Re: [hlcoders] Vehicles in HL2
-- [ Picked text/plain from multipart/alternative ] How is full client-side vehicles possible with multiple players? How would you make have the vehicle the same position on all clients? Also, about your problem: Can't you just set velocity/impulse to zero when the network-info is received? (RecvProxy?) On 8/16/06, Justin Krenz [EMAIL PROTECTED] wrote: When I first started programming the vehicle code for Empires, I tried to implement vehicle prediction. This consisted of me copying the physics entity of the vehicle onto the client so that I could predict the physics portion of the vehicle on the client side for the predicted frame. Everything worked fine if you told the client to ignore updates from the server, ie, wholly client-side vehicles. With prediction, once the server sent an update and the physics object of the vehicle was correctly positioned to match the server copy, there was still energy in the physics object left over from the client-side predicted frame. As the player drove his vehicle, it would begin to climb up into the air as the game was essentially pulling it back to match the server while it still had energy that was trying to move it forward from the predicted frame. When it couldn't go forward, it went up a small amount and created an oscillating effect. I never found out how to completely erase the energy of the physics object it gained on the client frame and assumed it wasn't possible because there wasn't enough access to the internal variables of the physics object. I plan on going back and working on it, but I'm going to make it fully client-side instead as I believe it's easier to implement anti-cheat functionality rather than fix the physics issue. Plus, you get the benefit of saving server cpu time, and with prediction, you have to send more network info to describe the properties of the physics object to make an accurate prediction rather than just the origin and angles of the vehicle model. Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Err, prediction would definitely work for a driving mod, prediction works by allowing the local players input to be considered authoritative by the client side for a little while, until the server acknowledges (or denies) the predicted movements by the client. In your example, if the driver stops his client would show the stop immediately (by predicting it). After the server has acknowledged the stop is in fact possible by sending the stopped location back to the client, the client will say okay cool, I already knew that, thanks for confirming. Meanwhile the client has moved onto something else that the server will ackowledge later. This allows the client to run around as if hes latency-free and only mucks up when the server denies something the client thinks it can do (ie, prediction error.) If you don't predict, the game will feel very unresponsive, since your input will have to be acknowledged by the server and sent back before you see it happen. The higher your ping, the worse the response time. It works fine for single player games but not for fast-paced multiplayer. On 8/15/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was thinking though. You can't really predict any driver-input so when the driver has a higher ping ( like 200) and riding hard, prediction wouldn't really make it better. (for example, the driver stops but due ping the command gets 200 ms later and the vehicle 'teleports' some units back. -- ___ 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] Variable Memory Location
Those addresses are probably based in the CLIENT.DLL so you will have to get the base address of the client DLL for them to work for all users; even then next time steam updates the client.dll the locations of the addresses would have changed. And that's assuming that they arent dynamic. On 15 Aug 2006 at 13:56, Justin Krenz wrote: I already have that part all worked. I just wanted to customize the configuration panel. I found what I was looking for on my own. I found a program called TSearch that lets you watch for changes in memory and search for specific variables and was able to easily find the locations I was looking for. Adam amckern Mckern wrote: 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. ___ 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 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 ___ 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] [WhE] Lighting preview ?
All know its not work, and in today update this option was cutted, so we see that later or never ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicles in HL2
-- [ Picked text/plain from multipart/alternative ] The same way it things work now. Clients extrapolate positions and velocities and stuff based on network updates from the authoritative system for the vehicles, which doesn't necessarily have to be the server, though it typically is for security and efficiency. When extrapolating physics objects you normally extrapolate velocities too, so that in between the network updates the physics system can handle some of the extrapolation based on what it recieves. On 8/16/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] How is full client-side vehicles possible with multiple players? How would you make have the vehicle the same position on all clients? Also, about your problem: Can't you just set velocity/impulse to zero when the network-info is received? (RecvProxy?) On 8/16/06, Justin Krenz [EMAIL PROTECTED] wrote: When I first started programming the vehicle code for Empires, I tried to implement vehicle prediction. This consisted of me copying the physics entity of the vehicle onto the client so that I could predict the physics portion of the vehicle on the client side for the predicted frame. Everything worked fine if you told the client to ignore updates from the server, ie, wholly client-side vehicles. With prediction, once the server sent an update and the physics object of the vehicle was correctly positioned to match the server copy, there was still energy in the physics object left over from the client-side predicted frame. As the player drove his vehicle, it would begin to climb up into the air as the game was essentially pulling it back to match the server while it still had energy that was trying to move it forward from the predicted frame. When it couldn't go forward, it went up a small amount and created an oscillating effect. I never found out how to completely erase the energy of the physics object it gained on the client frame and assumed it wasn't possible because there wasn't enough access to the internal variables of the physics object. I plan on going back and working on it, but I'm going to make it fully client-side instead as I believe it's easier to implement anti-cheat functionality rather than fix the physics issue. Plus, you get the benefit of saving server cpu time, and with prediction, you have to send more network info to describe the properties of the physics object to make an accurate prediction rather than just the origin and angles of the vehicle model. Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Err, prediction would definitely work for a driving mod, prediction works by allowing the local players input to be considered authoritative by the client side for a little while, until the server acknowledges (or denies) the predicted movements by the client. In your example, if the driver stops his client would show the stop immediately (by predicting it). After the server has acknowledged the stop is in fact possible by sending the stopped location back to the client, the client will say okay cool, I already knew that, thanks for confirming. Meanwhile the client has moved onto something else that the server will ackowledge later. This allows the client to run around as if hes latency-free and only mucks up when the server denies something the client thinks it can do (ie, prediction error.) If you don't predict, the game will feel very unresponsive, since your input will have to be acknowledged by the server and sent back before you see it happen. The higher your ping, the worse the response time. It works fine for single player games but not for fast-paced multiplayer. On 8/15/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was thinking though. You can't really predict any driver-input so when the driver has a higher ping ( like 200) and riding hard, prediction wouldn't really make it better. (for example, the driver stops but due ping the command gets 200 ms later and the vehicle 'teleports' some units back. -- ___ 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
RE: [hlcoders] [WhE] Lighting preview ?
Later. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ? Sent: Wednesday, August 16, 2006 4:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] [WhE] Lighting preview ? All know its not work, and in today update this option was cutted, so we see that later or never ? ___ 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] Demo Playback
I was hoping somebody could point me in the right direction for resolving an issue we've been having. We need to record and playback demos, an ability easily used and implemented in Halflife 2. It seems when we try it in our own mod, the recording reports back as fine, but the playback of the demo won't function. The error comes with a listing of Valve textures we don't use as missing, and more importantly, the DT_AlyxEmpTool data table entry is mismatched on the server and client. This is highly irregular as we've removed Alyx and her Emp tool and that data table is not in our codebase. A listing of the demo information reports the following which I can't decipher as irregular or not: Network protocol: 7 Demo version: 2 Server name: localhost:0 How is a data table being imported that is not in our server or client libraries? Is it somehow using the hl2 DDLs which are in a completely different directory chain? We actually have the engine code liscenced and as of yet I see no problems, but it's a very big project. If it's somehow hidden to hardcoded HL2 libraries, I could easily change it if I could find out where or how. _ On the road to retirement? Check out MSN Life Events for advice on how to get there! http://lifeevents.msn.com/category.aspx?cid=Retirement ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Demo Playback
The only ways I can think this might occur would be 1) you still in fact have the Alyx EMP tool code files in either your server or client .dll and are somehow using them, or 2), there's a problem with your client .dll where the LoadLibrary call from the engine is failing and it's falling back to the HL2 version of client .dll. If you run in the dev studio debugger window, you should see a line showing the full path to the client .dll (and the server .dll, too). Double check that it's your client.dll (and your server.dll) in your mod bin/ folder and not the HL2 client .dll. If your .dll is failing to load, it's usually a crash in the constructor of a global, stack based object (somethig declared on the stack in one of your modules). They're a bit tricky to track down... Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Meow Mew Sent: Wednesday, August 16, 2006 10:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Demo Playback I was hoping somebody could point me in the right direction for resolving an issue we've been having. We need to record and playback demos, an ability easily used and implemented in Halflife 2. It seems when we try it in our own mod, the recording reports back as fine, but the playback of the demo won't function. The error comes with a listing of Valve textures we don't use as missing, and more importantly, the DT_AlyxEmpTool data table entry is mismatched on the server and client. This is highly irregular as we've removed Alyx and her Emp tool and that data table is not in our codebase. A listing of the demo information reports the following which I can't decipher as irregular or not: Network protocol: 7 Demo version: 2 Server name: localhost:0 How is a data table being imported that is not in our server or client libraries? Is it somehow using the hl2 DDLs which are in a completely different directory chain? We actually have the engine code liscenced and as of yet I see no problems, but it's a very big project. If it's somehow hidden to hardcoded HL2 libraries, I could easily change it if I could find out where or how. _ On the road to retirement? Check out MSN Life Events for advice on how to get there! http://lifeevents.msn.com/category.aspx?cid=Retirement ___ 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] datamodel/idatamodel.h missing
Jorge Rodriguez wrote: Trying to build tier1, I find that tier1.cpp has a header file dependency, datamodel/idatamodel.h that does not exist in the SDK. Does anybody know where this header is, where I could get it, or if it was perhaps forgotten from the SDK? Bump. Valve? :D -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [WhE] Lighting preview ?
Did you actually understand what he meant, or are you just faking it? :P From: Mike Durand [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [WhE] Lighting preview ? Date: Wed, 16 Aug 2006 09:49:28 -0700 Later. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ? Sent: Wednesday, August 16, 2006 4:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] [WhE] Lighting preview ? All know its not work, and in today update this option was cutted, so we see that later or never ? ___ 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] datamodel/idatamodel.h missing
-- [ Picked text/plain from multipart/alternative ] I removed the reference to datamodel/idatamodel.h and added my own defination of VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION. That fixed it for me, but I'm not sure how good a fix it is since, you don't know the exact version of vdatamodel and vdmelementframework. /ProZak On 16/08/06, Jorge Rodriguez [EMAIL PROTECTED] wrote: Jorge Rodriguez wrote: Trying to build tier1, I find that tier1.cpp has a header file dependency, datamodel/idatamodel.h that does not exist in the SDK. Does anybody know where this header is, where I could get it, or if it was perhaps forgotten from the SDK? Bump. Valve? :D -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] datamodel/idatamodel.h missing
Tobias Kammersgaard wrote: I removed the reference to datamodel/idatamodel.h and added my own defination of VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION. That fixed it for me, but I'm not sure how good a fix it is since, you don't know the exact version of vdatamodel and vdmelementframework A string dump of the libraries told me that the correct versions are: #define VDATAMODEL_INTERFACE_VERSION VDataModelVersion001 #define VDMELEMENTFRAMEWORK_VERSION VDmElementFrameworkVersion001 But I don't have the actual function calls themselves, so the engine fails to init the dll. My version of the interface is here: http://svn.bsbhd.com/hl2cmake/trunk/src/public/datamodel/idatamodel.h but I would like to get the true one from Valve. It occurs to me that Valve might have done what they did with bitmap.lib and mathlib.lib and simply removed them from the SDK, without me noticing. Since I just copied the new SDK into the old it didn't remove files that were absent. I should have completely wiped out the old SDK before putting in the new so I could see what files had been removed. Can somebody check for me if the tier1 files have been removed? I'm at work so I can't tell from here. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [WhE] Lighting preview ?
I actually just type in whatever my Magic 8 Ball says whenever you guys ask me a question. I'm thinking of writing an Outlook plugin to automate the process. :) Seriously though: Lighting preview is going to make it into the SDK as soon as it is ready. I'm still not comfortable giving an estimate of when that will be. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Ravaine Sent: Wednesday, August 16, 2006 11:20 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [WhE] Lighting preview ? Did you actually understand what he meant, or are you just faking it? :P From: Mike Durand [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [WhE] Lighting preview ? Date: Wed, 16 Aug 2006 09:49:28 -0700 Later. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ? Sent: Wednesday, August 16, 2006 4:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] [WhE] Lighting preview ? All know its not work, and in today update this option was cutted, so we see that later or never ? ___ 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] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] I just noticed that the animations of func_tank are kinda weird. ( = server animated) if ( !IsSelfAnimating() !IsNPC() !IsPlayer() ) m_flAnimTime = engine-GetLastTimeStamp(); } This seems to work. On 8/12/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The lines I mentioned (quoted below) should be removed from C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the confusion. On 8/12/06, Paul Peloski [EMAIL PROTECTED] wrote: #4 how exactly are the animations messed up? A couple days ago I mentioned an animation bug I found in the latest SDK and as per Yahn's reply you can remove the lines if ( !IsSelfAnimating() ) { m_flAnimTime = engine-GetLastTimeStamp(); } from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating (if that's even your problem), which would make player animations look jerky/very low framerate. -- ___ 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] Aug4 SDK problems...
Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] CSoundEnvelopeController in multiplayer
-- [ Picked text/plain from multipart/alternative ] It seems that CSoundEnvelopeController, which is used to play looping sounds, doesn't work in multiplayer. It works with maxplayers 1 but not with maxplayers 2. I can't find much in the code. The class is used for things like helicopter gravitygun-motor sounds. Suggestions? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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] Aug4 SDK problems...
Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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] [WhE] Lighting preview ?
-- [ Picked text/plain from multipart/alternative ] How will it work, I mean just a fast compile and then load the map into the editor, or some other fancy pancy way, humans like us wouldn't understand :)? On 16/08/06, Mike Durand [EMAIL PROTECTED] wrote: I actually just type in whatever my Magic 8 Ball says whenever you guys ask me a question. I'm thinking of writing an Outlook plugin to automate the process. :) Seriously though: Lighting preview is going to make it into the SDK as soon as it is ready. I'm still not comfortable giving an estimate of when that will be. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of William Ravaine Sent: Wednesday, August 16, 2006 11:20 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [WhE] Lighting preview ? Did you actually understand what he meant, or are you just faking it? :P From: Mike Durand [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] [WhE] Lighting preview ? Date: Wed, 16 Aug 2006 09:49:28 -0700 Later. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ? Sent: Wednesday, August 16, 2006 4:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] [WhE] Lighting preview ? All know its not work, and in today update this option was cutted, so we see that later or never ? ___ 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 -- /ProZak -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CSoundEnvelopeController in multiplayer
On Wednesday 16 August 2006 3:52 pm, Robbie Groenewoudt wrote: It seems that CSoundEnvelopeController, which is used to play looping sounds, doesn't work in multiplayer. It works with maxplayers 1 but not with maxplayers 2. I can't find much in the code. CSoundEnvelopeController isn't just for looping sounds. It's generally a clean interface for volume/pitch/whatever blending sounds. For looping sounds, there's this business with cues in the .wav that even I'm not sure of. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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] Muzzleflashes
I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Muzzleflashes -- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do the trick. I'm only seeing muzzleflashes with maxplayers set to 1. I have already compared the effect-dispatch files but it's not that. There are more mods with NPCs in multiplayer. How did you fix it? 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] Aug4 SDK problems...
Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compiling with VS2005 only works with lots of work and warnings. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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 ___ 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] Aug4 SDK problems...
did we even get an eta on the vs2005 update? On 8/16/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compiling with VS2005 only works with lots of work and warnings. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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 ___ 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] Aug4 SDK problems...
VS2003. I'm not new to the SDK ;) Everything was working fine until the latest SDK rollout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:55 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compiling with VS2005 only works with lots of work and warnings. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ 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 ___ 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] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Aug4 SDK problems...
On the client: d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746) : error C2039: 'GetMode' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(756) : error C2039: 'ToggleChaseAsFirstPerson' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera' cts\Forsaken\Base_Mod\src\cl_dll\warp_overlay.cpp(24) : error C2511: 'void CWarpOverlay::Draw(bool)' : overloaded member function not found in 'CWarpOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\glow_overlay.h(105) : see declaration of 'CWarpOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(1737) : error C2660: 'CGlowOverlay::DrawOverlays' : function does not take 1 arguments d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(2264) : error C2660: 'CGlowOverlay::UpdateSkyOverlays' : function does not take 2 arguments d:\Projects\Forsaken\Base_Mod\src\cl_dll\view_scene.cpp(4635) : error C2660: 'CGlowOverlay::DrawOverlays' : function does not take 1 arguments d:\Projects\Forsaken\Base_Mod\src\game_shared\gamemovement.cpp(1449) : error C2039: 'GetStepSize' : is not a member of 'C_BasePlayer' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_baseplayer.h(56) : see declaration of 'C_BasePlayer' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(17) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see declaration of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.cpp(18) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_sun.h(23) : see declaration of 'C_SunGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(108) : error C2039: 'm_flHDRColorScale' : is not a member of 'C_LightGlowOverlay' d:\Projects\Forsaken\Base_Mod\src\cl_dll\c_lightglow.cpp(15) : see declaration of 'C_LightGlowOverlay' -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 16, 2006 5:38 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ 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] Muzzleflashes
-- [ Picked text/plain from multipart/alternative ] Well, that's helpfull. Anyway, I found the problem. It seems that CPASFilter doesn't work very well in multiplayer. The solution is to use an other filter. On 8/16/06, Ben Everett [EMAIL PROTECTED] wrote: I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Muzzleflashes -- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do the trick. I'm only seeing muzzleflashes with maxplayers set to 1. I have already compared the effect-dispatch files but it's not that. There are more mods with NPCs in multiplayer. How did you fix it? 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 2 versions of same gui
-- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int.cpp, in order for a frame to show up in the main menu, we have to call (in VGui_CreateGlobalPanels): VPANEL GameUiDll = enginevgui-GetPanel( PANEL_GAMEUIDLL); CreateGui-Create(GameUiDll); In order for a frame to show up in the game, we have to call: VPANEL gameParent = enginevgui-GetPanel( PANEL_CLIENTDLL ); CreateGuiInGame-Create(gameParent); Currently CreateGuiInGame is the same code as CreateGui, just in a different class. QUESTION: Does anyone know of a slick way to have a frame able to show up in both the main menu and in the game using just one class? Thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 2 versions of same gui
Off the top of my head this is what I think: Multiple inheritance and a reference to the parent for in-game and menu (possibly done when you create the panel?) Some logic for determining when you are in-game and at the main-menu and updating the parent accordingly There will most likely be some more steps necessary in there, but that's the first ideas that pop in-mind. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Oliver Gray Sent: Wednesday, August 16, 2006 5:57 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] 2 versions of same gui -- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int.cpp, in order for a frame to show up in the main menu, we have to call (in VGui_CreateGlobalPanels): VPANEL GameUiDll = enginevgui-GetPanel( PANEL_GAMEUIDLL); CreateGui-Create(GameUiDll); In order for a frame to show up in the game, we have to call: VPANEL gameParent = enginevgui-GetPanel( PANEL_CLIENTDLL ); CreateGuiInGame-Create(gameParent); Currently CreateGuiInGame is the same code as CreateGui, just in a different class. QUESTION: Does anyone know of a slick way to have a frame able to show up in both the main menu and in the game using just one class? 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] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] Those errors suggest that you have an old version of hltvcamera.h and hltvcamera.cpp as well as an old version of glow_overlay,h . Your sdk is not updating all the files, make sure you aren't running steam with -beta sdk, or -beta engine. Validate the SDK content, and refresh. If you want a quick fix, email me seperatly, with the full list of errors, and I can send you the correct files. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 2 versions of same gui
-- [ Picked text/plain from multipart/alternative ] PANEL_ROOT On 8/17/06, Oliver Gray [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int.cpp, in order for a frame to show up in the main menu, we have to call (in VGui_CreateGlobalPanels): VPANEL GameUiDll = enginevgui-GetPanel( PANEL_GAMEUIDLL); CreateGui-Create(GameUiDll); In order for a frame to show up in the game, we have to call: VPANEL gameParent = enginevgui-GetPanel( PANEL_CLIENTDLL ); CreateGuiInGame-Create(gameParent); Currently CreateGuiInGame is the same code as CreateGui, just in a different class. QUESTION: Does anyone know of a slick way to have a frame able to show up in both the main menu and in the game using just one class? 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] Aug4 SDK problems...
Thanks for the offer Michael... I uninstalled steam and backed up the HL2 GCFs. After re-installing steam and re-downloading the SDK and creating a from-scratch mod, everything works now. The interesting thing is that there are over 5,000 different comparisons on what I was trying to compile with before versus what I am seeing now (and actually compiles). Odd... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Wednesday, August 16, 2006 6:07 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Aug4 SDK problems... -- [ Picked text/plain from multipart/alternative ] Those errors suggest that you have an old version of hltvcamera.h and hltvcamera.cpp as well as an old version of glow_overlay,h . Your sdk is not updating all the files, make sure you aren't running steam with -beta sdk, or -beta engine. Validate the SDK content, and refresh. If you want a quick fix, email me seperatly, with the full list of errors, and I can send you the correct files. -- ___ 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] 2 versions of same gui
-- [ Picked text/plain from multipart/alternative ] PANEL_ROOT did the trick, thanks! On 8/16/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] PANEL_ROOT On 8/17/06, Oliver Gray [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int.cpp, in order for a frame to show up in the main menu, we have to call (in VGui_CreateGlobalPanels): VPANEL GameUiDll = enginevgui-GetPanel( PANEL_GAMEUIDLL); CreateGui-Create(GameUiDll); In order for a frame to show up in the game, we have to call: VPANEL gameParent = enginevgui-GetPanel( PANEL_CLIENTDLL ); CreateGuiInGame-Create(gameParent); Currently CreateGuiInGame is the same code as CreateGui, just in a different class. QUESTION: Does anyone know of a slick way to have a frame able to show up in both the main menu and in the game using just one class? 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] Reloading while running/walking?
-- [ Picked text/plain from multipart/alternative ] Anybody knows where exactly in the code the animation layers are handled? (what classes or what files). I ran a test map yesterday and i saw a combine soldier reload his smg1 while he was running, so i just wanted to know where exactly in the code all this animation layers are happening. On 8/15/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] They use animation layers...see the player model example in sourcesdk_content for help on them. On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote: -- [ 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!) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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
RE: [hlcoders] Reloading while running/walking?
Baseanimating. Client, DLL, and game_shared. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo Sent: Wednesday, August 16, 2006 11:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reloading while running/walking? -- [ Picked text/plain from multipart/alternative ] Anybody knows where exactly in the code the animation layers are handled? (what classes or what files). I ran a test map yesterday and i saw a combine soldier reload his smg1 while he was running, so i just wanted to know where exactly in the code all this animation layers are happening. On 8/15/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] They use animation layers...see the player model example in sourcesdk_content for help on them. On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote: -- [ 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!) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Reloading while running/walking?
-- [ Picked text/plain from multipart/alternative ] Check out BaseAnimatingOverlay, thats where the layers are actually done. Reloading is accomplished by calling CBaseAnimatingOverlay::RestartGesture. BaseAnimatingOverlay stores and maintains an array of animation layers which are used to accumulate the models pose. cl_dll/c_baseanimatingoverlay.cpp dlls/baseanimatingoverlay.cpp On 8/17/06, Ben Everett [EMAIL PROTECTED] wrote: Baseanimating. Client, DLL, and game_shared. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders