[hlcoders] Model Quality setting

2007-02-15 Thread Matt Stafford
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[ Picked text/plain from multipart/alternative ]
Hey all,
In my neverending quest to re-code Valve's Options Menu from the ground up,
I'm in search of the ConVar that controls the Model Quality. I think I've
got almost all of the other ones, but theres still a few that I need.
If someone from Valve could get back to me with a list of the ConVars that
control all of the video settings, I'd greatly appreciate it (or anyone who
knows them, in fact)

Thanks,
Matt

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Re: [hlcoders] Prediction with Prone

2007-02-15 Thread Paul Peloski
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[ Picked text/plain from multipart/alternative ]
When you added FL_PRONING (in const.h), did you increase PLAYER_FLAG_BITS
(right below that)? If you didn't the m_fFlags will not come down with the
FL_PRONING bit and the error correction system could erase that bit on the
client - client code will think you stopped proning because the server
didn't send that bit. Check for similar data table/prediction table problems
with the CPlayerLocalData changes you made if m_fFlags wasn't the problem.

Regards,

Paul


On 2/15/07, jerry <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Tnx for the response. I thought you might ask that.
> I was a little reluctant, because the file is just too big to copy-paste
> and
> my question would be snowed under ;).
>
> Let me upload it for you.
> http://www.xs4all.nl/~vanstoel/files/gamemovement.cpp
> http://www.xs4all.nl/~vanstoel/files/gamemovement.h
> All my changes are prefixed by: // Jerry - Added
>
> Prone is handled server-side & client-side, because in my understanding
> gamemovement is a shared resource between the client & server-project.
> With
> the exception of some ifdef's here and there.
> The data that is received/sent is the same as with duck.
>
> Also here is a little update on which variables are causing the problem (I
> used cl_predictionlist & cl_pdump):
> m_vecVelocity & m_vecNetworkOrigin.
> I already changed the speed to the duck-speed, but that didn't help.
>
> Jerry
>
> On 2/15/07, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > That... and also are you doing client-side simulation of prone or is the
> > code only server side? The client-side simulation should be very close
> to
> > what is being done on the server, and also check to see what is being
> > sent/received on the client for prone. Limiting the amount of bits sent
> > across the pipe COULD help.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Adam
> "amckern"
> > Mckern
> > Sent: Thursday, February 15, 2007 1:47 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Prediction with Prone
> >
> > I know it might fell wrong but paste your code, we
> > cant tell you much with you being vauge as you are.
> >
> > Adam
> >
> >
> > --- jerry <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hi,
> > >
> > > I already posted this on the forum, but I might as
> > > well post it here.
> > > The more advanced coders watch these messages more
> > > closely/regularly ;).
> > >
> > > I'm having some trouble getting the prediction
> > > working for prone. When I use
> > > cl_showerror 1 (show prediction errors),
> > > I get errors when I move in prone position (laying
> > > on the ground). I'm kind
> > > of twitching when I'm moving in prone,
> > > like it's resetting my position every 0.2 seconds.
> > >
> > > When I shut off the prediction (cl_predict 0) the
> > > twitching is gone and I'm
> > > moving fluently in prone.
> > >
> > > The problem is that I have no idea where the problem
> > > is. I know that it's a
> > > prediction error. But I don't know where it is
> > > triggered. It's not a problem
> > > of speed, because I have the moving-speed of prone
> > > set to the duck
> > > moving-speed.
> > > And the twitching is only there when cl_predict is
> > > 1. So not speed related.
> > >
> > > Is it some kind of common thing for which I need to
> > > define a prediction for
> > > proning? But where do I need to do that?
> > > I copied most of the stuff from ducking, but I might
> > > have missed something.
> > >
> > > If anybody has any idea, plz tell me.
> > >
> > > Jerry
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > 
> > Nigredo Studios http://www.nigredostudios.com
> >
> >
> >
> >
> >
> 
> > 
> > Finding fabulous fares is fun.
> > Let Yahoo! FareChase search your favorite travel sites to find flight
> and
> > hotel bargains.
> > http://farechase.yahoo.com/promo-generic-14795097
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
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> >
> >
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Re: [hlcoders] Prediction with Prone

2007-02-15 Thread jerry
--
[ Picked text/plain from multipart/alternative ]
Tnx for the response. I thought you might ask that.
I was a little reluctant, because the file is just too big to copy-paste and
my question would be snowed under ;).

Let me upload it for you.
http://www.xs4all.nl/~vanstoel/files/gamemovement.cpp
http://www.xs4all.nl/~vanstoel/files/gamemovement.h
All my changes are prefixed by: // Jerry - Added

Prone is handled server-side & client-side, because in my understanding
gamemovement is a shared resource between the client & server-project. With
the exception of some ifdef's here and there.
The data that is received/sent is the same as with duck.

Also here is a little update on which variables are causing the problem (I
used cl_predictionlist & cl_pdump):
m_vecVelocity & m_vecNetworkOrigin.
I already changed the speed to the duck-speed, but that didn't help.

Jerry

On 2/15/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> That... and also are you doing client-side simulation of prone or is the
> code only server side? The client-side simulation should be very close to
> what is being done on the server, and also check to see what is being
> sent/received on the client for prone. Limiting the amount of bits sent
> across the pipe COULD help.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
> Mckern
> Sent: Thursday, February 15, 2007 1:47 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Prediction with Prone
>
> I know it might fell wrong but paste your code, we
> cant tell you much with you being vauge as you are.
>
> Adam
>
>
> --- jerry <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi,
> >
> > I already posted this on the forum, but I might as
> > well post it here.
> > The more advanced coders watch these messages more
> > closely/regularly ;).
> >
> > I'm having some trouble getting the prediction
> > working for prone. When I use
> > cl_showerror 1 (show prediction errors),
> > I get errors when I move in prone position (laying
> > on the ground). I'm kind
> > of twitching when I'm moving in prone,
> > like it's resetting my position every 0.2 seconds.
> >
> > When I shut off the prediction (cl_predict 0) the
> > twitching is gone and I'm
> > moving fluently in prone.
> >
> > The problem is that I have no idea where the problem
> > is. I know that it's a
> > prediction error. But I don't know where it is
> > triggered. It's not a problem
> > of speed, because I have the moving-speed of prone
> > set to the duck
> > moving-speed.
> > And the twitching is only there when cl_predict is
> > 1. So not speed related.
> >
> > Is it some kind of common thing for which I need to
> > define a prediction for
> > proning? But where do I need to do that?
> > I copied most of the stuff from ducking, but I might
> > have missed something.
> >
> > If anybody has any idea, plz tell me.
> >
> > Jerry
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
>
>
>
> 
> 
> Finding fabulous fares is fun.
> Let Yahoo! FareChase search your favorite travel sites to find flight and
> hotel bargains.
> http://farechase.yahoo.com/promo-generic-14795097
>
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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> To unsubscribe, edit your list preferences, or view the list archives,
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RE: [hlcoders] Prediction with Prone

2007-02-15 Thread Ben Everett
That... and also are you doing client-side simulation of prone or is the
code only server side? The client-side simulation should be very close to
what is being done on the server, and also check to see what is being
sent/received on the client for prone. Limiting the amount of bits sent
across the pipe COULD help.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
Mckern
Sent: Thursday, February 15, 2007 1:47 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Prediction with Prone

I know it might fell wrong but paste your code, we
cant tell you much with you being vauge as you are.

Adam


--- jerry <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I already posted this on the forum, but I might as
> well post it here.
> The more advanced coders watch these messages more
> closely/regularly ;).
>
> I'm having some trouble getting the prediction
> working for prone. When I use
> cl_showerror 1 (show prediction errors),
> I get errors when I move in prone position (laying
> on the ground). I'm kind
> of twitching when I'm moving in prone,
> like it's resetting my position every 0.2 seconds.
>
> When I shut off the prediction (cl_predict 0) the
> twitching is gone and I'm
> moving fluently in prone.
>
> The problem is that I have no idea where the problem
> is. I know that it's a
> prediction error. But I don't know where it is
> triggered. It's not a problem
> of speed, because I have the moving-speed of prone
> set to the duck
> moving-speed.
> And the twitching is only there when cl_predict is
> 1. So not speed related.
>
> Is it some kind of common thing for which I need to
> define a prediction for
> proning? But where do I need to do that?
> I copied most of the stuff from ducking, but I might
> have missed something.
>
> If anybody has any idea, plz tell me.
>
> Jerry
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



Nigredo Studios http://www.nigredostudios.com





Finding fabulous fares is fun.
Let Yahoo! FareChase search your favorite travel sites to find flight and
hotel bargains.
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Re: [hlcoders] Prediction with Prone

2007-02-15 Thread Adam \"amckern\" Mckern
I know it might fell wrong but paste your code, we
cant tell you much with you being vauge as you are.

Adam


--- jerry <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I already posted this on the forum, but I might as
> well post it here.
> The more advanced coders watch these messages more
> closely/regularly ;).
>
> I'm having some trouble getting the prediction
> working for prone. When I use
> cl_showerror 1 (show prediction errors),
> I get errors when I move in prone position (laying
> on the ground). I'm kind
> of twitching when I'm moving in prone,
> like it's resetting my position every 0.2 seconds.
>
> When I shut off the prediction (cl_predict 0) the
> twitching is gone and I'm
> moving fluently in prone.
>
> The problem is that I have no idea where the problem
> is. I know that it's a
> prediction error. But I don't know where it is
> triggered. It's not a problem
> of speed, because I have the moving-speed of prone
> set to the duck
> moving-speed.
> And the twitching is only there when cl_predict is
> 1. So not speed related.
>
> Is it some kind of common thing for which I need to
> define a prediction for
> proning? But where do I need to do that?
> I copied most of the stuff from ducking, but I might
> have missed something.
>
> If anybody has any idea, plz tell me.
>
> Jerry
> --
>
> ___
> To unsubscribe, edit your list preferences, or view
> the list archives, please visit:
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>



Nigredo Studios http://www.nigredostudios.com




Finding fabulous fares is fun.
Let Yahoo! FareChase search your favorite travel sites to find flight and hotel 
bargains.
http://farechase.yahoo.com/promo-generic-14795097

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[hlcoders] Prediction with Prone

2007-02-15 Thread jerry
--
[ Picked text/plain from multipart/alternative ]
Hi,

I already posted this on the forum, but I might as well post it here.
The more advanced coders watch these messages more closely/regularly ;).

I'm having some trouble getting the prediction working for prone. When I use
cl_showerror 1 (show prediction errors),
I get errors when I move in prone position (laying on the ground). I'm kind
of twitching when I'm moving in prone,
like it's resetting my position every 0.2 seconds.

When I shut off the prediction (cl_predict 0) the twitching is gone and I'm
moving fluently in prone.

The problem is that I have no idea where the problem is. I know that it's a
prediction error. But I don't know where it is triggered. It's not a problem
of speed, because I have the moving-speed of prone set to the duck
moving-speed.
And the twitching is only there when cl_predict is 1. So not speed related.

Is it some kind of common thing for which I need to define a prediction for
proning? But where do I need to do that?
I copied most of the stuff from ducking, but I might have missed something.

If anybody has any idea, plz tell me.

Jerry
--

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[hlcoders] How to send text files, mdl files, etc to a clients computer?

2007-02-15 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Hi

I'm just wondering if there is an easy way of sending say a model, sound,
txt, material file from the server to a clients machine. I can
think of a way of doing this, but before I go with a more manual approach,
perhaps Valve have left us some handy functions or code so
we don't have to write our own. Not to seem lazy or anything ;) It is really
just my own curiosity at this point and could be handy.
I know the res files will send sounds, materials, etc to a clients machine
when the map loads, but I need a way of doing this outside of a
map res file.

Thanks :D

--
~skidz
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