Re: RE[3][hlcoders] New Bug found in Ep1 Source code

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I have no idea. You should do some basic debugging.

Take a look in CBaseEntity::FireBullets, this is where the code for shooting
originates

On 8/23/06, Vitaliy Protasov [EMAIL PROTECTED] wrote:

 And? Did you know fast fix for that?

  Message: 4
  Date: Tue, 22 Aug 2006 12:52:19 +0100
  From: Garry Newman [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] New Bug found in Ep1 Source code
  Reply-To: hlcoders@list.valvesoftware.com
 
  --
  [ Picked text/plain from multipart/alternative ]
  I think the problem here is that it's showing the 3rd and first person
  view=
  .
 
  It's showing the tracer coming from the 3rd person model..
 
 
 

 Vitaliy Protasov

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[hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread David Kiger

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's
an equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).

The number came out to 45%! Nearly half of all kills are a result of
headshots...

So, here are my questions:

1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
other mods)
3.  In what part of the code are hit locations determined? (in sdk code
or valve-only code)
4.  If in the sdk code, where is a good place to start to look for the
reason the percentage is so high?

Thanks,
Michael

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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I don't really care about the size of the hitbox. Because if it is
roughly the size of the model's head, there is no problem. I want to
know where the code determines where bullets go and how they hit
something.

Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
to determine if they intersect? That kind of stuff. There is randomness
in the shot spread, so where is that randomness made?

Valve-only code or is it buried in the SDK somewhere? That is the main
question I have.

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
Sent: Wednesday, August 23, 2006 9:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

I assume you're questioning the size of the head hitbox?  If so, this
isn't exactly a good way to do it...

But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head.  It's not like there's an
equal chance to hit any hitbox relative to the hitbox's size.


On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 I went to sharedstats.com and took the top 10 players and some middle
 players (451-460) and averaged their headshots per kill percentage
 (they were suprisingly close, around 5% difference).

 The number came out to 45%! Nearly half of all kills are a result of
 headshots...

 So, here are my questions:

 1.  Doesn't this percentage seem too high?
 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
 other mods) 3.  In what part of the code are hit locations determined?

 (in sdk code or valve-only code) 4.  If in the sdk code, where is a
 good place to start to look for the reason the percentage is so high?

 Thanks,
 Michael

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
The CSS code isn't available

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 I don't really care about the size of the hitbox. Because if it is
 roughly the size of the model's head, there is no problem. I want to
 know where the code determines where bullets go and how they hit
 something.

 Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
 to determine if they intersect? That kind of stuff. There is randomness
 in the shot spread, so where is that randomness made?

 Valve-only code or is it buried in the SDK somewhere? That is the main
 question I have.

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
 Sent: Wednesday, August 23, 2006 9:32 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 I assume you're questioning the size of the head hitbox?  If so, this
 isn't exactly a good way to do it...

 But in any case, I'd wager that the main reason that many kills are
 headshots is because people aim for the head.  It's not like there's an
 equal chance to hit any hitbox relative to the hitbox's size.


 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
  I went to sharedstats.com and took the top 10 players and some middle
  players (451-460) and averaged their headshots per kill percentage
  (they were suprisingly close, around 5% difference).
 
  The number came out to 45%! Nearly half of all kills are a result of
  headshots...
 
  So, here are my questions:
 
  1.  Doesn't this percentage seem too high?
  2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
  other mods) 3.  In what part of the code are hit locations determined?

  (in sdk code or valve-only code) 4.  If in the sdk code, where is a
  good place to start to look for the reason the percentage is so high?
 
  Thanks,
  Michael
 
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
So the source where this occurs is specific to CSS?

Thanks,
Michael

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 23, 2006 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

--
[ Picked text/plain from multipart/alternative ] The CSS code isn't
available

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 I don't really care about the size of the hitbox. Because if it is
 roughly the size of the model's head, there is no problem. I want to
 know where the code determines where bullets go and how they hit
 something.

 Is a hitbox a bounding sphere/box/poly and rays are shot from the
 weapon to determine if they intersect? That kind of stuff. There is
 randomness in the shot spread, so where is that randomness made?

 Valve-only code or is it buried in the SDK somewhere? That is the main

 question I have.

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of David
 Kiger
 Sent: Wednesday, August 23, 2006 9:32 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 I assume you're questioning the size of the head hitbox?  If so, this
 isn't exactly a good way to do it...

 But in any case, I'd wager that the main reason that many kills are
 headshots is because people aim for the head.  It's not like there's
 an equal chance to hit any hitbox relative to the hitbox's size.


 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
  I went to sharedstats.com and took the top 10 players and some
  middle players (451-460) and averaged their headshots per kill
  percentage (they were suprisingly close, around 5% difference).
 
  The number came out to 45%! Nearly half of all kills are a result of

  headshots...
 
  So, here are my questions:
 
  1.  Doesn't this percentage seem too high?
  2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

  other mods) 3.  In what part of the code are hit locations
determined?

  (in sdk code or valve-only code) 4.  If in the sdk code, where is a
  good place to start to look for the reason the percentage is so
high?
 
  Thanks,
  Michael
 
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  archives,
 please visit:
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Yes, just as the weapon/damage code is specific to any mod.

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 So the source where this occurs is specific to CSS?

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
 Groenewoudt
 Sent: Wednesday, August 23, 2006 10:20 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 --
 [ Picked text/plain from multipart/alternative ] The CSS code isn't
 available

 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 
  I don't really care about the size of the hitbox. Because if it is
  roughly the size of the model's head, there is no problem. I want to
  know where the code determines where bullets go and how they hit
  something.
 
  Is a hitbox a bounding sphere/box/poly and rays are shot from the
  weapon to determine if they intersect? That kind of stuff. There is
  randomness in the shot spread, so where is that randomness made?
 
  Valve-only code or is it buried in the SDK somewhere? That is the main

  question I have.
 
  Thanks,
  Michael
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of David
  Kiger
  Sent: Wednesday, August 23, 2006 9:32 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
 
  I assume you're questioning the size of the head hitbox?  If so, this
  isn't exactly a good way to do it...
 
  But in any case, I'd wager that the main reason that many kills are
  headshots is because people aim for the head.  It's not like there's
  an equal chance to hit any hitbox relative to the hitbox's size.
 
 
  On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
   I went to sharedstats.com and took the top 10 players and some
   middle players (451-460) and averaged their headshots per kill
   percentage (they were suprisingly close, around 5% difference).
  
   The number came out to 45%! Nearly half of all kills are a result of

   headshots...
  
   So, here are my questions:
  
   1.  Doesn't this percentage seem too high?
   2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

   other mods) 3.  In what part of the code are hit locations
 determined?
 
   (in sdk code or valve-only code) 4.  If in the sdk code, where is a
   good place to start to look for the reason the percentage is so
 high?
  
   Thanks,
   Michael
  
   ___
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   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
First of all: You will probably need to look at the size of the head in the
hitbox of the model because the bullets are randomly according to the
shotmanipulator. And I doubt that Valve changed it so it aims for the head.

For more information about the shotmanipulator, see CBaseEntity::FireBullets
in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
different but probably not so much.

On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:

 So the source where this occurs is specific to CSS?

 Thanks,
 Michael

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
 Groenewoudt
 Sent: Wednesday, August 23, 2006 10:20 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 --
 [ Picked text/plain from multipart/alternative ] The CSS code isn't
 available

 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 
  I don't really care about the size of the hitbox. Because if it is
  roughly the size of the model's head, there is no problem. I want to
  know where the code determines where bullets go and how they hit
  something.
 
  Is a hitbox a bounding sphere/box/poly and rays are shot from the
  weapon to determine if they intersect? That kind of stuff. There is
  randomness in the shot spread, so where is that randomness made?
 
  Valve-only code or is it buried in the SDK somewhere? That is the main

  question I have.
 
  Thanks,
  Michael
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of David
  Kiger
  Sent: Wednesday, August 23, 2006 9:32 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
 
  I assume you're questioning the size of the head hitbox?  If so, this
  isn't exactly a good way to do it...
 
  But in any case, I'd wager that the main reason that many kills are
  headshots is because people aim for the head.  It's not like there's
  an equal chance to hit any hitbox relative to the hitbox's size.
 
 
  On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
   I went to sharedstats.com and took the top 10 players and some
   middle players (451-460) and averaged their headshots per kill
   percentage (they were suprisingly close, around 5% difference).
  
   The number came out to 45%! Nearly half of all kills are a result of

   headshots...
  
   So, here are my questions:
  
   1.  Doesn't this percentage seem too high?
   2.  Does this phenomenon occur in other mods? (I don't play HL2DM or

   other mods) 3.  In what part of the code are hit locations
 determined?
 
   (in sdk code or valve-only code) 4.  If in the sdk code, where is a
   good place to start to look for the reason the percentage is so
 high?
  
   Thanks,
   Michael
  
   ___
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   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Tony \omega\ Sergi
Headshot kills are more frequent in CSS, because it only takes like 1
headshot to kill, whereas the whole rest of the body takes a lot more
damage.

So logically, random or not, if you're spraying and praying, or aiming
toward the head, as long as one shot makes contact, it's gonna be a headshot
kill, therefore, you're going to get more headshot kills.

Plus it is easier to hit the head in CSS, for various reasons, than it was
in old CS. Granted, the percentages are probably around the same for cs1.x
as well.

Meh.


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
 Sent: August 23, 2006 10:42 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 --
 [ Picked text/plain from multipart/alternative ]
 First of all: You will probably need to look at the size of the head in
 the
 hitbox of the model because the bullets are randomly according to the
 shotmanipulator. And I doubt that Valve changed it so it aims for the
 head.

 For more information about the shotmanipulator, see
 CBaseEntity::FireBullets
 in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
 different but probably not so much.

 On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
 
  So the source where this occurs is specific to CSS?
 
  Thanks,
  Michael
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
  Groenewoudt
  Sent: Wednesday, August 23, 2006 10:20 AM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
 
  --
  [ Picked text/plain from multipart/alternative ] The CSS code isn't
  available
 
  On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
  
   I don't really care about the size of the hitbox. Because if it is
   roughly the size of the model's head, there is no problem. I want to
   know where the code determines where bullets go and how they hit
   something.
  
   Is a hitbox a bounding sphere/box/poly and rays are shot from the
   weapon to determine if they intersect? That kind of stuff. There is
   randomness in the shot spread, so where is that randomness made?
  
   Valve-only code or is it buried in the SDK somewhere? That is the main
 
   question I have.
  
   Thanks,
   Michael
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of David
   Kiger
   Sent: Wednesday, August 23, 2006 9:32 AM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
  
   I assume you're questioning the size of the head hitbox?  If so, this
   isn't exactly a good way to do it...
  
   But in any case, I'd wager that the main reason that many kills are
   headshots is because people aim for the head.  It's not like there's
   an equal chance to hit any hitbox relative to the hitbox's size.
  
  
   On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
I went to sharedstats.com and took the top 10 players and some
middle players (451-460) and averaged their headshots per kill
percentage (they were suprisingly close, around 5% difference).
   
The number came out to 45%! Nearly half of all kills are a result of
 
headshots...
   
So, here are my questions:
   
1.  Doesn't this percentage seem too high?
2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
 
other mods) 3.  In what part of the code are hit locations
  determined?
  
(in sdk code or valve-only code) 4.  If in the sdk code, where is a
good place to start to look for the reason the percentage is so
  high?
   
Thanks,
Michael
   
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archives,
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[hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
Hi All-

I wanted to let you know that last week's Source engine update should
have fixed the Linux terrain physics issue (crash) that cropped up with
the SDK update on 8/4. Let me know if you still see problems running the
Linux dedicated server with older MODs.

-Thanks,
Mike

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Re: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Nick

Just curious, It was hinted that there would be yet another update to
the codebase?
Did I misunderstand or will there be another codebase update within
the next week or so?

Thanks

BTW: I love all of the new updates that have been happening lately.


On 8/23/06, Mike Durand [EMAIL PROTECTED] wrote:

Hi All-

I wanted to let you know that last week's Source engine update should
have fixed the Linux terrain physics issue (crash) that cropped up with
the SDK update on 8/4. Let me know if you still see problems running the
Linux dedicated server with older MODs.

-Thanks,
Mike

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RE: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
Yes, I plan to release an updated SDK with new, working shaders in the
next week or so. The miscellaneous little fixes I've mentioned in the
past few days would be in there as well.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Wednesday, August 23, 2006 9:54 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux Dedicated Server Crash Fix

Just curious, It was hinted that there would be yet another update to
the codebase?
Did I misunderstand or will there be another codebase update within the
next week or so?

Thanks

BTW: I love all of the new updates that have been happening lately.


On 8/23/06, Mike Durand [EMAIL PROTECTED] wrote:
 Hi All-

 I wanted to let you know that last week's Source engine update should
 have fixed the Linux terrain physics issue (crash) that cropped up
 with the SDK update on 8/4. Let me know if you still see problems
 running the Linux dedicated server with older MODs.

 -Thanks,
 Mike

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Re: [hlcoders] Physics becoming out of sync

2006-08-23 Thread Jeremy Swigart
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help. I put the code you posted above at the bottom of
PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
So far everything seems to work now. Hopefully there aren't unintended side
effects.

On 8/22/06, Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Well, I just tried this

 class CSDKBot ..
 {
 public:
 ...
 virtual void PhysicsSimulate()
 {
 BaseClass::PhysicsSimulate();

 // Since this isn't called for bots.. call it here?
 UpdateVPhysicsPosition( m_vNewVPhysicsPosition,
 m_vNewVPhysicsVelocity, gpGlobals-frametime );
 }
 ..
 };

 It fixed the problem (ie, I can hit bots with combine ball now, so I'm
 pretty sure their physics is following them around properly) and didn't
 seem
 to break anything..

 I think this is okay, what do you think Jay?
 --

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RE: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
That will be coming, but I need to finish fixing the shaders first.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Wednesday, August 23, 2006 10:18 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux Dedicated Server Crash Fix

--
[ Picked text/plain from multipart/alternative ] Are you still working
on VS05 Support?

On 8/23/06, Mike Durand [EMAIL PROTECTED] wrote:

 Yes, I plan to release an updated SDK with new, working shaders in the

 next week or so. The miscellaneous little fixes I've mentioned in the
 past few days would be in there as well.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick
 Sent: Wednesday, August 23, 2006 9:54 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Linux Dedicated Server Crash Fix

 Just curious, It was hinted that there would be yet another update to
 the codebase?
 Did I misunderstand or will there be another codebase update within
 the next week or so?

 Thanks

 BTW: I love all of the new updates that have been happening lately.


 On 8/23/06, Mike Durand [EMAIL PROTECTED] wrote:
  Hi All-
 
  I wanted to let you know that last week's Source engine update
  should have fixed the Linux terrain physics issue (crash) that
  cropped up with the SDK update on 8/4. Let me know if you still see
  problems running the Linux dedicated server with older MODs.
 
  -Thanks,
  Mike
 
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  archives,
 please visit:
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Re: [hlcoders] Player movement issues after SDK update?

2006-08-23 Thread bloodykenny
The SDK was a year overdue and 365 thousand lines long, affording lots of 
opportunities for code diversion, so I won't say it's impossible for something 
to have been mismerged.

On the other hand, I don't see how anything I mismerged could cause the 
behavior that the new SDK exhibits.  It looks like something is wrong with the 
space partitioning at the core of the engine.  Sure, it would be possible for 
the mod code to make the map and entities disappear entirely so that you can 
only see the skybox, but doing so would take a great deal of effort.  It's not 
something that could happen accidentally.  I can't say for certain it's not 
something on my end, but given that huge number of show-stopper bugs in the 
core and in the SDK, I suspect it's on Valve's side.

Has anyone actually gotten the new SDK to work with srcds using HL2DM maps?

If I have time tomorrow I guess I'll try a fresh SDK checkout and see what it 
does by itself.

At 2006/08/22 04:56 AM, Robbie Groenewoudt wrote:
--
[ Picked text/plain from multipart/alternative ]
My guess is this the result of a bad code merge. I don't think it's an SDK
problem because I and many others would be spamming this mailinglist.

On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:

 Player movement issues after SDK update?  Anyone else seen this?  I
 finally got my mod ported (on MSVC only anyway, no Linux of course) but at
 run time the player is mostly stuck.

 At times it almost seemed like the client and server disagreed on where
 the walls were in map, as occasionally I'd lose all visibility of entities
 and just see the skybox.  But both server and client correctly are mounting
 SteamAppId 320 in their gameinfo.txt and seemed to both load the dm map
 ok.

 I did manage to blow up a barrel and see the new SDK's barrel ground flame
 effect so at least something worked...

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[hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

It seems that with the new SDK-code, level transitions in multplayer, as
described by the tutorial at
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
doesn't work anymore. I'm getting the error: Host_Error:
SV_CreatePacketEntities: GetEntServerClass failed for ent 2.
Entitty 2 is the 2nd player.

In the old code it worked. Any ideas?

Robbie
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[hlcoders] Re: bspzip

2006-08-23 Thread LDuke
--
[ Picked text/plain from multipart/alternative ]
I tried a compile with no vis or rad and it still happens, so it's not
linked to the HDR.


On 8/23/06, LDuke [EMAIL PROTECTED] wrote:

 I've used Pakrat, Map Analyst, and my own list of files with bspzip.

 Most of the materials (both on models and on brushwork) don't work in the
 map on other computers. I've checked using bszip -dir that the files are
 included (they are in the bsp in the proper paths). A small number of the
 materials do show up.

 The map is compiled with HDR. Could this have something to do with it? Is
 there a bug in the engine that could cause this?


 Grant
 (L. Duke)


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[hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread TheDisturbedOne TheDisturbedOne
--
[ Picked text/plain from multipart/alternative ]
When I parent the breakable surf to the door in a map. It works fine in HL2,
but in my single player mod it gets quite jittery. I haven't touched any
door or glass files. Can anyone else reproduce this?
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Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Scott Loyd

this?
http://3dwire.net/bin/doors.avi

That is with doors using a custom entity (func_rebreakable_surf), a
rebreakable surface entity that respawns.  func_rebreakable on those
same doors works fine, so I am a little stumped as to why my modified
ones are causing that... :(

Plus if I shoot out the glass in the doors before first using them, they
work fine... Weird!

TheDisturbedOne TheDisturbedOne wrote:

--
[ Picked text/plain from multipart/alternative ]
When I parent the breakable surf to the door in a map. It works fine in HL2,
but in my single player mod it gets quite jittery. I haven't touched any
door or glass files. Can anyone else reproduce this?
--

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Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Steve Rabouin
--
[ Picked text/plain from multipart/alternative ]
I think the problem you are refering to is the same I posted about earlier
on this list. This is a maping problem and not a code problem. Your map is
using a feature that had been left for compatibility, but has been removed
in the last SDK release. At least this is what the person maping for the mod
I'm working on told me, I can't get in touch with him right now, but he said
something along the lines that compiling his map as an hl2mp map gave him
some errors and told him exactly what wasn't available anymore...

Hope this helps. I'll try to get the exact details from him.

On 8/23/06, TheDisturbedOne TheDisturbedOne  [EMAIL PROTECTED]
wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 When I parent the breakable surf to the door in a map. It works fine in
 HL2,
 but in my single player mod it gets quite jittery. I haven't touched any
 door or glass files. Can anyone else reproduce this?
 --

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