Re: RE[3][hlcoders] New Bug found in Ep1 Source code
-- [ 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 ___ 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] Headshots Per Kill in CounterStrike: Source
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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] Headshots Per Kill in CounterStrike: Source
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 ___ 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] 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 ___ 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] Headshots Per Kill in CounterStrike: Source
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 ___ 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] Headshots Per Kill in CounterStrike: Source
-- [ 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 ___ 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] 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 ___ 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] Headshots Per Kill in CounterStrike: Source
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 ___ 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
[hlcoders] Linux Dedicated Server Crash Fix
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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] Linux Dedicated Server Crash Fix
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 ___ 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] Physics becoming out of sync
-- [ 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? -- ___ 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] Linux Dedicated Server Crash Fix
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 ___ 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 -- - Benjamin Davison -- ___ 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] Player movement issues after SDK update?
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... ___ 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] Level transitions don't work anymore with new SDK-code
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: bspzip
-- [ 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) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] func_breakable_surf func_door_rotating
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] func_breakable_surf func_door_rotating
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? -- ___ 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] func_breakable_surf func_door_rotating
-- [ 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? -- ___ 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