/bots currently have deployed (so you know whether to stand and fight or run away). Being able to know which weapon and/or ammo pickups are active (i.e. the weapon/ammo has spawned and can currently be picked up). Being able to determine if wall chargers are usable or not (have they been used up?). Being able to determine the state/location of platforms and doors (do I need to wait for a moving platform/lift or is it already at the bottom/top?). Being able to detect bullet or explosive projectile impacts and sounds. Being able to tell when things like flashbang grenades have exploded so that the bot reacts properly. These are just a few of the things that aren't easily accessible via plugins. Without the plugin system supporting these types of querries, developing an easy-to-maintain and mod release agnostic plugin bot will be extremely difficult. -- Jeffrey botman Broome ___ 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