Re: [hlcoders] Couple of questions about general SDK 'stuff'

2006-08-14 Thread Chris Harris
--
[ Picked text/plain from multipart/alternative ]
In your custom schedules you can do this  TASK_SET_ACTIVITY
ACTIVITY:ACT_WALK 

And then a TASK_WAIT command with some number that is close to how long the
animation lasts then that will have it play the animation and then wait till
the animation is done to run more ai.

Don't have any interrupts too because if he is getting up and is interrupted
it will look bad probably.


On 8/13/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 You don't have much visual control with schemes and res files.  You need
 to
 either add ImagePanels or add code to draw them on the parent panel.

 The advanced options are available only if you have the Advanced button
 visible in the multiplayer tab's res file.


 On 8/13/06, Benjamin Davison [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hi guys, nearly finished merging all our code into the new SDK :D But I
  have
  some questions and queries about a range of topics.
 
  First up: I am trying to get a vgui panel that looks like the MOTD
 panel.
  But I cannot seem to find the right controls for this more specifically
  when
  I am in vgui build mode I cant seem find the option to bevel the corners
  of
  a panel.
 
  Secondly: I want to play an animation event, but I can't work out how
 this
  works :(  Usually I would do something like this pPlayer-SetAnimation(
  ACT_ANIMATION ); but when I try it with an animation event it wont work.
  More specifically I want the zombie to play its get up from slump
  animation
  and I have looked in the zombie code but cant see where this is
 triggered.
  Any tips?
 
  Third: The advanced multiplayer options screen is now missing, I am
 going
  to
  go ahead and assume it's because we are using the SourceSDKBase now,
 which
  HL2DM resource file was this located in? Because I have them all in my
  recourse folder and it's still missing.
 
  Fourth: What is this new toolsframework that has shown up? It looks like
 a
  way for external tools to hook into the engine; because that would be
 very
  interesting.
 
  --
  - Benjamin Davison
  --
 
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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-14 Thread Louka Outrebon
--
[ Picked text/plain from multipart/alternative ]
Anyone made a diff between the SDK Release of two weeks ago and the new one
? Because i've already ported my mod to the big sdk update and I don't wanna
do another one..
I'm using hl2:dm source.
I just need the linux fix in fact. What really changed ?

   Thanks in advance.


On 8/12/06, Gus [EMAIL PROTECTED] wrote:

 This is a cryptographically signed message in MIME format.
 --
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 I guess I will choose this routeI'll give it my best shot...hehehe...

 Gus

 Adam amckern Mckern wrote:
  1) Make a new 'source code' mod
  2) Grab a source control programm -
  http://developer.valvesoftware.com/wiki/Diff_And_Patch
  3) Merge your mod into the 'source code' mod
  4) Copy, and replace all the files in your orignal
  mod, with that from the source code mod
  5) Now you have the lattest code, with your changes
  within it.
 
  --- Gus [EMAIL PROTECTED] wrote:
 
 
  This is a cryptographically signed message in MIME
  format.
  --
  Am still uncertain, would I use the Source SDK
  wizard to create a new
  mod folder setup and once that is done start merging
  our old mod files
  into it? What
  about WinMerge, will that work well?
 
  Gus
 
  Scott Loyd wrote:
 
  http://www.linuxhq.com/patch-howto.html
  http://unxutils.sourceforge.net/   should have
 
  patch.exe
 
  Although it doesn't take long to merge the
 
  changes...
 
  Copy new code into a new directory.
  Copy your mod-specific folders into
 
  cl_dll/dlls/game_shared, and any
 
  additional stuff you created.
  Copy your .sln, .vcproj, and makefiles over; then
 
  diff an untouched old
 
  one, and a untouched new one to see the changes.
 
  Apply the changes to
 
  your own projects.
  Whenever you modify base classes (anything not in
 
  your mods folder), use
 
  #ifdef MYMOD_DLL #endif around it so that you can
 
  search your old code
 
  for all the instances of this (which shouldn't be
 
  that much of it) and
 
  manually merge it over.
 
  Gus wrote:
 
  This is a cryptographically signed message in
 
  MIME format.
 
  --
  Hi Michael, I just downloaded the patch but, how
 
  do I apply this patch?
 
  Gus
 
  Michael Kramer wrote:
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  You are going to need to merge your
 
  modifications into the new code,
 
  The
  easiest way to do this is with the patch file
 
  that is floating around
 
  http://tinyurl.com/mjht6
  --
 
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Re: [hlcoders] Animation bug in August 04 SDK Code?

2006-08-14 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, it works good here. The animations of the NPCs were jittery and totaly
not good. When I removed that code, it works fine.

On 8/14/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 So you confirm the
 http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jitteryentry
  is correct then?

 At 2006/08/08 12:18 PM, Yahn Bernier wrote:
 Yeah, this was changed a couple of ways internally. I think in the
 latest internal code we might have yanked the whole if statement and
 body of code since it wasn't necessary.  There was a bug I recall where
 if you had it the old way demos would have jittery NPCs but if you
 flipped the ! Then viewmodels would be hosed, but deleting the entire
 thing seemed to fix it.  Something like that.
 
 Yahn
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
 Sent: Tuesday, August 08, 2006 3:59 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Animation bug in August 04 SDK Code?
 
 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys,
 
 I just wanted to point out something that I noticed in the latest SDK
 code,
 in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is the
 line
 
 if ( !IsSelfAnimating() )
 
 Which is changed from older code, which doesn't have the !. The result
 of
 this ! is that entities that DO update m_flAnimTime will not get their
 animation vars latched and the interpolation of m_flCycle will not occur
 for
 any entities that use m_flAnimTime (lots of stuff, including players in
 MP?)
 
 Can anyone confirm that this is a (pretty big) bug and not just my
 mistake?
 --
 
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Re: [hlcoders] laggy animations

2006-08-14 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Checkout
http://www.chatbear.com/board.plm?a=viewthreadt=826,1113377026,18039id=835790b=4991v=flatold

On 8/14/06, Michael Chang [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Hello guys, my first time posting to this list. Please bear with me.

 This is directly related to something Paul Peloski mentioned earlier, with
 removing.
   if ( !IsSelfAnimating() )
   {
  m_flAnimTime = engine-GetLastTimeStamp();
   }

 I am trying to implement a bug-free third person HL2DM game. I've been
 doing
 so for the past month and a half.

 I've implemented the above, but the upper body animations still seem to be
 laggy / jerky / low framerate. (as seen from the crowbar animation).

 If anyone else can help out, that would be great. Thanks.

 ~Flux
 --

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RE: [hlcoders] Animation bug in August 04 SDK Code?

2006-08-14 Thread Yahn Bernier
Yeah, I haven't traced through all of the scenarious but like I said our
internal builds have that line removed.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Monday, August 14, 2006 1:55 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Animation bug in August 04 SDK Code?

--
[ Picked text/plain from multipart/alternative ]
Well, it works good here. The animations of the NPCs were jittery and
totaly
not good. When I removed that code, it works fine.

On 8/14/06, [EMAIL PROTECTED]
[EMAIL PROTECTED]
wrote:

 So you confirm the

http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations
_are_jitteryentry is correct then?

 At 2006/08/08 12:18 PM, Yahn Bernier wrote:
 Yeah, this was changed a couple of ways internally. I think in the
 latest internal code we might have yanked the whole if statement and
 body of code since it wasn't necessary.  There was a bug I recall
where
 if you had it the old way demos would have jittery NPCs but if you
 flipped the ! Then viewmodels would be hosed, but deleting the entire
 thing seemed to fix it.  Something like that.
 
 Yahn
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
Peloski
 Sent: Tuesday, August 08, 2006 3:59 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Animation bug in August 04 SDK Code?
 
 --
 [ Picked text/plain from multipart/alternative ]
 Hi guys,
 
 I just wanted to point out something that I noticed in the latest SDK
 code,
 in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is
the
 line
 
 if ( !IsSelfAnimating() )
 
 Which is changed from older code, which doesn't have the !. The
result
 of
 this ! is that entities that DO update m_flAnimTime will not get
their
 animation vars latched and the interpolation of m_flCycle will not
occur
 for
 any entities that use m_flAnimTime (lots of stuff, including players
in
 MP?)
 
 Can anyone confirm that this is a (pretty big) bug and not just my
 mistake?
 --
 
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archives,
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[hlcoders] Physics

2006-08-14 Thread John Sheu
Poking around the 'net, and I found something interesting.

Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844

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Re: [hlcoders] Physics

2006-08-14 Thread lix
I owe a lot to that great man. One day I wish to shake his hand; look in his 
eye and say
Thank you, thank you Jay. You saved my life. You are a hero..

On 14 Aug 2006 at 14:08, John Sheu wrote:

 Poking around the 'net, and I found something interesting.

 Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

 http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
 http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844

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Re: [hlcoders] laggy animations

2006-08-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Apparently that fix is unrelated to third person local player animations.  I
also implemented it and saw that the local player crowbar animation still
seemed low framerate.  It's not a showstopper, luckily.

None of the fixes in that SDK forum thread address the problem IIRC.

Did you ever run into player model pitch problems in third person?  That's
my last big problem remaining with it (besides this animation issue).  The
pitch pose parameter works great until the player fires a weapon, then for a
moment the pose parameter stops being used and it does absolute pitching
(based on view angles).  This causes a choppy effect where you can see a
double image of the player model, one using the pose parameter (just the
head/upper body tilted, as it should be) and one using absolute pitch (the
entire model tilted forward or backwards).  Goes away with cl_predict set to
0.

I haven't looked at it too in depth, so it may be a simple misplaced call to
SetLocalAngles or something.

On 8/14/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Checkout

 http://www.chatbear.com/board.plm?a=viewthreadt=826,1113377026,18039id=835790b=4991v=flatold

 On 8/14/06, Michael Chang [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hello guys, my first time posting to this list. Please bear with me.
 
  This is directly related to something Paul Peloski mentioned earlier,
 with
  removing.
if ( !IsSelfAnimating() )
{
   m_flAnimTime = engine-GetLastTimeStamp();
}
 
  I am trying to implement a bug-free third person HL2DM game. I've been
  doing
  so for the past month and a half.
 
  I've implemented the above, but the upper body animations still seem to
 be
  laggy / jerky / low framerate. (as seen from the crowbar animation).
 
  If anyone else can help out, that would be great. Thanks.
 
  ~Flux
  --
 
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  please visit:
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Re: [hlcoders] laggy animations

2006-08-14 Thread Garry Newman
--
[ Picked text/plain from multipart/alternative ]
I noticed in a few places that it sets the player's pitch the same as
eyeangles using SetLocalAngles, and then changes it back. Is there any real
reason for this, ever?


On 8/14/06, Skillet [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Apparently that fix is unrelated to third person local player
 animations.  I
 also implemented it and saw that the local player crowbar animation still
 seemed low framerate.  It's not a showstopper, luckily.

 None of the fixes in that SDK forum thread address the problem IIRC.

 Did you ever run into player model pitch problems in third person?  That's
 my last big problem remaining with it (besides this animation issue).  The
 pitch pose parameter works great until the player fires a weapon, then for
 a
 moment the pose parameter stops being used and it does absolute pitching
 (based on view angles).  This causes a choppy effect where you can see a
 double image of the player model, one using the pose parameter (just the
 head/upper body tilted, as it should be) and one using absolute pitch (the
 entire model tilted forward or backwards).  Goes away with cl_predict set
 to
 0.

 I haven't looked at it too in depth, so it may be a simple misplaced call
 to
 SetLocalAngles or something.

 On 8/14/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Checkout
 
 
 http://www.chatbear.com/board.plm?a=viewthreadt=826,1113377026,18039id=835790b=4991v=flatold
 
  On 8/14/06, Michael Chang [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   Hello guys, my first time posting to this list. Please bear with me.
  
   This is directly related to something Paul Peloski mentioned earlier,
  with
   removing.
 if ( !IsSelfAnimating() )
 {
m_flAnimTime = engine-GetLastTimeStamp();
 }
  
   I am trying to implement a bug-free third person HL2DM game. I've been
   doing
   so for the past month and a half.
  
   I've implemented the above, but the upper body animations still seem
 to
  be
   laggy / jerky / low framerate. (as seen from the crowbar animation).
  
   If anyone else can help out, that would be great. Thanks.
  
   ~Flux
   --
  
   ___
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[hlcoders] Reloading while running/walking?

2006-08-14 Thread Gustavo Restrepo
--
[ Picked text/plain from multipart/alternative ]
I was just wondering if this is possible with the npc_citizen17 animations.
I am working on a 3d person view and the player model has the same exact
animations as the hl2 citizen17. Sometimes when the player is running and he
needs to reload i want him to reload his gun while still playing the run
animation. I've seen in CS:S and HL2DM that players can run and reload at
the same time but in my mod he either runs or reloads. Even when he plays
the reloading animation the player is still moves but his legs are static -
so it looks kinda shitty. I was looking at the animations of the citizen and
there is no running while reloading animation. So i was wondering i anybody
out there knew how this can be accomplished (HL2DM and CS:S did it!)
--

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Re: [hlcoders] Physics

2006-08-14 Thread Jeffrey \botman\ Broome

John Sheu wrote:

Poking around the 'net, and I found something interesting.

Looks like Jay Stelly is *the physics dude*, or something close to it ;-)

http://www.mollyrocket.com/forums/viewtopic.php?p=836highlight=sid=20f3535e5990bc0bb1e006070caf4bde#836
http://www.mollyrocket.com/forums/viewtopic.php?t=245sid=a4324d73c111f33cb32964b87b50d844


GJK is more about collision detection than physics...

http://www.win.tue.nl/~gino/solid/jgt98convex.pdf

http://graphics.stanford.edu/courses/cs448b-00-winter/papers/gilbert.pdf

(but I guess you can't really do physics simulations without some
collisions) :)

--
Jeffrey botman Broome

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Re: [hlcoders] laggy animations

2006-08-14 Thread Michael Chang
--
[ Picked text/plain from multipart/alternative ]
Yeah. I've been a long-time participant in that thread. If you look at the
latest posts, there is still no proper solution.

I don't think this is directly related to third-person, simply a bug in
client-side animation.

Please help. Thanks!

Checkout

http://www.chatbear.com/board.plm?a=viewthreadt=826,1113377026,18039id=835790b=4991v=flatold
--

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Re: [hlcoders] laggy animations

2006-08-14 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
Hi Mike,

Unfortunately since you are doing multiplayer (you said HL2DM game) you
are probably using prediction for players with latency, so, you have to
predict the animation sequences of the local player if you want to show them
(third person.)

You need to preidct the stuff that SetAnimation does on the server. First
thing to do would be to make SetAnimation a shared function so that client
and server are using the same logic to set player sequences.

Once you have that, you just need to make sure that the client is calling
SetAnimation in CMoveHelperClient::PlayerSetAnimation and in
C_BasePlayer::PostThink to mimic what the server does.

Then, you need to fix m_flCycle for the local player since if it comes down
from the server it will mess up what the client's SetAnimation is doing, so
copy what Valve has done in C_BaseCombatWeapon::Interpolate, which is making
m_flCycle cycle properly independent of the server.

This is still not complete, because you will notice that
C_BaseAnimatingOverlay does not have the same methods available on the
client as the server, so if you want to use gestures / layered animation you
will need to make a version of C_BaseAnimatingOverlay that will work on the
client. It should be a matter of adding the code necessary to make
RestartGesture() work on the client. This is used for playing gestures like
attacks and signals, if your custom player model doesnt have any gestures
you may not need to do this.

Another thing is to check into CPlayerAnimState, which Garry already
mentioned does some funny stuff that can muck up your animation and
positioning (ie, calling SetLocalAngles when the function is called
ComputePoseParam_BodyYaw?!)

If you just wanted a single player, it would just be a matter of tracking
down the source of the jitter and fixing it, but for multiplayer you will
definately want to predict the animations, since even if you smooth out the
jitter completely, you will still notice that the animations lag behind what
the local player is actually doing, since his movements are predicted but
his animation has to come down from the server.

This is essentially what I said in the VERC forum but hopefully this summary
will help you understand better.

Paul

On 8/14/06, Michael Chang [EMAIL PROTECTED] wrote:

 Yeah. I've been a long-time participant in that thread. If you look at the
 latest posts, there is still no proper solution.

 I don't think this is directly related to third-person, simply a bug in
 client-side animation.

 Please help. Thanks!

--

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Re: [hlcoders] Vehicles in HL2

2006-08-14 Thread Justin Krenz

In player.cpp, look in the function GetInVehicle(...).  There's a
line that says AddEffects( EF_NODRAW ).  This makes the player in the
vehicle invisible.  What I've done in my mod is have a script which
states what positions of the vehicle show the passenger.  The code
checks if the position the player is getting into is visible, and then
adds the EF_NODRAW effect if he's hidden.  Otherwise, the effect is not
added.

Stephen Swires wrote:

Hi,
I barely post here though I've been a subscribed for a few months now.
To cut down to the chase, I'm attempting to develop a mod which will
solely focus on driving, since the Source engine does boast about its
vehicle physics. Though to my dismay the current Source SDK wiki doesn't
contain much code or documentation about vehicles except for an
explaination of the IVehicle structure.

One of my main queries is about other players being able to see you in
the car. With the HL2:DM code it seems that the player just disappears
and some unseen ghost is driving. Is there a work-around for this
because it would be greatly appreciated. Also if someone writes more
information on intergrating new vehicles into HL2 on the wiki that would
be greatly appreciated too.

Hopefully with any help given I should be able to make a great mod with
unique gameplay.

Thanks in advance,
Stephen Swires.

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[hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I know plug-in writers can help me on this one.  How do you go about
finding the memory location of a variable you don't have access to?  I
assume there's some way in Visual Studio to take a snapshot of a certain
memory range and compare changes once you've indirectly changed the
hidden variable, or does it have to be done in a more advanced debugger?
 Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.

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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:

 I know plug-in writers can help me on this one.  How do you go about
 finding the memory location of a variable you don't have access to?  I
 assume there's some way in Visual Studio to take a snapshot of a certain
 memory range and compare changes once you've indirectly changed the
 hidden variable, or does it have to be done in a more advanced debugger?
   Specifically, I want to be able to access the GameUI's key bind list
 displayed in the keyboard options panel, to manually tell it what key to
 show as bound to a command.  All I need to do is find the memory
 location where the panel stores the char for each command in the list.

 ___
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 please visit:
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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Andrew Forsberg
Tool tips is my guess.

Or, are you dynamically changing a player's key bindings? If not, the
key bindings will be constants on the client, right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Given that plugins are server sided usually, what do you plan to accomplish
 if you can hack that? It isn't just a single variable you need access to
 most likely.

 On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:
Specifically, I want to be able to access the GameUI's key bind list
  displayed in the keyboard options panel, to manually tell it what key to
  show as bound to a command.  All I need to do is find the memory
  location where the panel stores the char for each command in the list.
 



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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I'm not writing a plug-in.  I have a normal mod.  I'm accomplishing the
ability to bind the same key to multiple commands from within the config
panel.

Jeremy Swigart wrote:

--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:

I know plug-in writers can help me on this one.  How do you go about
finding the memory location of a variable you don't have access to?  I
assume there's some way in Visual Studio to take a snapshot of a certain
memory range and compare changes once you've indirectly changed the
hidden variable, or does it have to be done in a more advanced debugger?
  Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.

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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz

I'm assigning multiple commands to the same key.  I just want the
keyboard options panel to show that multiple commands are bound to the
same key.  I'm overwriting whatever the user is doing in the keyboard
panel since the panel tries to keep only one key bound to a command.

Andrew Forsberg wrote:

Tool tips is my guess.

Or, are you dynamically changing a player's key bindings? If not, the
key bindings will be constants on the client, right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote:

--
[ Picked text/plain from multipart/alternative ]
Given that plugins are server sided usually, what do you plan to accomplish
if you can hack that? It isn't just a single variable you need access to
most likely.

On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote:

  Specifically, I want to be able to access the GameUI's key bind list
displayed in the keyboard options panel, to manually tell it what key to
show as bound to a command.  All I need to do is find the memory
location where the panel stores the char for each command in the list.





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Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Adam \amckern\ Mckern
You might want to read config.cfg in the cfg folder,
and then apply a bind command in the code IE:

if (pPlayer isCommander)
{
cvar-FindVar(bind q)-SetValue(cc_dropmedpack);
}

When the users exits what ever it is - i spose it a
command console - you execute a backup copy of
config.cfg

if (pPlyaer isGrunt)
{
cvar-FindVar(exec)-SetValue(cfg/backup.cfg);

Or if they exit the game while still in the console,
execute the backup copy on the game shutdown.

Adam

--- Justin Krenz [EMAIL PROTECTED] wrote:

 I'm assigning multiple commands to the same key.  I
 just want the
 keyboard options panel to show that multiple
 commands are bound to the
 same key.  I'm overwriting whatever the user is
 doing in the keyboard
 panel since the panel tries to keep only one key
 bound to a command.

 Andrew Forsberg wrote:
  Tool tips is my guess.
 
  Or, are you dynamically changing a player's key
 bindings? If not, the
  key bindings will be constants on the client,
 right?
 
  On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart
 wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Given that plugins are server sided usually, what
 do you plan to accomplish
  if you can hack that? It isn't just a single
 variable you need access to
  most likely.
 
  On 8/14/06, Justin Krenz [EMAIL PROTECTED]
 wrote:
Specifically, I want to be able to access the
 GameUI's key bind list
  displayed in the keyboard options panel, to
 manually tell it what key to
  show as bound to a command.  All I need to do is
 find the memory
  location where the panel stores the char for
 each command in the list.
 
 
 
 
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 view the list archives, please visit:
 

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Re: [hlcoders] laggy animations

2006-08-14 Thread Sean Bryant

I work with mike.
I'm a bit confused with CMoveHelperClient::PlayerSetAnimation part.
I'm not sure how to add that support.
In c_baseplaer.cpp there's a SetAnimation function with the FIXME
comment there. Is this what I should fix or should I focus on that
method?

I'm a bit confused on
On 8/14/06, Paul Peloski [EMAIL PROTECTED] wrote:

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

Unfortunately since you are doing multiplayer (you said HL2DM game) you
are probably using prediction for players with latency, so, you have to
predict the animation sequences of the local player if you want to show them
(third person.)

You need to preidct the stuff that SetAnimation does on the server. First
thing to do would be to make SetAnimation a shared function so that client
and server are using the same logic to set player sequences.

Once you have that, you just need to make sure that the client is calling
SetAnimation in CMoveHelperClient::PlayerSetAnimation and in
C_BasePlayer::PostThink to mimic what the server does.

Then, you need to fix m_flCycle for the local player since if it comes down
from the server it will mess up what the client's SetAnimation is doing, so
copy what Valve has done in C_BaseCombatWeapon::Interpolate, which is making
m_flCycle cycle properly independent of the server.

This is still not complete, because you will notice that
C_BaseAnimatingOverlay does not have the same methods available on the
client as the server, so if you want to use gestures / layered animation you
will need to make a version of C_BaseAnimatingOverlay that will work on the
client. It should be a matter of adding the code necessary to make
RestartGesture() work on the client. This is used for playing gestures like
attacks and signals, if your custom player model doesnt have any gestures
you may not need to do this.

Another thing is to check into CPlayerAnimState, which Garry already
mentioned does some funny stuff that can muck up your animation and
positioning (ie, calling SetLocalAngles when the function is called
ComputePoseParam_BodyYaw?!)

If you just wanted a single player, it would just be a matter of tracking
down the source of the jitter and fixing it, but for multiplayer you will
definately want to predict the animations, since even if you smooth out the
jitter completely, you will still notice that the animations lag behind what
the local player is actually doing, since his movements are predicted but
his animation has to come down from the server.

This is essentially what I said in the VERC forum but hopefully this summary
will help you understand better.

Paul

On 8/14/06, Michael Chang [EMAIL PROTECTED] wrote:

 Yeah. I've been a long-time participant in that thread. If you look at the
 latest posts, there is still no proper solution.

 I don't think this is directly related to third-person, simply a bug in
 client-side animation.

 Please help. Thanks!

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Sean Bryant

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