[hlcoders] custom footstep sounds never load?
-- [ Picked text/plain from multipart/alternative ] working on a small project with some people in berlin this week and I am having allot of problems getting any changes to happen with the footsteps sounds for a little mod they are using. I first tried editing game sound physics.txt to use our own sound files..that didnt work. So then I tried renaming the sounds files to the same names in the script file..that also didnt work. I looked into other .gcf files to see if I was missing any script files and they all seemed to be present. I can change other script files for other things but no matter what I do there is no change to the footsteps, I have tried 3 different mods with all of this and still no luck. Is it possible that there is something wrong with the SDK update that has broken custom footstep sounds or was it never available to change in the first place? Is there somewhere in the code to force the mod to use a specific script file? This is for a MP mod y the way app id 320..I also tried ep1 app id 380 but that didnt work either thanks again people adam _ New music from the Rogue Traders - listen now! http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] custom footstep sounds never load?
-- [ Picked text/plain from multipart/alternative ] Maybe you are using wrong frequency/sample/etc values for the sounds, I remember the original HL only accepting mono/8KHz WAV files. Just check the values of these things for default HL2 sounds. 2007/11/11, Adam Donovan [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] working on a small project with some people in berlin this week and I am having allot of problems getting any changes to happen with the footsteps sounds for a little mod they are using. I first tried editing game sound physics.txt to use our own sound files..that didnt work. So then I tried renaming the sounds files to the same names in the script file..that also didnt work. I looked into other .gcf files to see if I was missing any script files and they all seemed to be present. I can change other script files for other things but no matter what I do there is no change to the footsteps, I have tried 3 different mods with all of this and still no luck. Is it possible that there is something wrong with the SDK update that has broken custom footstep sounds or was it never available to change in the first place? Is there somewhere in the code to force the mod to use a specific script file? This is for a MP mod y the way app id 320..I also tried ep1 app id 380 but that didnt work either thanks again people adam _ New music from the Rogue Traders - listen now! http://ninemsn.com.au/share/redir/adTrack.asp?mode=clickclientID=832referral=hotmailtaglineOct07URL=http://music.ninemsn.com.au/roguetraders -- ___ 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] RE: custom footstep sounds never load?
-- [ Picked text/plain from multipart/alternative ] I did look into the sound sample rate and they are all the same 44k, 16 bit mono. My sound files are all the same format as valves so dont think thats the problem. Actually when I made my sounds I just opened up the original valve files and added a simple flanger effect so that I could test if they would work. cheers but no luck _ Overpaid or Underpaid? Check our comprehensive Salary Centre http://a.ninemsn.com.au/b.aspx?URL=http%3A%2F%2Fcontent%2Emycareer%2Ecom%2Eau%2Fsalary%2Dcentre%3Fs%5Fcid%3D595810_t=766724125_r=Hotmail_Email_Tagline_MyCareer_Oct07_m=EXT -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SendProxy_String_tToString can't send wide-char string data
Well there is no SendBlob sort of function anywhere in the dt_send and various other networking files. It's not a huge deal, I just had to write my own base-128 encoder, so that there wouldn't be any 0s in the data that went over the wire. It just seems that Valve would want to support this natively. At 2007/11/10 10:53 PM, OvermindDL1 wrote: 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 ___ 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
[hlcoders] Muzzle Flash Fix + BloodSpray
Hey, A single-player mod im working on requires to use models from CSS, now everything is working fine. Muzzle flash is in the right place and recoil anim's are fixed, problem is... when the gun runs out of ammo it will still play the recoil anim and show a muzzle flash. Any way to stop the muzzle flash from playing when the clips empty? As for the blood effects for this mod we want to add a blood spurt effect from the point of entry when the NPC's take damage, similar to in SMOD. I know I have to use the UTIL_BloodSpray function and also TraceLines but there isn't any documentation online that I can find which will help me to implement this sort of effect. So any help would be great, and im sure other people would benifit from knowing this as it seems to be a sought after effect. Im not sure where it would be defined, for HL2MP I know its in the OnTakeDamage function but for NPC's in SP im not sure thats right. Thankyou! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector
Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector
-- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra On 11.11.07 21:11 Uhr, [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector
-- [ Picked text/plain from multipart/alternative ] No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: SendProxy_String_tToString can't send wide-char
Try these two functions. Just wrote them then in like 3min, haven't tested them. It allows you to send wchar_t strings. All it really does is substitutes 0x00 for 0xFF. So you loose the use of 0x00FF and 0x characters. I think I forgot to check for wchar_t string ending in the Encode function, but I'm sure you can do it. ~Haza void NetSafe16Encode( wchar_t *in, char *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i (sizeof(in)/sizeof(wchar_t)); i++) { // Use bit shifting operations to clean up data. char right = (char)((in[i] 8) 8); if( right == (char)0x00 ) right = ZeroByte; char left = (char)(in[i] 8); if( left == (char)0x00 ) left = ZeroByte; out[out_counter] = left; out_counter++; out[out_counter] = right; out_counter++; } } void NetSafe16DeEncode( char *in, wchar_t *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i sizeof(in); i++) { unsigned short left; if(in[i] == ZeroByte) left = 0x; else left = ((unsigned short)in[i]) 8; i++; unsigned short right; if(in[i] == ZeroByte) right = 0x; else right = ((unsigned short)in[i]); wchar_t final = (wchar_t)(left + right); out[out_counter] = final; out_counter++; } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Scratch Vrs HL2DM SDK
So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong. -Khaim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scratch Vrs HL2DM SDK
It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes, lag compensation and prediction. I would advise HL2MP to newer coders. As for the Ep2 SDK, it isn't out yet, only the tools for making maps and models. On Nov 11, 2007 1:30 PM, Greg Scott [EMAIL PROTECTED] wrote: So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong. -Khaim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle Flash Fix + BloodSpray
Take a look at the baseclass fire() function for bullets. It goes through all the steps from leaving decals on the world and models to throwing particles. On Nov 11, 2007 10:24 AM, Josh Marshall [EMAIL PROTECTED] wrote: Hey, A single-player mod im working on requires to use models from CSS, now everything is working fine. Muzzle flash is in the right place and recoil anim's are fixed, problem is... when the gun runs out of ammo it will still play the recoil anim and show a muzzle flash. Any way to stop the muzzle flash from playing when the clips empty? As for the blood effects for this mod we want to add a blood spurt effect from the point of entry when the NPC's take damage, similar to in SMOD. I know I have to use the UTIL_BloodSpray function and also TraceLines but there isn't any documentation online that I can find which will help me to implement this sort of effect. So any help would be great, and im sure other people would benifit from knowing this as it seems to be a sought after effect. Im not sure where it would be defined, for HL2MP I know its in the OnTakeDamage function but for NPC's in SP im not sure thats right. Thankyou! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Simple stealth effect
I believe there is a problem with trying to fade / change alpha on certain materials. On Nov 10, 2007 8:48 PM, OvermindDL1 [EMAIL PROTECTED] wrote: 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: 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 -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scratch Vrs HL2DM SDK
Roger, thanks for the reply. : ) On Nov 11, 2007 6:03 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes, lag compensation and prediction. I would advise HL2MP to newer coders. As for the Ep2 SDK, it isn't out yet, only the tools for making maps and models. On Nov 11, 2007 1:30 PM, Greg Scott [EMAIL PROTECTED] wrote: So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong. -Khaim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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] Scratch Vrs HL2DM SDK
Any guess on whether the Ep2 SDK will give us the same options for mod creation? Ryan Sheffer wrote: It depends what you are doing. The scratch is good if you want to write your own game rules, the HL2MP is good if you want some groundwork already done for you. Both start off which player classes, lag compensation and prediction. I would advise HL2MP to newer coders. As for the Ep2 SDK, it isn't out yet, only the tools for making maps and models. On Nov 11, 2007 1:30 PM, Greg Scott [EMAIL PROTECTED] wrote: So, going to port the mod I'm working on over to the Ep2 SDK, however, I'm wondering which I should go for, the Scratch, or the HL2DM SDK? Could anyone lay out what the upsides and downsides are to them? From what I've seen it *seems* like the HL2DM SDK is supported better, but I could be wrong. -Khaim ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ 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] Cinematic Physics?
Valve is in a tough position with the cinematic physics, they will have to most likely create their own version of the third party application they used, and that is a lot to expect. On Nov 10, 2007 11:21 AM, Τeo95 [EMAIL PROTECTED] wrote: -- [ 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: hlcoders@list.valvesoftware.com 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cinematic Physics?
-- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cinematic Physics?
Somehow it sounds like if the specifications were that easy to work with, Valve would have already released something for us. //Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez -- ___ 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] Physics on live npcs?!
Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article. On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote: 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: hlcoders@list.valvesoftware.com 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
Re: [hlcoders] Cinematic Physics?
It looks just like you run a model through a physics solver and save it as an animation and that is about it to get the same effect as they have. Don't know if they have any other fancier features that are used in conjunction. Chris - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 6:32 PM Subject: Re: [hlcoders] Cinematic Physics? -- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez -- ___ 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] Cinematic Physics?
-- [ Picked text/plain from multipart/alternative ] Well the name of the application would be a start, so the community'd know what is to deal with :-) /ProZak On 12/11/2007, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Somehow it sounds like if the specifications were that easy to work with, Valve would have already released something for us. //Adam Maras (memzero) Jorge Rodriguez wrote: -- [ Picked text/plain from multipart/alternative ] Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez -- ___ 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] Physics on live npcs?!
Done. http://developer.valvesoftware.com/wiki/%24jigglebone Ryan Sheffer wrote: Just create a stub for it and throw the cleanup flag on top. Someone is bound to see it and clean up the article. On Nov 10, 2007 9:15 PM, Jake Breen [EMAIL PROTECTED] wrote: 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: hlcoders@list.valvesoftware.com 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
Re: [hlcoders] Cinematic Physics?
http://en.wikipedia.org/wiki/Source_engine quote: Cinematic Physics oversees the destruction of a two-storey forest shackDuring the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on The Return of the King and King Kong among other roles, is building a Cinematic Physics system for Source. GameSpy described the new system in their conference report: “ The idea behind this is to give players the opportunity to experience in-game physics in action on a grander scale. As an example of Cinematic Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge bridge collapsing across a vast ravine. ” The system appears to add the following features to Source's physics simulator: Deforming objects — before, physics models could not be modified except through animation Dynamic crumbling of brush geometry — before, lines of separation had to be specified by the mapper Cinematic Physics supports a keyframe system, [7] but its exact nature is currently unclear. It could be that an animator creates a largely complete but low-detail sequence which then sees details added by the physics system, or it could be that an animator creates a handful of single-frame states which are then used as motion targets for the ensuing simulation (in a manner not dissimilar to the Endorphin NaturalMotion technology). Either method results in a drastic reduction of developer input, thus allowing the creation of far more complex scenes than before with the same budget. It is currently unclear both whether or not keyframes are strictly required, and what number are needed to create a scene as complex as the bridge collapse demonstration. endorphin: http://en.wikipedia.org/wiki/Endorphin_%28software%29 but I don't know if this is what Valve is using. - Original Message - From: Tobias Kammersgaard To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 3:41 PM Subject: Re: [hlcoders] Cinematic Physics? Well the name of the application would be a start, so the community'd know what is to deal with :-) /ProZak On 12/11/2007, Adam Maras (memzero) wrote: Somehow it sounds like if the specifications were that easy to work with, Valve would have already released something for us. //Adam Maras (memzero) Jorge Rodriguez wrote: Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cinematic Physics?
I think they might be using an XSI plugin. On Nov 11, 2007 4:11 PM, Kevin Ottalini [EMAIL PROTECTED] wrote: http://en.wikipedia.org/wiki/Source_engine quote: Cinematic Physics oversees the destruction of a two-storey forest shackDuring the July 2006 Electronic Arts Summer Showcase press conference, it was revealed that former Weta Digital employee Gray Horsfield, special effects destruction lead on The Return of the King and King Kong among other roles, is building a Cinematic Physics system for Source. GameSpy described the new system in their conference report: The idea behind this is to give players the opportunity to experience in-game physics in action on a grander scale. As an example of Cinematic Physics in action, a clip from Half-Life 2: Episode Two was shown of a huge bridge collapsing across a vast ravine. The system appears to add the following features to Source's physics simulator: Deforming objects — before, physics models could not be modified except through animation Dynamic crumbling of brush geometry — before, lines of separation had to be specified by the mapper Cinematic Physics supports a keyframe system, [7] but its exact nature is currently unclear. It could be that an animator creates a largely complete but low-detail sequence which then sees details added by the physics system, or it could be that an animator creates a handful of single-frame states which are then used as motion targets for the ensuing simulation (in a manner not dissimilar to the Endorphin NaturalMotion technology). Either method results in a drastic reduction of developer input, thus allowing the creation of far more complex scenes than before with the same budget. It is currently unclear both whether or not keyframes are strictly required, and what number are needed to create a scene as complex as the bridge collapse demonstration. endorphin: http://en.wikipedia.org/wiki/Endorphin_%28software%29 but I don't know if this is what Valve is using. - Original Message - From: Tobias Kammersgaard To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 3:41 PM Subject: Re: [hlcoders] Cinematic Physics? Well the name of the application would be a start, so the community'd know what is to deal with :-) /ProZak On 12/11/2007, Adam Maras (memzero) wrote: Somehow it sounds like if the specifications were that easy to work with, Valve would have already released something for us. //Adam Maras (memzero) Jorge Rodriguez wrote: Perhaps if Valve made available some documentation and examples on the format of the files generated by that third-party tool, the community would be able to create their own utility for this. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~skidz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Self Shadowing on models
-- [ Picked text/plain from multipart/alternative ] I'm not sure if i noticed it or not while playing through EP2 but does the new EP2 engine support self-shadowing on models? I just played Call of Duty 4 and was impressed with the self shadowing done on the prop models and player models. It'd be great if we could have self shadowing for our prop models (especially static prop models) and character models. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Self Shadowing on models
-- [ Picked text/plain from multipart/alternative ] I found the entity that valve made the gman self shadow with (decompile the 4th episode 2 map I think), and basically it acts exactly the same as the player flashlight. I can imagine its the same entity. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Self Shadowing on models Date: Sun, 11 Nov 2007 17:14:21 -0800 -- [ Picked text/plain from multipart/alternative ] I'm not sure if i noticed it or not while playing through EP2 but does the new EP2 engine support self-shadowing on models? I just played Call of Duty 4 and was impressed with the self shadowing done on the prop models and player models. It'd be great if we could have self shadowing for our prop models (especially static prop models) and character models. -- ___ 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] Self Shadowing on models
Self-Shadowing can only be created by a special light ent, and the flashlight. caleb smith wrote: -- [ Picked text/plain from multipart/alternative ] I found the entity that valve made the gman self shadow with (decompile the 4th episode 2 map I think), and basically it acts exactly the same as the player flashlight. I can imagine its the same entity. From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Self Shadowing on models Date: Sun, 11 Nov 2007 17:14:21 -0800 -- [ Picked text/plain from multipart/alternative ] I'm not sure if i noticed it or not while playing through EP2 but does the new EP2 engine support self-shadowing on models? I just played Call of Duty 4 and was impressed with the self shadowing done on the prop models and player models. It'd be great if we could have self shadowing for our prop models (especially static prop models) and character models. -- ___ 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] Self Shadowing on models
Yes, use the flashlight to do it. http://www.hl2world.com/bbs/look-mah-no-flashlight-now-with-map-on-page-3-vt48554.html - Original Message - From: Minh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 8:14 PM Subject: [hlcoders] Self Shadowing on models -- [ Picked text/plain from multipart/alternative ] I'm not sure if i noticed it or not while playing through EP2 but does the new EP2 engine support self-shadowing on models? I just played Call of Duty 4 and was impressed with the self shadowing done on the prop models and player models. It'd be great if we could have self shadowing for our prop models (especially static prop models) and character models. -- ___ 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] Re: SendProxy_String_tToString can't send wide-char
In my case it is quite possible for 0xFF to occur, so I ended up doing, as I mentioned previously, a sort of base-128 workaround like below. It works, it's just really lame. Oh well, thanks though. my_uint16_t my_htons(my_uint16_t i) { assert(i 255*255); my_uint16_t encoded_i = 0; my_uint16_t rem_i; rem_i = i % 255; i /= 255; assert(rem_i = 254); *((unsigned char*)(encoded_i) + 0) = (unsigned char)(rem_i + 1); assert(*((unsigned char*)(encoded_i) + 0) != 0); rem_i = i % 255; assert(i 255); assert(rem_i = 254); *((unsigned char*)(encoded_i) + 1) = (unsigned char)(rem_i + 1); assert(*((unsigned char*)(encoded_i) + 1) != 0); return encoded_i; } At 2007/11/11 03:32 PM, Haza wrote: Try these two functions. Just wrote them then in like 3min, haven't tested them. It allows you to send wchar_t strings. All it really does is substitutes 0x00 for 0xFF. So you loose the use of 0x00FF and 0x characters. I think I forgot to check for wchar_t string ending in the Encode function, but I'm sure you can do it. ~Haza void NetSafe16Encode( wchar_t *in, char *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i (sizeof(in)/sizeof(wchar_t)); i++) { // Use bit shifting operations to clean up data. char right = (char)((in[i] 8) 8); if( right == (char)0x00 ) right = ZeroByte; char left = (char)(in[i] 8); if( left == (char)0x00 ) left = ZeroByte; out[out_counter] = left; out_counter++; out[out_counter] = right; out_counter++; } } void NetSafe16DeEncode( char *in, wchar_t *out ) { char ZeroByte = (char)0xFF; int out_counter = 0; for(int i = 0; i sizeof(in); i++) { unsigned short left; if(in[i] == ZeroByte) left = 0x; else left = ((unsigned short)in[i]) 8; i++; unsigned short right; if(in[i] == ZeroByte) right = 0x; else right = ((unsigned short)in[i]); wchar_t final = (wchar_t)(left + right); out[out_counter] = final; out_counter++; } } ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 -- ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
-- [ Picked text/plain from multipart/alternative ] the base sdk has everything that hl2dm has + some more. infact, I believe thats were most source games reference all there models from (hl2, hl2dm etc), to save space. To: hlcoders@list.valvesoftware.com From: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector Date: Sun, 11 Nov 2007 19:54:04 -0600 As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { game Art of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game hl2mp Game hl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird!Perhaps something in your GameInfo.txt is breaking this?/ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 -- ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
You can use the SDK Base SteamAppId but mount the HL2DM content in your mod. [EMAIL PROTECTED] wrote: As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { gameArt of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game|gameinfo_path|. Gamehl2mp Gamehl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 -- ___ 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
[hlcoders] Adding extra model on player's head
I need to put a custom model (party hat!) on the heads of the players of my mod. Someone's building the model for me right now; I (being rather new to Source) need to figure out how to put this hat atop the heads of my players. Of course, soon enough, the hat will be sort of unlockable, so I don't want to make it part of my player models, I want to add the model to my players' heads at runtime. It doesn't need to affect phys or weapons, and I don't really want it to be part of the structure of the player. It just needs to show up and not affect gameplay. Can some kind soul help me? // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding extra model on player's head
Sounds like you want an Attachment. I don't know anything about Modeling. But i think you want something like the Silencer on the M4 in counter strike. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 9:59 PM Subject: [hlcoders] Adding extra model on player's head I need to put a custom model (party hat!) on the heads of the players of my mod. Someone's building the model for me right now; I (being rather new to Source) need to figure out how to put this hat atop the heads of my players. Of course, soon enough, the hat will be sort of unlockable, so I don't want to make it part of my player models, I want to add the model to my players' heads at runtime. It doesn't need to affect phys or weapons, and I don't really want it to be part of the structure of the player. It just needs to show up and not affect gameplay. Can some kind soul help me? // Adam Maras (memzero) ___ 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] Mod not showing up in the Steam-Servers-Internet-Game selector
Your client is fuxoring messages... But I don't know exactly if it is the case, but if it is not you can mount the 320 app in your dll init functions. If they aren't there you can display a message to user saying you are missing content the mod needs to run, etc. Chris - Original Message - From: caleb smith [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 9:01 PM Subject: RE: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector -- [ Picked text/plain from multipart/alternative ] the base sdk has everything that hl2dm has + some more. infact, I believe thats were most source games reference all there models from (hl2, hl2dm etc), to save space. To: hlcoders@list.valvesoftware.com From: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector Date: Sun, 11 Nov 2007 19:54:04 -0600 As far as I know, you should be basing your current mods off the Source SDK base (215), not HL2DM (320). Try changing the value next to SteamAppId. ~~ Ondra I need some of the HL2DM content, such as models, so I don't think 215 would be appropriate? No idea at all. Just tried copying yours into a mod of mine, and it shows up just fine! http://img158.imageshack.us/img158/9404/serverbrowserartofascenjz7.png /ProZak Hmm I guess the problem could be elsewhere in my mod, but I can't really imagine where. Does anyone know exactly how Steam populates that list? On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Well, I won't discount the possibility that I've done something wrong there, but it seems fairly simple. Here's my gameinfo.txt - I only removed the // comments so it would be easier to read via email clients. Any ideas of what I might try changing/adding/deleting? GameInfo { game Art of Ascension title title2 type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 icon aoa developer BloodyKenny developer_url http://aoa.gamemod.net/; manual http://aoa.gamemod.net/; hidden_maps { test_speakers 1 test_hardware 1 } FileSystem { SteamAppId 320 ToolsAppId 211 SearchPaths { Game |gameinfo_path|. Game hl2mp Game hl2 } } } At 2007/11/11 12:47 PM, Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] All of my mods show up just fine here, weird! Perhaps something in your GameInfo.txt is breaking this? /ProZak On 11/11/2007, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Mod not showing up in the Steam-Servers-Internet-Game selector. This appears to have started intermittently occurring about 2 months ago, according to various users. It disappeared on a Steam update in the past, but usually came back after a restart. This is no longer the case. Has there been some sort of SDK change that needs to be made for mods to continue to show up in the Game selector? Note that the servers themselves do show up, so if you sort by Game you can find it in the list and then click and launch as normal, but this is extremely tedious and confusing to new users. ___ 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 -- ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Adding extra model on player's head
Basicly make a bone where you want to attach the hat to. In code there is a function that will give you the location of that bone so you can move your hat to that location and parent it with the bone -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Maras (memzero) Sent: Monday, November 12, 2007 11:59 AM To: hlcoders Subject: [hlcoders] Adding extra model on player's head I need to put a custom model (party hat!) on the heads of the players of my mod. Someone's building the model for me right now; I (being rather new to Source) need to figure out how to put this hat atop the heads of my players. Of course, soon enough, the hat will be sort of unlockable, so I don't want to make it part of my player models, I want to add the model to my players' heads at runtime. It doesn't need to affect phys or weapons, and I don't really want it to be part of the structure of the player. It just needs to show up and not affect gameplay. Can some kind soul help me? // Adam Maras (memzero) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.15.30/1125 - Release Date: 11/11/2007 9:50 PM ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding extra model on player's head
In the QC file a modeller will define a location on the model that moves with a bone specified in the attachment command. Then in code you can use Attachment functions of CBaseAnimating baseclass to get a location ever think of this attachment and move the party hat to this angle and location. Chris - Original Message - From: Kori [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 10:07 PM Subject: Re: [hlcoders] Adding extra model on player's head Sounds like you want an Attachment. I don't know anything about Modeling. But i think you want something like the Silencer on the M4 in counter strike. - Original Message - From: Adam Maras (memzero) [EMAIL PROTECTED] To: hlcoders hlcoders@list.valvesoftware.com Sent: Sunday, November 11, 2007 9:59 PM Subject: [hlcoders] Adding extra model on player's head I need to put a custom model (party hat!) on the heads of the players of my mod. Someone's building the model for me right now; I (being rather new to Source) need to figure out how to put this hat atop the heads of my players. Of course, soon enough, the hat will be sort of unlockable, so I don't want to make it part of my player models, I want to add the model to my players' heads at runtime. It doesn't need to affect phys or weapons, and I don't really want it to be part of the structure of the player. It just needs to show up and not affect gameplay. Can some kind soul help me? // Adam Maras (memzero) ___ 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