Re: [hlcoders] Crounching Override problem
-- [ Picked text/plain from multipart/alternative ] I think he's trying to say that when you are "unducking" and you press duck again, your view height snaps to the standing position and interpolates to the duck position. He would like to make it simply interpolate from where it is in the duck -> stand interpolation back to the duck height. If I recall correctly (it's been a good few months since I've even looked at the Source SDK), there is a function in CGameMovement that determines the current amount of interpolation between the standing/ducking height, given the current amount of time traversed between the two. I just found an online repo of the source and it seems this function is called SetDuckedEyeOffset. So your best bet is to look through and study wherever that is called and what it is passed. To be honest, I don't think I could help you much more than that, as looking at CGameMovement::Duck, it has so many nested ifs I'd be hard pressed to make any sense of it again what-so-ever. >_> Maybe consider re-writing the entire thing yourself? On 5/31/07, Vitaly Protasov <[EMAIL PROTECTED]> wrote: > > Hello again :) I shall describe my problem more clearly > > No, I know how to figure it out i.e interpolation start and end points, > ticks, etc. > I don't know where to put it correctly! :D > Can you or someone else from you guys help me to detect code block with > this (immediately crouch) happens event? > That's to add an interpolation there. Only what I'm know that happening > only when a player try to crouches in transition between he's sitting > height and he's standing height, so and he do that while he not fully > reach he's own normal standing height, so it's really make me crazy to > scratch odd code block's and try to understand where I shall to override > old code. > > O, it's clear? Or maybe I'm just should throw my english knowledges to > trash can? :D > > C'mon guys give me an reply or advise somehow :) > > Thanks! > > Vitaly > > -- > >[ Picked text/plain from multipart/alternative ] > >(CurrentViewheight - DesiredViewheight) / (LowestHeight - > HighestHeight) = > >percentage transitioned or something like that, lol I just made it up > there, > >appologies if there's a simplere way to do, such as simply finding the > >difference between your current and desired and working from there, At > any > >rate, you can just do something similar to that, or even using them > times > >themselves, and figuring out what percentage of the movement is > complete > >using that to figure out the starting point of the opposite transition. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Lead Programmer for Resistance and Liberation www.resistanceandliberation.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SteamId
Is there any easy way to get clients steam id when you load up the game. Im looking into locking my mod for beta testing because we had huge problems last time with leaks. I have managed to encrypt the list of ids using md5 just need to find a way to get the clients steamed. Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crounching Override problem
-- [ Picked text/plain from multipart/alternative ] All the ducking code is in gamemovement.cpp. By default the game uses m_bDucked and m_flDuckingTime, without rewriting it you'd hack it by using negative timer values for unducking and positive for ducking but you'll add to the if/else mess. It's a lot of ifs but it isn't hard to get what they try to do and then rewrite it in a way you might be able to read later while doing what you want. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamId
string_t steamId = pPlayer->GetNetworkIDString(); should do the job. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: 31 May 2007 15:34 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamId Is there any easy way to get clients steam id when you load up the game. Im looking into locking my mod for beta testing because we had huge problems last time with leaks. I have managed to encrypt the list of ids using md5 just need to find a way to get the clients steamed. Mark ___ 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] SteamId
-- [ Picked text/plain from multipart/alternative ] Just keep in mind that you can't actually get the players SteamID until they join a MP game. This was something I wanted to do with NightFall, but because its SP its not possible (to my knowledge) On 6/1/07, Chris Janes <[EMAIL PROTECTED]> wrote: > > string_t steamId = pPlayer->GetNetworkIDString(); > > should do the job. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler > Sent: 31 May 2007 15:34 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] SteamId > > Is there any easy way to get clients steam id when you load up the game. > Im > looking into locking my mod for beta testing because we had huge problems > last time with leaks. I have managed to encrypt the list of ids using md5 > just need to find a way to get the clients steamed. > > Mark > > ___ > 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 > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Diff and Patch?
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I never really figured this out, what is "Diff and Patch"? I see it on the Valve dev wiki. And seeing somwhat of "patch files". Example: --- src/game_shared/gamestats/ep1_gamestats.h2006-08-05 10:59:06.091375000 -0500 +++ src/game_shared/gamestats/ep1_gamestats.h2006-08-13 16:10:52.0 -0500 @@ -11,7 +11,7 @@ #endif And i try'ed looking it up, and only found that it seemed to be a linux tool. I did find Windows builds, but was confused on how to work it. (Seemed to be that it takes two different files, and matches them. But nothing todo with "patch" files) -Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Diff and Patch?
You have two programs, "diff" and "patch". To create a "patchfile", issue the following: diff -u src/game_shared/gamestats/ep1_gamestats.h.old src/game_shared/gamestats/ep1_gamestats.h > gamestats.patch (The first filename is the old, the second the new file.) To apply a patchfile, do the following: patch -p0 < gamestats.patch Note that you must be in the directory that contains the directory "src" for the patch command to work like this. If you have a situation where the paths in the patchfile show up like this: --- srcengine/src/game_shared/gamestats/ep1_gamestats.h +++ srcengine_new/src/game_shared/gamestats/ep1_gamestats.h ... and your folders are not named like that, you can descend into whatever directory you have "src" in and run patch with -p1. If you don't even have an "src" folder, you can go into the folder that contains the game_shared subdirectory and, you got it, -p2. (-pN basically strips the first N parts of the path in the patchfile before it is applied.) To reverse a patch, I think you gotta call patch with an -r, but don't take that as an absolute truth. Hope this helped, ~~ Ondra On 01.06.07 4:50 Uhr, Drak wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I never really figured this out, what is "Diff and Patch"? I see it on the Valve dev wiki. And seeing somwhat of "patch files". Example: --- src/game_shared/gamestats/ep1_gamestats.h2006-08-05 10:59:06.091375000 -0500 +++ src/game_shared/gamestats/ep1_gamestats.h2006-08-13 16:10:52.0 -0500 @@ -11,7 +11,7 @@ #endif And i try'ed looking it up, and only found that it seemed to be a linux tool. I did find Windows builds, but was confused on how to work it. (Seemed to be that it takes two different files, and matches them. But nothing todo with "patch" files) -Thanks -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders