Re: [hlcoders] Loading woes

2007-09-29 Thread Stephen Micheals
a quick question is this freezing happening when the server is set to
insecure for these users?

could be some bug involving the download of the vac security module.

On 9/28/07, Jeremy [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 We're getting users that have game freezing during the load phase of the
 game. A number of them have reported having the same problem in TF2. I
 myself have had this problem in the past as well. Both times I had this
 problem the only way I could fix it was to reinstall steam and re-download
 everything. Simply re-downloading the cache files didn't fix it, and at the
 time I wasn't aware of the blob file delete trick to try. Also clearing
 source sdk base and re-running to get fresh files didn't fix it. Supposedly
 one of the recent TF2 updates recently improved the situation for a couple
 of people, so I'm wondering if there was a load time bug found and fixed in
 TF2 that still effects other mods? The first time it happened to me it was
 at the end of the load bar, and steam would eat 100% cpu until I killed the
 process. The second time it happened to me was at about the 50% mark.

 What could steam possibly be doing when loading a 3rd party mod?

 Now that we've released of course we're getting similar reports by some
 users. Some are only getting it in FF, some are also seeing it in TF2. One
 thing seems sure to me though, and that is that the problem is unlikely to
 be in our mod, and seems more likely to be an engine or steam level thing.
 This is quite a problem as there is really nothing we can do to debug what
 is going on when this happens during the load phase. In most cases these
 problems coincided with steam updates. The team made it a habit to run sdk
 base after steam updates to 'refresh' the engine dlls and such, presumably
 from the gcf files. This didn't always work though, and I was under the
 impression that running games from the steam menu should in effect refresh
 these files as part of the process.

 Valve, is there any means by which we can debug these sorts of issues? Is
 there any known load time problems and/or any that have been fixed since the
 last sdk base update? Any information about this is appreciated.

 Jeremy
 --

 ___
 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] Creating a Sphere Trace

2007-09-29 Thread John Sheu

Jay Stelly wrote:

But it's not a framework that lets you sweep a
vcollide against the entire scene - which is probably what you want (and
what John wanted as I recall).  In fact it's pretty straightforward to
extend vphysics to do this, but the current implementation would be
incredibly slow if you used any displacements at all because it would
have to consider each triangle separately.



That would be really nice.  Or actually, would have been really nice.
And kinda overdue, since the SDK-side framework is there

d) physics tests only happen once per frame in static positions - not
exactly sure what you are trying to say here but it sounds incorrect to
me.  The movement in vphysics though not described as sweeps/traces is
still computed as continuous motion.  It's not like all of the objects
move and then do a static test to see if they are inside another object
or have passed through another object.  The collisions are computed
continuously along the path of translation/rotation.  It may still be a
pain for your player movement strategy, but it certainly isn't evaluated
in static positions if that helps to understand it better.



I realize that VPhysics fundamentally does continuous collisions.  I've
played around some with the Bullet physics library some, and an idea of
how things work.  (Whether this is a correct idea or not is another
question.)  What I mean was that from game code, you cannot evaluate
collisions on a collideable from more than one position in a given
frame, or move/sweep them during the frame for movement tests.

-John Sheu

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



Re: [hlcoders] Creating a Sphere Trace

2007-09-29 Thread Daniel Menard
--
[ Picked text/plain from multipart/alternative ]
Not having a method of tracing a VCollide to the world really limits what we
can do with prediction, especially when talking about vehicles. Since
VPhysics is essentially unpredictable in the networking sense, we can't run
the collision code client-side (unless we limit ourselves to an AABB, which
really won't work for proned players, cars, trucks, planes etc..). The
ability to sweep a collidable and implement our own physics in game code
would fix this... There is a SweepCollideable function in the physics
interface, but it is stubbed.

We've found a happy medium, which is to have predictable simulation code
much like the players and having a Physics Shadow follow the object server
side. This works for flying vehicles (since most of the time they don't hit
stuff). Any mod working with ground vehicles has a huge problem though,
since they're always colliding. Not predicting vehicles is an option, but
expect your player base to complain about laggy controls...

On 9/29/07, John Sheu [EMAIL PROTECTED] wrote:

 Jay Stelly wrote:
  But it's not a framework that lets you sweep a
  vcollide against the entire scene - which is probably what you want (and
  what John wanted as I recall).  In fact it's pretty straightforward to
  extend vphysics to do this, but the current implementation would be
  incredibly slow if you used any displacements at all because it would
  have to consider each triangle separately.
 

 That would be really nice.  Or actually, would have been really nice.
 And kinda overdue, since the SDK-side framework is there
  d) physics tests only happen once per frame in static positions - not
  exactly sure what you are trying to say here but it sounds incorrect to
  me.  The movement in vphysics though not described as sweeps/traces is
  still computed as continuous motion.  It's not like all of the objects
  move and then do a static test to see if they are inside another object
  or have passed through another object.  The collisions are computed
  continuously along the path of translation/rotation.  It may still be a
  pain for your player movement strategy, but it certainly isn't evaluated
  in static positions if that helps to understand it better.
 

 I realize that VPhysics fundamentally does continuous collisions.  I've
 played around some with the Bullet physics library some, and an idea of
 how things work.  (Whether this is a correct idea or not is another
 question.)  What I mean was that from game code, you cannot evaluate
 collisions on a collideable from more than one position in a given
 frame, or move/sweep them during the frame for movement tests.

 -John Sheu

 ___
 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] World shader override

2007-09-29 Thread Daniel Menard
--
[ Picked text/plain from multipart/alternative ]
As far as I know you can't override the base shaders, you have to make new
ones. You can make some that use lightmaps but the problem is that Hammer
won't create lightmaps for materials other than LightmappedGeneric, so you
have to constantly hotswap the shaders between compiling your map and
running your mod. Maybe you can swap them at runtime by checking a certain
material variable (like the way we have custom material proxies)... I dunno.

On 9/20/07, Tobias Kammersgaard [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Doing a custom lightmappedgeneric shader could probably give you the
 effect
 you wanted. Not too sure though :)!

 /ProZak


 On 20/09/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 
  Hey list,
 
  I'm wondering if there is an equivalent of the ForceMaterialOverride for
  the world. Say I wanted to render eg. the entire world ( without the
  entities, just the brushwork ) in just one color, or better yet shaded
 but
  untextured, is there a feasible way to do this? [ I'm not talking
  post-process, I do mean the world rendering itself ].
  ForceMaterialOverride itself works for all entities except the world.
 
  Thanks for any info,
 
  -- Maarten
 
 
  ___
  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] drag and drop

2007-09-29 Thread Daniel Menard
--
[ Picked text/plain from multipart/alternative ]
I would assume this is because the mouse is only updated after your OnTick
code, and there is one frame lag there... I had a similar problem in my mod
because we were setting the position for a panel in the Paint function of
another. The only thing I can think of is to modify the Paint function of
the point, if there is even one, or just let it lag and call it a feature.

On 9/5/07, Oliver [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 CONTEXT: We'd like to create a drag-and-drop interface for our mod.  When
 the user drags off of a panel, the cursor changes and text/image follows
 the
 cursor as the user drags (i.e. user clicks and drags off a panel
 containing
 text dog; cursor changes to dog cursor and text dog follows cursor
 around).

 PROBLEM: The cursor change is no problem.  To make the text/image follow
 the
 cursor, we create a transparent panel with a label/image, then set that
 panel's position to the mouse position OnTick.  We've tried setting the
 tick
 to occur every .1 sec to every .001 sec but the panel still noticeably
 lags
 behind the cursor.

 QUESTION: Is there a way to 'attach' a panel to the mouse position without
 lag?
 --

 ___
 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] CBaseClientRenderTargets and rendertarget interface

2007-09-29 Thread Andrew Ritchie
--
[ Picked text/plain from multipart/alternative ]
Just a quick question to see if anyone knows if CBaseClientRenderTargets is
no longer how the _rt_WaterReflection, _rt_Camera etc.. rendertargets are
being intitalized.  We've added our own rendertargets for simple view
bluring and I've been trying to clean up our code a bit since people
complain of the intialization of our targets causing increases in loading
times.  Anyway, after creating similar functions to the existing ones in
CBaseClientRenderTargets I've discovered that the class  never even has the
init function called on it.  Am I looking in the wrong place for this?  Are
the other render targets created inside of the engine? Or has somewhere
along the lines our initialization of the render targets class been removed,
even though the default ones are still available in game.
--

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



Re: [hlcoders] drag and drop

2007-09-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
SOLUTION: For anyone still interested, the way to fix this is to update the
position in the OnCursorMoved(...) event rather than in OnTick().  That's
what the devs do in the built-in drag  drop code and it works for custom
jobs as well.  Remember to catch the OnCursorMoved event for all panels that
the mouse could pass through while 'dragging'.

If anyone wants more information, let me know.

On 9/29/07, Daniel Menard [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I would assume this is because the mouse is only updated after your OnTick
 code, and there is one frame lag there... I had a similar problem in my
 mod
 because we were setting the position for a panel in the Paint function of
 another. The only thing I can think of is to modify the Paint function of
 the point, if there is even one, or just let it lag and call it a feature.

 On 9/5/07, Oliver [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  CONTEXT: We'd like to create a drag-and-drop interface for our
 mod.  When
  the user drags off of a panel, the cursor changes and text/image follows
  the
  cursor as the user drags (i.e. user clicks and drags off a panel
  containing
  text dog; cursor changes to dog cursor and text dog follows cursor
  around).
 
  PROBLEM: The cursor change is no problem.  To make the text/image follow
  the
  cursor, we create a transparent panel with a label/image, then set that
  panel's position to the mouse position OnTick.  We've tried setting the
  tick
  to occur every .1 sec to every .001 sec but the panel still noticeably
  lags
  behind the cursor.
 
  QUESTION: Is there a way to 'attach' a panel to the mouse position
 without
  lag?
  --
 
  ___
  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