Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Robbie Groenewoudt
--
[ 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.
 
 
  --
 
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Re: [hlcoders] Variable Memory Location

2006-08-16 Thread lix
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.
 
 
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[hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Витас Протасов

All know its not work, and in today update this option was cutted, so we
see that later or never ?

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Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Jeremy Swigart
--
[ 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.
  
  
   --
  
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RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Mike Durand
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 ?

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[hlcoders] Demo Playback

2006-08-16 Thread Meow Mew

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.

_
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RE: [hlcoders] Demo Playback

2006-08-16 Thread Yahn Bernier
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


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Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Jorge Rodriguez

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


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RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread William Ravaine

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 ?

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Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Tobias Kammersgaard
--
[ 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


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/ProZak
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Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Jorge Rodriguez

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


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RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Mike Durand
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 ?

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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ 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.
 
 --

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.


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[hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread Robbie Groenewoudt
--
[ 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?
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ 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.


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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.


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Re: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Tobias Kammersgaard
--
[ 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 ?
 
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--
/ProZak
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Re: [hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread John Sheu
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

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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ 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.
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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RE: [hlcoders] Muzzleflashes

2006-08-16 Thread Ben Everett
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
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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
 
 
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ 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
  
  
  --
 
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Nick

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
  
  
  --
 
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  please visit:
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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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
  
  
  --
 
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  please visit:
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Can you post some of the errors you are getting please?
--

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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?
--

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Re: [hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
--
[ 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
 --

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[hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
--
[ 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!
--

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RE: [hlcoders] 2 versions of same gui

2006-08-16 Thread Ben Everett
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!
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Robbie Groenewoudt
--
[ 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!
 --

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RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
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.
--

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Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
--
[ 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!
  --
 
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  please visit:
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Re: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Gustavo Restrepo
--
[ 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!)
  --
 
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 --
 ts2do
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RE: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Ben Everett
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!)
  --
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 ts2do
 --

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Re: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Paul Peloski
--
[ 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.

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