Re: [hlcoders] gpGlobals->curtime inaccessable from animationlayer.h

2006-12-20 Thread Michael Chang
--
[ Picked text/plain from multipart/alternative ]
Thanks that worked out!

~M


It's because one of the header files that BaseAnimatingOverlay.cpp
> includes goes back and defines that class.  You need to include the
> header file that defines it by adding:
>
> #include "globalvars_base.h"
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Re: [hlcoders] New VDC Page - Querying ConVars from Server Plugins

2006-12-20 Thread Mattie Casper

It's working very well, Mike.

Thanks for the update ahead of the SourceSDK update.
-Mattie

- Original Message -
From: "Mike Durand" <[EMAIL PROTECTED]>
To: 
Sent: Wednesday, December 20, 2006 6:39 PM
Subject: [hlcoders] New VDC Page - Querying ConVars from Server Plugins



This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-

It looks like a lot of people are anxious to use the new functions to
query convars from server plugins. And since I'm not quite ready for
another SDK release I have made a VDC page that describes the changes
that need to be made to iserverplugin.h.

http://developer.valvesoftware.com/wiki/Querying_ConVars_from_Server_Plu
gins

Please let me know if you have any questions, problems, concerns, etc.

-Mike
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[hlcoders] New VDC Page - Querying ConVars from Server Plugins

2006-12-20 Thread Mike Durand
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi All-

It looks like a lot of people are anxious to use the new functions to
query convars from server plugins. And since I'm not quite ready for
another SDK release I have made a VDC page that describes the changes
that need to be made to iserverplugin.h.

http://developer.valvesoftware.com/wiki/Querying_ConVars_from_Server_Plu
gins

Please let me know if you have any questions, problems, concerns, etc.

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

2006-12-20 Thread Alfred Reynolds
We have been unable to reproduce it to date, if you can send me more
details offlist then we might get traction.

Ben Everett wrote:
> Any word on an ETA for this fix, Alfred? We have two new beta testers
> encountering this specific crash.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Monday, November 27, 2006 12:30 PM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)
>
> 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
> pie

Re: [hlcoders] PropertySheets & VGUI

2006-12-20 Thread Matt Stafford
--
[ Picked text/plain from multipart/alternative ]
Its cool, I got this all figured out about 4 hours after I sent that message
:)

On 12/21/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I have no experience with directly using property sheets in VGUI; however,
> all VGUI controls are closely modeled off of their Windows equivalent. If
> you google for some examples of property sheets and property pages that
> should point you in the right direction.
>
> Sorry I couldn't be of any more assistance.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
> Sent: Saturday, December 16, 2006 10:05 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] PropertySheets & VGUI
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm working on creating a Mod Options dialog, but I can't for the life of
> me
> figure out how to use PropertySheets correctly. Theres no samples or
> anything around so I'm having some trouble understanding exactly what I
> need
> to do in order to use one on a panel that I can call from the main menu.
> Any suggestions or help would be greatly appreciated.
>
> Matt
> --
> Matt Stafford (Wraiyth)
> --
>
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>
> __ NOD32 1924 (20061215) Information __
>
> This message was checked by NOD32 antivirus system.
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>
>
>
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>


--
Matt Stafford (Wraiyth)
http://wraiyth.freesuperhost.com
NightFall HL2 Mod - http://nightfall.nigredostudios.com
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RE: [hlcoders] PropertySheets & VGUI

2006-12-20 Thread Ben Everett
I have no experience with directly using property sheets in VGUI; however,
all VGUI controls are closely modeled off of their Windows equivalent. If
you google for some examples of property sheets and property pages that
should point you in the right direction.

Sorry I couldn't be of any more assistance.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Stafford
Sent: Saturday, December 16, 2006 10:05 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] PropertySheets & VGUI

--
[ Picked text/plain from multipart/alternative ]
I'm working on creating a Mod Options dialog, but I can't for the life of me
figure out how to use PropertySheets correctly. Theres no samples or
anything around so I'm having some trouble understanding exactly what I need
to do in order to use one on a panel that I can call from the main menu.
Any suggestions or help would be greatly appreciated.

Matt
--
Matt Stafford (Wraiyth)
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__ NOD32 1924 (20061215) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com



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

2006-12-20 Thread Ben Everett
Any word on an ETA for this fix, Alfred? We have two new beta testers
encountering this specific crash.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, November 27, 2006 12:30 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Map not loading in mod, steams fault? :)

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 membe

Re: [hlcoders] gpGlobals->curtime inaccessable from animationlayer.h

2006-12-20 Thread Justin Krenz

It's because one of the header files that BaseAnimatingOverlay.cpp
includes goes back and defines that class.  You need to include the
header file that defines it by adding:

#include "globalvars_base.h"


Michael Chang wrote:

--
[ Picked text/plain from multipart/alternative ]
Hello once again guys.

I'm trying to implement clientside SetAnimation() so it required me to much
around in animationlayer.h

One of the required functions that I needed to duplicate was Init() from
BaseAnimatingOverlays. Inside Init, there's a call to gpGlobals->curtime to
store last time stamp a frame was accessed (I think).

However in implementing the same function on animationlayer.h, my compiler
tells me

Error1error C2027: use of undefined type 'CGlobalVarsBase'
c:\bb\src\cl_dll\animationlayer.h102


How come BaseAnimatingOverlays has access to CGlobalVarsBase but not
animationlayer? Is it because animationlayer is a header, and won't have
scope of that variable?

If that's the case, should I create some form of animationlayers.cpp in
order to obtain such scope?

Thanks guys. I'm a bit rusty with my C++ so bear with me.

~M
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[hlcoders] gpGlobals->curtime inaccessable from animationlayer.h

2006-12-20 Thread Michael Chang
--
[ Picked text/plain from multipart/alternative ]
Hello once again guys.

I'm trying to implement clientside SetAnimation() so it required me to much
around in animationlayer.h

One of the required functions that I needed to duplicate was Init() from
BaseAnimatingOverlays. Inside Init, there's a call to gpGlobals->curtime to
store last time stamp a frame was accessed (I think).

However in implementing the same function on animationlayer.h, my compiler
tells me

Error1error C2027: use of undefined type 'CGlobalVarsBase'
c:\bb\src\cl_dll\animationlayer.h102


How come BaseAnimatingOverlays has access to CGlobalVarsBase but not
animationlayer? Is it because animationlayer is a header, and won't have
scope of that variable?

If that's the case, should I create some form of animationlayers.cpp in
order to obtain such scope?

Thanks guys. I'm a bit rusty with my C++ so bear with me.

~M
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Re: [hlcoders] Rotating Player Model

2006-12-20 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Try setting the render angles on the client side.

On 12/20/06, Parthalan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I'm looking for information on how to rotate the model associated with a
> player in the SDK. In my research so far, the SetAbsAngles and
> GetAbsAngles
> methods seem to be related to the direction the player is facing, rather
> than the current orientation of thier model. I would also like to be able
> to
> update thier view angles to match thier view position post model rotation,
> but I appreciate that this is likely a whole other issue, and may not be
> relevant to solving the aforementioned problem.
>
> Thanks, in advance, for any help. I've tried posting to the VERC forums,
> but
> I'm unfortunately not having much luck with the responses there.
>
> Kind Regards,
> Parthalan
> --
>
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[hlcoders] Rotating Player Model

2006-12-20 Thread Parthalan
--
[ Picked text/plain from multipart/alternative ]
Hi,

I'm looking for information on how to rotate the model associated with a
player in the SDK. In my research so far, the SetAbsAngles and GetAbsAngles
methods seem to be related to the direction the player is facing, rather
than the current orientation of thier model. I would also like to be able to
update thier view angles to match thier view position post model rotation,
but I appreciate that this is likely a whole other issue, and may not be
relevant to solving the aforementioned problem.

Thanks, in advance, for any help. I've tried posting to the VERC forums, but
I'm unfortunately not having much luck with the responses there.

Kind Regards,
Parthalan
--

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