Re: [hlcoders] QCI, Custom Sequences and Activities

2006-11-27 Thread William Golden

That would be godsend, please do. I'm racking my brain to wrap my head
around this stuff.

Thanks ahead of time!
--
William

On 11/27/06, Ben Everett <[EMAIL PROTECTED]> wrote:

I'll have the guy who did the character animations for Forsaken e-mail you,
as this doesn't really belong on the coders list :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William Golden
Sent: Monday, November 27, 2006 5:40 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] QCI, Custom Sequences and Activities

Hey Guys,

Not sure if this is the right place to ask this or not, but I'm
developing a character and have it compiled. It will spawn in game and
respond to basic movement. My question is:

Can anyone point me to some schematics of replacing a characters
animation (Walk, run, crouch, etc) - from initial observation it
appears that the animations are called from the player_macros, in a
series of animations grouped into sequences and then called based on
an the ACT_ functions.

I have made walk, run, idle, jump animations and compiled them with my
.qc file, but the character starts out either "idle" in the T pose, or
walking, in a loop - depending on the order in which I place it in the
.qc file before compile.

I looked into the player_macros.qci and a few other files and it looks
like the animations are being blended from a sequence of animations.

If anyone could clear this up it would be a great help!

Thanks,

William

___
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] QCI, Custom Sequences and Activities

2006-11-27 Thread Ben Everett
I'll have the guy who did the character animations for Forsaken e-mail you,
as this doesn't really belong on the coders list :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William Golden
Sent: Monday, November 27, 2006 5:40 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] QCI, Custom Sequences and Activities

Hey Guys,

Not sure if this is the right place to ask this or not, but I'm
developing a character and have it compiled. It will spawn in game and
respond to basic movement. My question is:

Can anyone point me to some schematics of replacing a characters
animation (Walk, run, crouch, etc) - from initial observation it
appears that the animations are called from the player_macros, in a
series of animations grouped into sequences and then called based on
an the ACT_ functions.

I have made walk, run, idle, jump animations and compiled them with my
.qc file, but the character starts out either "idle" in the T pose, or
walking, in a loop - depending on the order in which I place it in the
.qc file before compile.

I looked into the player_macros.qci and a few other files and it looks
like the animations are being blended from a sequence of animations.

If anyone could clear this up it would be a great help!

Thanks,

William

___
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] Loading server so on Linux fails

2006-11-27 Thread bloodykenny
Either your symbols are broken, or Valve's code is executing a null function 
pointer.

At 2006/11/25 01:13 PM, Giancarlo Rivas wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>Hi, I read a previous topic where you had this problem on the august sdk. I
>have merged up to november (although I'm not using the -2003/-2005 versions
>of the vcproj files. I use visual 2003, on windows I got a lot of missing
>and duplicate symbol errors so I added the force multiple flag, ignored some
>base libraries, and had to add mathlib.lib, choreo and tier to the project
>files. It compiles, links and runs.
>
>Xod, a french coder from my team, got it to compile on Linux, but the ds
>shows this problem:
>#0  0x in ?? ()
>#1  0x40d0f683 in CModAppSystemGroup::Create () from bin/engine_i686.so
>#2  0x40e10b4f in CAppSystemGroup::Run () from bin/engine_i686.so
>#3  0x40d0ffef in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
>#4  0x4020b24a in CDedicatedAppSystemGroup::Main () from
>bin/dedicated_i686.so
>#5  0x40238d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
>#6  0x40238d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
>#7  0x4020b60f in main () from bin/dedicated_i686.so
>#8  0x0804909e in main ()
>
>According to the other thread it would mean the mod did not link fully (?).
>The fix
>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linuxhas
>been applied though.
>
>He uses:
>gcc-3.4.1
>xerces 2.7 (he says there's no link to 2.6 anymore)
>GLIBC 2.3.3
>on mandrake 10.1
>
>This is the makefile:
>http://www.wikiupload.com/comment.php?id=32562
>
>Does anyone have an idea of what is going wrong?
>--
>
>___
>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] QCI, Custom Sequences and Activities

2006-11-27 Thread William Golden

Hey Guys,

Not sure if this is the right place to ask this or not, but I'm
developing a character and have it compiled. It will spawn in game and
respond to basic movement. My question is:

Can anyone point me to some schematics of replacing a characters
animation (Walk, run, crouch, etc) - from initial observation it
appears that the animations are called from the player_macros, in a
series of animations grouped into sequences and then called based on
an the ACT_ functions.

I have made walk, run, idle, jump animations and compiled them with my
.qc file, but the character starts out either "idle" in the T pose, or
walking, in a loop - depending on the order in which I place it in the
.qc file before compile.

I looked into the player_macros.qci and a few other files and it looks
like the animations are being blended from a sequence of animations.

If anyone could clear this up it would be a great help!

Thanks,

William

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-27 Thread Alfred Reynolds
No, that was unrelated.

Ben Everett wrote:
> Was this issue fixed in the Nov 21st Steam client update? I noticed
> that one
> of the items fixed was "Fixed Source engine mods not launching
> correctly on 64-bit systems" and didn't know if that was related.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Friday, November 17, 2006 5:35 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)
>
> These dumps are all from the same point in the Source engine (during
> initial client signon to the server), we will look into why/how this
> is
> happening.
>
> - Alfred
>
> Ben Everett wrote:
>> Some of the beta testers are having this issue as well, we have
>> MDMPs of the event and it's crashing inside of HL2 with no
>> trace-back into my code. Going into offline mode solved the issue
>> only temporarily before Steam won't let them launch anymore "This
>> operation can't be completed while Steam is in offline mode." Of
>> course they also couldn't join any other games ;)
>>
>> You can access the MDMP files at
>> http://obike.thecodevault.net/forsaken_hl2_crashes.rar
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
>> Durand Sent: Wednesday, November 15, 2006 7:28 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)
>>
>> What happens if you put Steam in Offline mode and try to run the
>> map? I realize that not a "fix" for a multi-player game but maybe it
>> would be an interesting data point.
>>
>> -Mike
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
>> Swigart Sent: Wednesday, November 15, 2006 4:46 PM
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
>>
>> --
>> [ Picked text/plain from multipart/alternative ] I'm one of the
>> people experiencing the problem. I'm not sure what I could be
>> running to cause the problem. It's nothing different than what I run
>> and play any other map just fine. Attempting to debug it with a
>> forced breakpoint isn't proving very useful. It would appears to be
>> something steam is doing, and I can't really debug steam. We've been
>> playtesting several maps regularly and this is the first map that
>> this problem has come up in. Not sure where to go next with this.
>> The biggest annoyance of the problem is how it leaves the system in
>> a jacked up state that only seems to be resolved by a reboot.
>>
>> Jeremy
>>
>> On 11/15/06, Nate Nichols <[EMAIL PROTECTED]> wrote:
>>>
>>> I'm experiencing a possibly related bug.  I have experienced similar
>>> problems (map almost loads, then Steam goes to 99% CPU) when running
>>> other software.  Specifically, Stani's Python Editor (
>>> http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
>>> workaround is just exiting SPE before running my mod.  Other Steam
>>> programs cause the same problem, I can't open Hammer when running
>>> SPE either.  If I'm not running SPE, though, everything's fine.
>>>
>>> Is it possible that other members of your team happen to be running
>>> other software when testing that map?
>>>
>>> Nate
>>>
>>> On 15/11/06, Patrick O'Leary [sui4] <[EMAIL PROTECTED]>
>> wrote:
 Well, these 4-5 people can run other maps just fine.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jed
 Sent: Wednesday, November 15, 2006 08:27
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)

 Check what firewall software their using.

 Peerguardian2 with certain block lists will prevent Steam accessing
 Valve's servers. It's best to disable it while Steam loads.

 ZoneAlarm, if set in "fire and forget" mode blocks HL2.EXE from
 connecting and even if running a local listen server it stops it
 looping back on itself and it'll make things hang. It's often hard
 to notice if you're running in fullscreen as it covers the alert.
 It's best to put it into Game Mode with "Allow" as the default
 response.

 I've had similar problems experiences that came down to those two
 pieces of software.

 - Jed

 On 15/11/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ] We're having an
> issue in our mod where one of the maps won't load for like 5
> of the mod members. Most of us can load it fine, but for about 5
> members the map begins to load normally, at when the loading bar
> fills up, the game hangs, the computer becomes very unresponsive,
> and steam.exe chews
>>
> up
 99%
> cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
> task
 manager
> is the only way

RE: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-27 Thread Ben Everett
Was this issue fixed in the Nov 21st Steam client update? I noticed that one
of the items fixed was "Fixed Source engine mods not launching correctly on
64-bit systems" and didn't know if that was related.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Friday, November 17, 2006 5:35 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

These dumps are all from the same point in the Source engine (during
initial client signon to the server), we will look into why/how this is
happening.

- Alfred

Ben Everett wrote:
> Some of the beta testers are having this issue as well, we have MDMPs
> of the
> event and it's crashing inside of HL2 with no trace-back into my
> code. Going
> into offline mode solved the issue only temporarily before Steam
> won't let
> them launch anymore "This operation can't be completed while Steam is
> in
> offline mode." Of course they also couldn't join any other games ;)
>
> You can access the MDMP files at
> http://obike.thecodevault.net/forsaken_hl2_crashes.rar
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike
> Durand
> Sent: Wednesday, November 15, 2006 7:28 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)
>
> What happens if you put Steam in Offline mode and try to run the map?
> I
> realize that not a "fix" for a multi-player game but maybe it would be
> an interesting data point.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Wednesday, November 15, 2006 4:46 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
>
> --
> [ Picked text/plain from multipart/alternative ] I'm one of the people
> experiencing the problem. I'm not sure what I could be running to
> cause
> the problem. It's nothing different than what I run and play any other
> map just fine. Attempting to debug it with a forced breakpoint isn't
> proving very useful. It would appears to be something steam is doing,
> and I can't really debug steam. We've been playtesting several maps
> regularly and this is the first map that this problem has come up in.
> Not sure where to go next with this. The biggest annoyance of the
> problem is how it leaves the system in a jacked up state that only
> seems
> to be resolved by a reboot.
>
> Jeremy
>
> On 11/15/06, Nate Nichols <[EMAIL PROTECTED]> wrote:
>>
>> I'm experiencing a possibly related bug.  I have experienced similar
>> problems (map almost loads, then Steam goes to 99% CPU) when running
>> other software.  Specifically, Stani's Python Editor (
>> http://stani.be/python/spe/blog/ ) causes the problem regularly.  My
>> workaround is just exiting SPE before running my mod.  Other Steam
>> programs cause the same problem, I can't open Hammer when running SPE
>> either.  If I'm not running SPE, though, everything's fine.
>>
>> Is it possible that other members of your team happen to be running
>> other software when testing that map?
>>
>> Nate
>>
>> On 15/11/06, Patrick O'Leary [sui4] <[EMAIL PROTECTED]>
> wrote:
>>> Well, these 4-5 people can run other maps just fine.
>>>
>>> -Original Message-
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of Jed
>>> Sent: Wednesday, November 15, 2006 08:27
>>> To: hlcoders@list.valvesoftware.com
>>> Subject: Re: [hlcoders] Map not loading in mod, steams fault? :)
>>>
>>> Check what firewall software their using.
>>>
>>> Peerguardian2 with certain block lists will prevent Steam accessing
>>> Valve's servers. It's best to disable it while Steam loads.
>>>
>>> ZoneAlarm, if set in "fire and forget" mode blocks HL2.EXE from
>>> connecting and even if running a local listen server it stops it
>>> looping back on itself and it'll make things hang. It's often hard
>>> to notice if you're running in fullscreen as it covers the alert.
>>> It's best to put it into Game Mode with "Allow" as the default
>>> response.
>>>
>>> I've had similar problems experiences that came down to those two
>>> pieces of software.
>>>
>>> - Jed
>>>
>>> On 15/11/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
 --
 [ Picked text/plain from multipart/alternative ] We're having an
 issue in our mod where one of the maps won't load for like 5
 of the mod members. Most of us can load it fine, but for about 5
 members the map begins to load normally, at when the loading bar
 fills up, the game hangs, the computer becomes very unresponsive,
 and steam.exe chews
>
 up
>>> 99%
 cpu, while the hl2.exe sits idle. Shutting down hl2.exe through
 task
>>> manager
 is the only way to get out of this mess, and afterwards the system
>
 is screwed up, and running hl2 again won't even get to the main
 menu
>>> without
 doing the same thi