Re: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars

2007-11-10 Thread Nick
Hi again...

LOL this might be one of the longest times you have ever gotten a
reply back from someone... but, is it possible to force windows to
crash when this bug happens? I primarily code/debug/test on windows
(because there is no linux client).. It would be easier if it crashed
on windows so then I wouldn't have to hunt around in linux for such
bugs.




On Aug 3, 2005 12:49 PM, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
> Try m_iHealth.Get(). It is just pure dumb luck that it works on windows
> (it happens to work because msdev puts the int value of the
> CNetworkVar() at the very start of the class, Linux has its type
> information there instead).
>
> - Alfred
>
>
> Original Message
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:
> Wednesday, August 03, 2005 11:43 AM To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Linux srcds crashes with DevMsg and CNetworkVars
>
> > There seems to be a problem with the linux srcds, that isn't in the
> > windows srcds.
> >
> > For example:
> > DevMsg("Health: %d\n", m_iHealth);
> >
> > This will work on all windows servers with no problems. But will
> > crash a linux server every single time with a "segementation" fault.
> >
> >
> > Is there currently a workaround, has anyone else encountered this
> > problem before?
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Never mind about creating that article, can't describe how they work :x

Jake Breen wrote:

I'll try and start an article about it...also

Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg

OvermindDL1 wrote:

Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at
all ;(


On Nov 10, 2007 9:54 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:


Lovely, just lovely!! Thanks Jay!


Jay Stelly wrote:


Yeah - we call that "jiggle bones" - there's a little simulator
you can
configure in your qc with the orange box engine.  It's something
one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone "Antlion.AntR_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 8
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 10
  length 5
  angle_constraint 20
  }
}

$jigglebone "Antlion.AntL_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 7
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 15
  length 5
  angle_constraint 20
  }
}

$jigglebone "Antlion.glasswingR_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 6
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 37
  }
}

$jigglebone "Antlion.glasswingL_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 5
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 40
  }
}


Jay





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: "Jake Breen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!





http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see



they bounce



around with the movement of the camera.

Tony "omega" Sergi wrote:



you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen
<[EMAIL PROTECTED]>
wrote:




Chell's hair, and the antlion workers wings both move



along with the



camera, and in animations, are not from the actual animation.


Tony "omega" Sergi wrote:




how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen



<[EMAIL PROTECTED]>



wrote:





Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:





--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen



<[EMAIL PROTECTED]> wrote:





I just noticed The Antlion Worker's wings and such,



and Chell's



hair have live physics. I was wondering how do you do



this? Or



if anyone outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

I'll try and start an article about it...also

Proof of concept - Hair
http://youtube.com/watch?v=4cc6N8mWPRg

OvermindDL1 wrote:

Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:


Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at all ;(


On Nov 10, 2007 9:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:


Lovely, just lovely!! Thanks Jay!


Jay Stelly wrote:


Yeah - we call that "jiggle bones" - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone "Antlion.AntR_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 8
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 10
  length 5
  angle_constraint 20
  }
}

$jigglebone "Antlion.AntL_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 7
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 15
  length 5
  angle_constraint 20
  }
}

$jigglebone "Antlion.glasswingR_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 6
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 37
  }
}

$jigglebone "Antlion.glasswingL_bone" {
  is_flexible {
  yaw_stiffness 700
  yaw_damping 5
//yaw_constraint 30 -30
  pitch_stiffness 700
  pitch_damping 8
//pitch_constraint 30 -30
  tip_mass 5
  length 30
  angle_constraint 40
  }
}


Jay





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: "Jake Breen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!





http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see



they bounce



around with the movement of the camera.

Tony "omega" Sergi wrote:



you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:




Chell's hair, and the antlion workers wings both move



along with the



camera, and in animations, are not from the actual animation.


Tony "omega" Sergi wrote:




how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen



<[EMAIL PROTECTED]>



wrote:





Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:





--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen



<[EMAIL PROTECTED]> wrote:





I just noticed The Antlion Worker's wings and such,



and Chell's



hair have live physics. I was wondering how do you do



this? Or



if anyone outside of Valve knows..

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








--

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-omega

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread OvermindDL1
Could someone somewhat knowledgable in this area make sure it gets
posted to the valve dev wiki?

On 11/10/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> Ah, that's pretty cool.
>
> I didn't rotate the model around really fast so i didn't see it at all ;(
>
>
> On Nov 10, 2007 9:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> > Lovely, just lovely!! Thanks Jay!
> >
> >
> > Jay Stelly wrote:
> > > Yeah - we call that "jiggle bones" - there's a little simulator you can
> > > configure in your qc with the orange box engine.  It's something one of
> > > the Turtle Rock guys developed for CS:S or L4D.  You can see the
> > > simulation in hlmv.  I don't know if there is a doc for them yet, but
> > > here's the qc from the antlion worker for example:
> > >
> > > //
> > > // jiggle bones for antlion worker
> > > //
> > >
> > >
> > >
> > >
> > > $jigglebone "Antlion.AntR_bone" {
> > >   is_flexible {
> > >   yaw_stiffness 700
> > >   yaw_damping 8
> > > //yaw_constraint 30 -30
> > >   pitch_stiffness 700
> > >   pitch_damping 8
> > > //pitch_constraint 30 -30
> > >   tip_mass 10
> > >   length 5
> > >   angle_constraint 20
> > >   }
> > > }
> > >
> > > $jigglebone "Antlion.AntL_bone" {
> > >   is_flexible {
> > >   yaw_stiffness 700
> > >   yaw_damping 7
> > > //yaw_constraint 30 -30
> > >   pitch_stiffness 700
> > >   pitch_damping 8
> > > //pitch_constraint 30 -30
> > >   tip_mass 15
> > >   length 5
> > >   angle_constraint 20
> > >   }
> > > }
> > >
> > > $jigglebone "Antlion.glasswingR_bone" {
> > >   is_flexible {
> > >   yaw_stiffness 700
> > >   yaw_damping 6
> > > //yaw_constraint 30 -30
> > >   pitch_stiffness 700
> > >   pitch_damping 8
> > > //pitch_constraint 30 -30
> > >   tip_mass 5
> > >   length 30
> > >   angle_constraint 37
> > >   }
> > > }
> > >
> > > $jigglebone "Antlion.glasswingL_bone" {
> > >   is_flexible {
> > >   yaw_stiffness 700
> > >   yaw_damping 5
> > > //yaw_constraint 30 -30
> > >   pitch_stiffness 700
> > >   pitch_damping 8
> > > //pitch_constraint 30 -30
> > >   tip_mass 5
> > >   length 30
> > >   angle_constraint 40
> > >   }
> > > }
> > >
> > >
> > > Jay
> > >
> > >
> > >
> > >> -Original Message-
> > >> From: [EMAIL PROTECTED]
> > >> [mailto:[EMAIL PROTECTED] On Behalf Of Kori
> > >> Sent: Saturday, November 10, 2007 5:44 PM
> > >> To: hlcoders@list.valvesoftware.com
> > >> Subject: Re: [hlcoders] Physics on live npcs?!
> > >>
> > >> Holy, I never noticed that before. I'd like to know how its
> > >> done as well.
> > >> - Original Message -
> > >> From: "Jake Breen" <[EMAIL PROTECTED]>
> > >> To: 
> > >> Sent: Saturday, November 10, 2007 8:05 PM
> > >> Subject: Re: [hlcoders] Physics on live npcs?!
> > >>
> > >>
> > >>
> > >>> http://youtube.com/watch?v=o9OpKjq8Uos
> > >>> made a short video showing the live physics. You can see
> > >>>
> > >> they bounce
> > >>
> > >>> around with the movement of the camera.
> > >>>
> > >>> Tony "omega" Sergi wrote:
> > >>>
> >  you must have different models than i do.
> > 
> > 
> >  On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
> >  wrote:
> > 
> > 
> > > Chell's hair, and the antlion workers wings both move
> > >
> > >> along with the
> > >>
> > > camera, and in animations, are not from the actual animation.
> > >
> > >
> > > Tony "omega" Sergi wrote:
> > >
> > >
> > >> how do you figure they have live physics?
> > >> at least, chells hair for example. her hair doesn't even move
> > >> seperately from the head, there is only the one bone that the
> > >> ponytail is attached to.. and.
> > >> as for the antlion workers..they just have a bone follower thing
> > >> like the strider legs for the ragdolls.
> > >> the wings just move in an animation.
> > >>
> > >>
> > >>
> > >>
> > >> On Nov 10, 2007 5:54 PM, Jake Breen
> > >>
> > >> <[EMAIL PROTECTED]>
> > >>
> > >> wrote:
> > >>
> > >>
> > >>
> > >>> Decompiled it and cannot find any line with the bone ponytail
> > >>> besides the hitbox info..
> > >>>
> > >>>
> > >>> Tobias Kammersgaard wrote:
> > >>>
> > >>>
> > >>>
> >  --
> >  [ Picked text/plain from multipart/alternative ] Tried
> >  decompiling the model :-)?
> > 
> >  /ProZak
> > 
> > 
> >  On 10/11/2007, Jake Breen
> > 
> > >> <[EMAIL PROTECTED]> wrote:
> > >>
> > 
> > 
> > > I just noticed The Antl

Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-10 Thread OvermindDL1
Could just send it as a binary blob and not as a string (pretend it is
opaque binary data, and not a string, use binary functions, not string
functions).

On 11/10/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:
> Well it would be nice if there were a version of string networking that was 
> binary-safe.
>
> At 2006/09/03 08:33 PM, Aaron Schiff wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >You could use a networked string table as well as the index of the string in
> >the entity network table.  Then you can specify the string length in
> >AddString for the user data.
> >
> >On 9/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> >wrote:
> >>
> >> I thought there was a forum or mailing list thread on this once before but
> >> I can't find it.  Basically it seems that the close-source side of the
> >> networking does a 0x00-truncated data copy.  So you can't send strings 
> >> along
> >> the wire that contain a 0x00 byte in them, such as wide-char strings etc.
> >>
> >> Anyone know of a work-around?  (Short of encoding the base64ing the
> >> strings or something like that.)
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> >
> >--
> >ts2do
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives, 
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> ___
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> visit:
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>

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Re: [hlcoders] Simple stealth effect

2007-11-10 Thread OvermindDL1
I have noticed the same thing in a few places, like GMod.  Anytime
something nearby (perhaps just on the hud?) is changing opacity, it
flickers instead.  I figured it was just due to my drivers (using an
old version as newer ones have issues with something on my install)
since I have seen no mention of it elsewhere (and such things are
generally driver related).

On 11/10/07, Richard Slaughter <[EMAIL PROTECTED]> wrote:
> Hi List,
>
> I'm trying to create a simple stealth effect on the player by setting
> the render mode to kRenderTransTexture and then setting the render
> colour with a low alpha value:
>
> m_nRenderMode = kRenderTransTexture;
> SetRenderColor( 255, 255, 255, m_flCurrentAlpha );
>
> This is called in void CHL2MP_Player::PreThink( void ) (server side) and
> works fine on the player model, but I'm having problems trying to fade
> out the players weapon view model:
>
> GetViewModel()->SetRenderMode( kRenderTransTexture );
> GetViewModel()->SetRenderColor( 255, 255, 255, 80 );
>
> This is called in void C_HL2MP_Player::PreThink( void ) (client side)
> and whilst it does half work, it leads to a flickering effect where the
> weapon model seems to flicker between solid and opaque.
>
> Any ideas why this would be happening and what I should do to fix it?
> Cheers,
>
> Rich
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>
>

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Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data

2007-11-10 Thread bloodykenny
Well it would be nice if there were a version of string networking that was 
binary-safe.

At 2006/09/03 08:33 PM, Aaron Schiff wrote:
>--
>[ Picked text/plain from multipart/alternative ]
>You could use a networked string table as well as the index of the string in
>the entity network table.  Then you can specify the string length in
>AddString for the user data.
>
>On 9/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
>wrote:
>>
>> I thought there was a forum or mailing list thread on this once before but
>> I can't find it.  Basically it seems that the close-source side of the
>> networking does a 0x00-truncated data copy.  So you can't send strings along
>> the wire that contain a 0x00 byte in them, such as wide-char strings etc.
>>
>> Anyone know of a work-around?  (Short of encoding the base64ing the
>> strings or something like that.)
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
>
>--
>ts2do
>--
>
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tony "omega" Sergi
Ah, that's pretty cool.

I didn't rotate the model around really fast so i didn't see it at all ;(


On Nov 10, 2007 9:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> Lovely, just lovely!! Thanks Jay!
>
>
> Jay Stelly wrote:
> > Yeah - we call that "jiggle bones" - there's a little simulator you can
> > configure in your qc with the orange box engine.  It's something one of
> > the Turtle Rock guys developed for CS:S or L4D.  You can see the
> > simulation in hlmv.  I don't know if there is a doc for them yet, but
> > here's the qc from the antlion worker for example:
> >
> > //
> > // jiggle bones for antlion worker
> > //
> >
> >
> >
> >
> > $jigglebone "Antlion.AntR_bone" {
> >   is_flexible {
> >   yaw_stiffness 700
> >   yaw_damping 8
> > //yaw_constraint 30 -30
> >   pitch_stiffness 700
> >   pitch_damping 8
> > //pitch_constraint 30 -30
> >   tip_mass 10
> >   length 5
> >   angle_constraint 20
> >   }
> > }
> >
> > $jigglebone "Antlion.AntL_bone" {
> >   is_flexible {
> >   yaw_stiffness 700
> >   yaw_damping 7
> > //yaw_constraint 30 -30
> >   pitch_stiffness 700
> >   pitch_damping 8
> > //pitch_constraint 30 -30
> >   tip_mass 15
> >   length 5
> >   angle_constraint 20
> >   }
> > }
> >
> > $jigglebone "Antlion.glasswingR_bone" {
> >   is_flexible {
> >   yaw_stiffness 700
> >   yaw_damping 6
> > //yaw_constraint 30 -30
> >   pitch_stiffness 700
> >   pitch_damping 8
> > //pitch_constraint 30 -30
> >   tip_mass 5
> >   length 30
> >   angle_constraint 37
> >   }
> > }
> >
> > $jigglebone "Antlion.glasswingL_bone" {
> >   is_flexible {
> >   yaw_stiffness 700
> >   yaw_damping 5
> > //yaw_constraint 30 -30
> >   pitch_stiffness 700
> >   pitch_damping 8
> > //pitch_constraint 30 -30
> >   tip_mass 5
> >   length 30
> >   angle_constraint 40
> >   }
> > }
> >
> >
> > Jay
> >
> >
> >
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Kori
> >> Sent: Saturday, November 10, 2007 5:44 PM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: Re: [hlcoders] Physics on live npcs?!
> >>
> >> Holy, I never noticed that before. I'd like to know how its
> >> done as well.
> >> - Original Message -
> >> From: "Jake Breen" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Saturday, November 10, 2007 8:05 PM
> >> Subject: Re: [hlcoders] Physics on live npcs?!
> >>
> >>
> >>
> >>> http://youtube.com/watch?v=o9OpKjq8Uos
> >>> made a short video showing the live physics. You can see
> >>>
> >> they bounce
> >>
> >>> around with the movement of the camera.
> >>>
> >>> Tony "omega" Sergi wrote:
> >>>
>  you must have different models than i do.
> 
> 
>  On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
>  wrote:
> 
> 
> > Chell's hair, and the antlion workers wings both move
> >
> >> along with the
> >>
> > camera, and in animations, are not from the actual animation.
> >
> >
> > Tony "omega" Sergi wrote:
> >
> >
> >> how do you figure they have live physics?
> >> at least, chells hair for example. her hair doesn't even move
> >> seperately from the head, there is only the one bone that the
> >> ponytail is attached to.. and.
> >> as for the antlion workers..they just have a bone follower thing
> >> like the strider legs for the ragdolls.
> >> the wings just move in an animation.
> >>
> >>
> >>
> >>
> >> On Nov 10, 2007 5:54 PM, Jake Breen
> >>
> >> <[EMAIL PROTECTED]>
> >>
> >> wrote:
> >>
> >>
> >>
> >>> Decompiled it and cannot find any line with the bone ponytail
> >>> besides the hitbox info..
> >>>
> >>>
> >>> Tobias Kammersgaard wrote:
> >>>
> >>>
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ] Tried
>  decompiling the model :-)?
> 
>  /ProZak
> 
> 
>  On 10/11/2007, Jake Breen
> 
> >> <[EMAIL PROTECTED]> wrote:
> >>
> 
> 
> > I just noticed The Antlion Worker's wings and such,
> >
> >> and Chell's
> >>
> > hair have live physics. I was wondering how do you do
> >
> >> this? Or
> >>
> > if anyone outside of Valve knows..
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >>

Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Lovely, just lovely!! Thanks Jay!

Jay Stelly wrote:

Yeah - we call that "jiggle bones" - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone "Antlion.AntR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 8
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}

$jigglebone "Antlion.AntL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 7
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}

$jigglebone "Antlion.glasswingR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 6
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}

$jigglebone "Antlion.glasswingL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 5
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}


Jay




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kori
Sent: Saturday, November 10, 2007 5:44 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Physics on live npcs?!

Holy, I never noticed that before. I'd like to know how its
done as well.
- Original Message -
From: "Jake Breen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!




http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see


they bounce


around with the movement of the camera.

Tony "omega" Sergi wrote:


you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:



Chell's hair, and the antlion workers wings both move


along with the


camera, and in animations, are not from the actual animation.


Tony "omega" Sergi wrote:



how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the
ponytail is attached to.. and.
as for the antlion workers..they just have a bone follower thing
like the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen


<[EMAIL PROTECTED]>


wrote:




Decompiled it and cannot find any line with the bone ponytail
besides the hitbox info..


Tobias Kammersgaard wrote:




--
[ Picked text/plain from multipart/alternative ] Tried
decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen


<[EMAIL PROTECTED]> wrote:





I just noticed The Antlion Worker's wings and such,


and Chell's


hair have live physics. I was wondering how do you do


this? Or


if anyone outside of Valve knows..

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RE: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jay Stelly
Yeah - we call that "jiggle bones" - there's a little simulator you can
configure in your qc with the orange box engine.  It's something one of
the Turtle Rock guys developed for CS:S or L4D.  You can see the
simulation in hlmv.  I don't know if there is a doc for them yet, but
here's the qc from the antlion worker for example:

//
// jiggle bones for antlion worker
//




$jigglebone "Antlion.AntR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 8
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 10
length 5
angle_constraint 20
}
}

$jigglebone "Antlion.AntL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 7
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 15
length 5
angle_constraint 20
}
}

$jigglebone "Antlion.glasswingR_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 6
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 37
}
}

$jigglebone "Antlion.glasswingL_bone" {
is_flexible {
yaw_stiffness 700
yaw_damping 5
//  yaw_constraint 30 -30
pitch_stiffness 700
pitch_damping 8
//  pitch_constraint 30 -30
tip_mass 5
length 30
angle_constraint 40
}
}


Jay


> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Kori
> Sent: Saturday, November 10, 2007 5:44 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Physics on live npcs?!
>
> Holy, I never noticed that before. I'd like to know how its
> done as well.
> - Original Message -
> From: "Jake Breen" <[EMAIL PROTECTED]>
> To: 
> Sent: Saturday, November 10, 2007 8:05 PM
> Subject: Re: [hlcoders] Physics on live npcs?!
>
>
> > http://youtube.com/watch?v=o9OpKjq8Uos
> > made a short video showing the live physics. You can see
> they bounce
> > around with the movement of the camera.
> >
> > Tony "omega" Sergi wrote:
> >> you must have different models than i do.
> >>
> >>
> >> On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>> Chell's hair, and the antlion workers wings both move
> along with the
> >>> camera, and in animations, are not from the actual animation.
> >>>
> >>>
> >>> Tony "omega" Sergi wrote:
> >>>
>  how do you figure they have live physics?
>  at least, chells hair for example. her hair doesn't even move
>  seperately from the head, there is only the one bone that the
>  ponytail is attached to.. and.
>  as for the antlion workers..they just have a bone follower thing
>  like the strider legs for the ragdolls.
>  the wings just move in an animation.
> 
> 
> 
> 
>  On Nov 10, 2007 5:54 PM, Jake Breen
> <[EMAIL PROTECTED]>
>  wrote:
> 
> 
> > Decompiled it and cannot find any line with the bone ponytail
> > besides the hitbox info..
> >
> >
> > Tobias Kammersgaard wrote:
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ] Tried
> >> decompiling the model :-)?
> >>
> >> /ProZak
> >>
> >>
> >> On 10/11/2007, Jake Breen
> <[EMAIL PROTECTED]> wrote:
> >>
> >>
> >>
> >>> I just noticed The Antlion Worker's wings and such,
> and Chell's
> >>> hair have live physics. I was wondering how do you do
> this? Or
> >>> if anyone outside of Valve knows..
> >>>
> >>> ___
> >>> 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
> >
> >
> >
> >
> 
>  --
>  -omega
> 
>  ___
>  To unsubscribe, edit your list preferences, or view the list
>

Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Christopher Harris

The decompiler is not setup for this model version. The fact that it even
works at all is great.

Chris
- Original Message -
From: "Jake Breen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 10, 2007 5:54 PM
Subject: Re: [hlcoders] Physics on live npcs?!



Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:


I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

___
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please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Kori

Holy, I never noticed that before. I'd like to know how its done as well.
- Original Message -
From: "Jake Breen" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, November 10, 2007 8:05 PM
Subject: Re: [hlcoders] Physics on live npcs?!



http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see they bounce
around with the movement of the camera.

Tony "omega" Sergi wrote:

you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:


Chell's hair, and the antlion workers wings both move along with the
camera, and in animations, are not from the actual animation.


Tony "omega" Sergi wrote:


how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:



Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..


Tobias Kammersgaard wrote:



--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:




I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

___
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archives,
please visit:
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jed
Yeah I noticed the same thing and had a thousand ideas..

I wouldn't mind knowing the QC set-up fo this.

- Jed


On 11/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:
> http://youtube.com/watch?v=o9OpKjq8Uos
> made a short video showing the live physics. You can see they bounce
> around with the movement of the camera.
>
> Tony "omega" Sergi wrote:
> > you must have different models than i do.
> >
> >
> > On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >> Chell's hair, and the antlion workers wings both move along with the
> >> camera, and in animations, are not from the actual animation.
> >>
> >>
> >> Tony "omega" Sergi wrote:
> >>
> >>> how do you figure they have live physics?
> >>> at least, chells hair for example. her hair doesn't even move
> >>> seperately from the head, there is only the one bone that the ponytail
> >>> is attached to.. and.
> >>> as for the antlion workers..they just have a bone follower thing like
> >>> the strider legs for the ragdolls.
> >>> the wings just move in an animation.
> >>>
> >>>
> >>>
> >>>
> >>> On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  Decompiled it and cannot find any line with the bone ponytail besides
>  the hitbox info..
> 
> 
>  Tobias Kammersgaard wrote:
> 
> 
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Tried decompiling the model :-)?
> >
> > /ProZak
> >
> >
> > On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >> I just noticed The Antlion Worker's wings and such, and Chell's hair
> >> have live physics. I was wondering how do you do this? Or if anyone
> >> outside of Valve knows..
> >>
> >> ___
> >> 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
> 
> 
> 
> 
> >>>
> >>> --
> >>> -omega
> >>>
> >>> ___
> >>> 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
> >>
> >>
> >>
> >
> >
> >
> > --
> > -omega
> >
> > ___
> > 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:
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>
>

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

http://youtube.com/watch?v=o9OpKjq8Uos
made a short video showing the live physics. You can see they bounce
around with the movement of the camera.

Tony "omega" Sergi wrote:

you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]> wrote:


Chell's hair, and the antlion workers wings both move along with the
camera, and in animations, are not from the actual animation.


Tony "omega" Sergi wrote:


how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:



Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..


Tobias Kammersgaard wrote:



--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:




I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tony "omega" Sergi
you must have different models than i do.


On Nov 10, 2007 6:50 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> Chell's hair, and the antlion workers wings both move along with the
> camera, and in animations, are not from the actual animation.
>
>
> Tony "omega" Sergi wrote:
> > how do you figure they have live physics?
> > at least, chells hair for example. her hair doesn't even move
> > seperately from the head, there is only the one bone that the ponytail
> > is attached to.. and.
> > as for the antlion workers..they just have a bone follower thing like
> > the strider legs for the ragdolls.
> > the wings just move in an animation.
> >
> >
> >
> >
> > On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >> Decompiled it and cannot find any line with the bone ponytail besides
> >> the hitbox info..
> >>
> >>
> >> Tobias Kammersgaard wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> Tried decompiling the model :-)?
> >>>
> >>> /ProZak
> >>>
> >>>
> >>> On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
>  I just noticed The Antlion Worker's wings and such, and Chell's hair
>  have live physics. I was wondering how do you do this? Or if anyone
>  outside of Valve knows..
> 
>  ___
>  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
> >>
> >>
> >>
> >
> >
> >
> > --
> > -omega
> >
> > ___
> > 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:
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>



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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Chell's hair, and the antlion workers wings both move along with the
camera, and in animations, are not from the actual animation.

Tony "omega" Sergi wrote:

how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:


Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..


Tobias Kammersgaard wrote:


--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:



I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tony "omega" Sergi
how do you figure they have live physics?
at least, chells hair for example. her hair doesn't even move
seperately from the head, there is only the one bone that the ponytail
is attached to.. and.
as for the antlion workers..they just have a bone follower thing like
the strider legs for the ragdolls.
the wings just move in an animation.




On Nov 10, 2007 5:54 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> Decompiled it and cannot find any line with the bone ponytail besides
> the hitbox info..
>
>
> Tobias Kammersgaard wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Tried decompiling the model :-)?
> >
> > /ProZak
> >
> >
> > On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:
> >
> >> I just noticed The Antlion Worker's wings and such, and Chell's hair
> >> have live physics. I was wondering how do you do this? Or if anyone
> >> outside of Valve knows..
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
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> >
> >
> >
>
>
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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

Decompiled it and cannot find any line with the bone ponytail besides
the hitbox info..

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:


I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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Re: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Tobias Kammersgaard
--
[ Picked text/plain from multipart/alternative ]
Tried decompiling the model :-)?

/ProZak


On 10/11/2007, Jake Breen <[EMAIL PROTECTED]> wrote:
>
> I just noticed The Antlion Worker's wings and such, and Chell's hair
> have live physics. I was wondering how do you do this? Or if anyone
> outside of Valve knows..
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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[hlcoders] Physics on live npcs?!

2007-11-10 Thread Jake Breen

I just noticed The Antlion Worker's wings and such, and Chell's hair
have live physics. I was wondering how do you do this? Or if anyone
outside of Valve knows..

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RE: [hlcoders] Cinematic Physics?

2007-11-10 Thread Τeo95
--
[ Picked text/plain from multipart/alternative ]
Aww, damn. I see.
Oh well, I'll just be patient.

-Speel
-Original Message-
>Subject: RE: [hlcoders] Cinematic Physics?
>Date: Fri, 9 Nov 2007 09:30:50 -0800
>From: "Mike Durand" <[EMAIL PROTECTED]>
>To: 
>Reply-To: hlcoders@list.valvesoftware.com
>
>We're still trying to figure out the right way to make this available to
the
>mod community. Right now we depend on a customized version of a third-party
>tool that we can't redistribute. So this is probably a feature that you
>guys can't count on using right away, unfortunately.
>
>-Mike
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RE: [hlcoders] Error on compile on linux

2007-11-10 Thread David van der Staak
--
[ Picked text/plain from multipart/alternative ]
Thread model: posixgcc version 3.4.6 20060404 (Red Hat 3.4.6-8)

> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: RE: 
> [hlcoders] Error on compile on linux> Date: Sat, 10 Nov 2007 11:05:00 -0700> 
> > Stupid simple question, but what version of GCC are you using?> > 
> -Original Message-> From: [EMAIL PROTECTED]> [mailto:[EMAIL 
> PROTECTED] On Behalf Of David van der> Staak> Sent: Saturday, November 10, 
> 2007 7:16 AM> To: hlcoders@list.valvesoftware.com> Subject: RE: [hlcoders] 
> Error on compile on linux> > --> [ Picked text/plain from 
> multipart/alternative ]> I've put the errors at http://pastebin.ca/768296> > 
> Yes, only the makefile has been touched at the top part, which is why i only> 
> posted that part with my post.> > I'm running GNU Make 3.80.> > Thanks> > > > 
> > From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject:> Re: 
> [hlcoders] Error on compile on linux> Date: Sat, 10 Nov 2007 14:56:09> +0100> 
> > Sadly, things did go wrong with the copy-pasting. I'd use an> online> 
> pastebin (like pastebin.ca) next time...> > From what I see, "make"> is going 
> crazy for no good reason... as long as> you only touched the upper> section 
> of the Makefile and nothing else> (e.g. the Makefile.vcpm) and you> are in 
> the linux_sdk directory when you> run make.> > What version is your> make? 
> Try running "make -v".> > ~~ Ondra> > On 10.11.07 5:24 Uhr, David van> der 
> Staak wrote:> > --> > [ Picked text/plain from multipart/alternative ]>> > 
> Hello,> >> > First off, i hope this post goes well and not gets screwed up> 
> somehow (yes first time for everything)> >> > Okay, so the situation is as> 
> follows:I've got a mod. It works fine on windows, can compile it perfectly> 
> without errors. Windows servers can run fine with the .dll's created. The> 
> linux server is a different story. It errors out on the very start. I have> 
> included a copy of the errors created by the make command on linux and a> 
> copy of the top part of the make file (as that's the only part that has been> 
> edited).> > Thanks for reading anyways.> >> > HisChild> >> > Makefile:> > #> 
> the name of the mod binary (_i486.so is appended to the end)NAME=server> > #> 
> the location of the vcproj that builds the> 
> modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the name of the mod> 
> configuration (typically _ 
> target>)MOD_CONFIG=server_sdk_ReleaseSDKWin32> > # the directory the base> 
> binaries (tier0_i486.so, etc) are> 
> located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/game> 
> dir> > # compiler options (gcc 3.4.1 or above is> 
> required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB="/usr/l> 
> ib/libstdc++.a> 
> /usr/lib/libgcc_eh.a"CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++> 
> .a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a"> > # put any compiler> 
> flags you want passed hereUSER_CFLAGS=> > # link flags for your mod, make> 
> sure to include any special libraries hereLDFLAGS="-lm -ldl> 
> $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a> 
> choreoobjects_i486.a tier1_i486.a"> > # XERCES 2.6.0 or above (> 
> http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile> 
> converter# it must be installed before being able to run this> 
> makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces> 
> -c.2.8.0/lib# if you have xerces installed already you should be able to use> 
> the two lines below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib> >>> 
> > errors:> > makeif [ -z "/usr/bin/gcc" ]; then echo "Compiler not> 
> defined."; exit; fiif [ ! -d . ];then mkdir .;ficd .make -f Makefile.vcpm> 
> CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB="/usr/lib/gcc/i> 
> 386-redhat-linux/3.4.3/libstdc++.a> 
> /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e h.a" BUILD_DIR=.> 
> BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map> 
> ,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=" -mtune=i686> 
> -march=pe ntium3 -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG> 
> -Dstricmp=strcasecmp -D_stricmp= strcasecmp -D_strnicmp=strncasecmp> 
> -Dstrnicmp=strncasecmp -D_snprintf=snprintf - D_vsnprintf=vsnprintf> 
> -D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr> 
> intf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead> 
> -UPROTECTED_THINGS_ENABL E" LDFLAGS="-lm -ldl> 
> /home/hischild/gamedir/bin/tier0_i486.so /home/hischild/gam> 
> edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a"> 
> ARCH= i486 GAME_DIR=/home/hischild/gamedir> 
> MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME= server> 
> XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2> 
> .8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir> 
> ./objmkdir: cannot create directory `./obj': File existsmake[1]: [dirs]> 
> Error 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create dir

RE: [hlcoders] Error on compile on linux

2007-11-10 Thread Adam Maras (memzero)
Stupid simple question, but what version of GCC are you using?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David van der
Staak
Sent: Saturday, November 10, 2007 7:16 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Error on compile on linux

--
[ Picked text/plain from multipart/alternative ]
I've put the errors at http://pastebin.ca/768296

Yes, only the makefile has been touched at the top part, which is why i only
posted that part with my post.

I'm running GNU Make 3.80.

Thanks



> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject:
Re: [hlcoders] Error on compile on linux> Date: Sat, 10 Nov 2007 14:56:09
+0100> > Sadly, things did go wrong with the copy-pasting. I'd use an
online> pastebin (like pastebin.ca) next time...> > From what I see, "make"
is going crazy for no good reason... as long as> you only touched the upper
section of the Makefile and nothing else> (e.g. the Makefile.vcpm) and you
are in the linux_sdk directory when you> run make.> > What version is your
make? Try running "make -v".> > ~~ Ondra> > On 10.11.07 5:24 Uhr, David van
der Staak wrote:> > --> > [ Picked text/plain from multipart/alternative ]>
> Hello,> >> > First off, i hope this post goes well and not gets screwed up
somehow (yes first time for everything)> >> > Okay, so the situation is as
follows:I've got a mod. It works fine on windows, can compile it perfectly
without errors. Windows servers can run fine with the .dll's created. The
linux server is a different story. It errors out on the very start. I have
included a copy of the errors created by the make command on linux and a
copy of the top part of the make file (as that's the only part that has been
edited).> > Thanks for reading anyways.> >> > HisChild> >> > Makefile:> > #
the name of the mod binary (_i486.so is appended to the end)NAME=server> > #
the location of the vcproj that builds the
modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the name of the mod
configuration (typically _)MOD_CONFIG=server_sdk_ReleaseSDKWin32> > # the directory the base
binaries (tier0_i486.so, etc) are
located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/game
dir> > # compiler options (gcc 3.4.1 or above is
required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB="/usr/l
ib/libstdc++.a
/usr/lib/libgcc_eh.a"CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++
.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a"> > # put any compiler
flags you want passed hereUSER_CFLAGS=> > # link flags for your mod, make
sure to include any special libraries hereLDFLAGS="-lm -ldl
$(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a
choreoobjects_i486.a tier1_i486.a"> > # XERCES 2.6.0 or above (
http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile
converter# it must be installed before being able to run this
makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces
-c.2.8.0/lib# if you have xerces installed already you should be able to use
the two lines below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib> >>
> errors:> > makeif [ -z "/usr/bin/gcc" ]; then echo "Compiler not
defined."; exit; fiif [ ! -d . ];then mkdir .;ficd .make -f Makefile.vcpm
CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB="/usr/lib/gcc/i
386-redhat-linux/3.4.3/libstdc++.a
/usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e h.a" BUILD_DIR=.
BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map
,vcpm_map.txt -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=" -mtune=i686
-march=pe ntium3 -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG
-Dstricmp=strcasecmp -D_stricmp= strcasecmp -D_strnicmp=strncasecmp
-Dstrnicmp=strncasecmp -D_snprintf=snprintf - D_vsnprintf=vsnprintf
-D_alloca=alloca -Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr
intf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead
-UPROTECTED_THINGS_ENABL E" LDFLAGS="-lm -ldl
/home/hischild/gamedir/bin/tier0_i486.so /home/hischild/gam
edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a"
ARCH= i486 GAME_DIR=/home/hischild/gamedir
MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME= server
XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2
.8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir
./objmkdir: cannot create directory `./obj': File existsmake[1]: [dirs]
Error 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create directory
`./obj/vcpm': File existsmake[1]: [dirs] Error 1 (ignored)mkdir
./obj/vcpm/publicmkdir: cannot create directory `./obj/vcpm/public': File
existsmake[1]: [dirs] Error 1 (ignored)make[1]: *** No rule to make target
`obj/vcpm/makefilecreator.o', needed by `vcp m'. Stop.make[1]: Leaving
directory `/home/hischild/193/linux_sdk'make: *** [vcpm] Error 2> >> > >
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[hlcoders] Simple stealth effect

2007-11-10 Thread Richard Slaughter

Hi List,

I'm trying to create a simple stealth effect on the player by setting
the render mode to kRenderTransTexture and then setting the render
colour with a low alpha value:

m_nRenderMode = kRenderTransTexture;
SetRenderColor( 255, 255, 255, m_flCurrentAlpha );

This is called in void CHL2MP_Player::PreThink( void ) (server side) and
works fine on the player model, but I'm having problems trying to fade
out the players weapon view model:

GetViewModel()->SetRenderMode( kRenderTransTexture );
GetViewModel()->SetRenderColor( 255, 255, 255, 80 );

This is called in void C_HL2MP_Player::PreThink( void ) (client side)
and whilst it does half work, it leads to a flickering effect where the
weapon model seems to flicker between solid and opaque.

Any ideas why this would be happening and what I should do to fix it?
Cheers,

Rich

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RE: [hlcoders] Error on compile on linux

2007-11-10 Thread David van der Staak
--
[ Picked text/plain from multipart/alternative ]
I've put the errors at http://pastebin.ca/768296

Yes, only the makefile has been touched at the top part, which is why i only 
posted that part with my post.

I'm running GNU Make 3.80.

Thanks



> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: 
> [hlcoders] Error on compile on linux> Date: Sat, 10 Nov 2007 14:56:09 +0100> 
> > Sadly, things did go wrong with the copy-pasting. I'd use an online> 
> pastebin (like pastebin.ca) next time...> > From what I see, "make" is going 
> crazy for no good reason... as long as> you only touched the upper section of 
> the Makefile and nothing else> (e.g. the Makefile.vcpm) and you are in the 
> linux_sdk directory when you> run make.> > What version is your make? Try 
> running "make -v".> > ~~ Ondra> > On 10.11.07 5:24 Uhr, David van der Staak 
> wrote:> > --> > [ Picked text/plain from multipart/alternative ]> > Hello,> 
> >> > First off, i hope this post goes well and not gets screwed up somehow 
> (yes first time for everything)> >> > Okay, so the situation is as 
> follows:I've got a mod. It works fine on windows, can compile it perfectly 
> without errors. Windows servers can run fine with the .dll's created. The 
> linux server is a different story. It errors out on the very start. I have 
> included a copy of the errors created by the make command on linux and a copy 
> of the top part of the make file (as that's the only part that has been 
> edited).> > Thanks for reading anyways.> >> > HisChild> >> > Makefile:> > # 
> the name of the mod binary (_i486.so is appended to the end)NAME=server> > # 
> the location of the vcproj that builds the 
> modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the name of the mod 
> configuration (typically _ target>)MOD_CONFIG=server_sdk_ReleaseSDKWin32> > # the directory the base 
> binaries (tier0_i486.so, etc) are 
> located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/gamedir>
>  > # compiler options (gcc 3.4.1 or above is 
> required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB="/usr/lib/libstdc++.a
>  
> /usr/lib/libgcc_eh.a"CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a
>  /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a"> > # put any compiler 
> flags you want passed hereUSER_CFLAGS=> > # link flags for your mod, make 
> sure to include any special libraries hereLDFLAGS="-lm -ldl 
> $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so mathlib_i486.a 
> choreoobjects_i486.a tier1_i486.a"> > # XERCES 2.6.0 or above ( 
> http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile 
> converter# it must be installed before being able to run this 
> makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces-c.2.8.0/lib#
>  if you have xerces installed already you should be able to use the two lines 
> below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib> >> > errors:> > 
> makeif [ -z "/usr/bin/gcc" ]; then echo "Compiler not defined."; exit; fiif [ 
> ! -d . ];then mkdir .;ficd .make -f Makefile.vcpm CC=/usr/bin/gcc 
> CPLUS=/usr/bin/g++ CPP_LIB="/usr/lib/gcc/i 386-redhat-linux/3.4.3/libstdc++.a 
> /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e h.a" BUILD_DIR=. 
> BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map ,vcpm_map.txt 
> -Wl SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS=" -mtune=i686 -march=pe ntium3 
> -mmmx -O3 -fpermissive -D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp= 
> strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp 
> -D_snprintf=snprintf - D_vsnprintf=vsnprintf -D_alloca=alloca 
> -Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr intf_instead_of_sprintf 
> -Ustrncpy=use_Q_strncpy_instead -UPROTECTED_THINGS_ENABL E" LDFLAGS="-lm -ldl 
> /home/hischild/gamedir/bin/tier0_i486.so /home/hischild/gam 
> edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a" 
> ARCH= i486 GAME_DIR=/home/hischild/gamedir 
> MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME= server 
> XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2 
> .8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir 
> ./objmkdir: cannot create directory `./obj': File existsmake[1]: [dirs] Error 
> 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create directory `./obj/vcpm': File 
> existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpm/publicmkdir: cannot 
> create directory `./obj/vcpm/public': File existsmake[1]: [dirs] Error 1 
> (ignored)make[1]: *** No rule to make target `obj/vcpm/makefilecreator.o', 
> needed by `vcp m'. Stop.make[1]: Leaving directory 
> `/home/hischild/193/linux_sdk'make: *** [vcpm] Error 2> >> > > 
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Re: [hlcoders] Error on compile on linux

2007-11-10 Thread Ondřej Hošek

Sadly, things did go wrong with the copy-pasting. I'd use an online
pastebin (like pastebin.ca) next time...

From what I see, "make" is going crazy for no good reason... as long as
you only touched the upper section of the Makefile and nothing else
(e.g. the Makefile.vcpm) and you are in the linux_sdk directory when you
run make.

What version is your make? Try running "make -v".

~~ Ondra

On 10.11.07 5:24 Uhr, David van der Staak wrote:

--
[ Picked text/plain from multipart/alternative ]
Hello,

First off, i hope this post goes well and not gets screwed up somehow (yes 
first time for everything)

Okay, so the situation is as follows:I've got a mod. It works fine on windows, 
can compile it perfectly without errors. Windows servers can run fine with the 
.dll's created. The linux server is a different story. It errors out on the 
very start. I have included a copy of the errors created by the make command on 
linux and a copy of the top part of the make file (as that's the only part that 
has been edited).
Thanks for reading anyways.

HisChild

Makefile:
# the name of the mod binary (_i486.so is appended to the end)NAME=server
# the location of the vcproj that builds the modMOD_PROJ=../dlls/server_hl2mp-2003.vcproj# the 
name of the mod configuration (typically _)MOD_CONFIG=server_sdk_ReleaseSDKWin32
# the directory the base binaries (tier0_i486.so, etc) are 
located#GAME_DIR=../../#GAME_DIR=~/valve/hl2bin/GAME_DIR=/home/hischild/gamedir
# compiler options (gcc 3.4.1 or above is 
required)CC=/usr/bin/gccCPLUS=/usr/bin/g++CLINK=/usr/bin/gcc#CPP_LIB="/usr/lib/libstdc++.a 
/usr/lib/libgcc_eh.a"CPP_LIB="/usr/lib/gcc/i386-redhat-linux/3.4.3/libstdc++.a 
/usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_eh.a"
# put any compiler flags you want passed hereUSER_CFLAGS=
# link flags for your mod, make sure to include any special libraries 
hereLDFLAGS="-lm -ldl $(GAME_DIR)/bin/tier0_i486.so $(GAME_DIR)/bin/vstdlib_i486.so 
mathlib_i486.a choreoobjects_i486.a tier1_i486.a"
# XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the 
vcproj to makefile converter# it must be installed before being able to run 
this 
makefileXERCES_INC_DIR=/opt/xerces-c.2.8.0/includeXERCES_LIB_DIR=/opt/xerces-c.2.8.0/lib#
 if you have xerces installed already you should be able to use the two lines 
below#XERCES_INC_DIR=/usr/include#XERCES_LIB_DIR=/usr/lib

errors:
makeif [ -z "/usr/bin/gcc" ]; then echo "Compiler not defined."; exit; fiif [ ! -d . ];then mkdir .;ficd 
.make -f Makefile.vcpm CC=/usr/bin/gcc CPLUS=/usr/bin/g++ CPP_LIB="/usr/lib/gcc/i  
386-redhat-linux/3.4.3/libstdc++.a /usr/lib/gcc/i386-redhat-linux/3.4.3/libgcc_e  h.a" 
BUILD_DIR=. BUILD_OBJ_DIR=./obj SOURCE_DIR=.. SHLIBLDFLAGS=-shared -Wl,-Map  ,vcpm_map.txt -Wl 
SHLIBEXT=so CLINK=/usr/bin/gcc CFLAGS="  -mtune=i686 -march=pe  ntium3 -mmmx -O3 -fpermissive 
-D_LINUX -DNDEBUG -Dstricmp=strcasecmp -D_stricmp=  strcasecmp -D_strnicmp=strncasecmp 
-Dstrnicmp=strncasecmp -D_snprintf=snprintf -  D_vsnprintf=vsnprintf -D_alloca=alloca 
-Dstrcmpi=strcasecmp -Usprintf=use_Q_snpr  intf_instead_of_sprintf -Ustrncpy=use_Q_strncpy_instead 
-UPROTECTED_THINGS_ENABL  E" LDFLAGS="-lm -ldl /home/hischild/gamedir/bin/tier0_i486.so 
/home/hischild/gam  edir/bin/vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a" 
ARCH=  i486 GAME_DIR=/home/hischild/gamedir MOD_CONFIG=server_sdk_ReleaseSDKWin32 NAME=   
   server XERCES_INC_DIR=/opt/xerces-c.2.8.0/include XERCES_LIB_DIR=/opt/xerces-c.2  
.8.0/libmake[1]: Entering directory `/home/hischild/193/linux_sdk'mkdir ./objmkdir: cannot create directory `./obj': File 
existsmake[1]: [dirs] Error 1 (ignored)mkdir ./obj/vcpmmkdir: cannot create directory `./obj/vcpm': File existsmake[1]: [dirs] 
Error 1 (ignored)mkdir ./obj/vcpm/publicmkdir: cannot create directory `./obj/vcpm/public': File existsmake[1]: [dirs] Error 1 
(ignored)make[1]: *** No rule to make target `obj/vcpm/makefilecreator.o', needed by `vcp  m'.  
Stop.make[1]: Leaving directory `/home/hischild/193/linux_sdk'make: *** [vcpm] Error 2




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