[hlcoders] custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
--
[ 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

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Re: [hlcoders] custom footstep sounds never load?

2007-11-11 Thread Rodrigo 'r2d2rigo' Diaz
--
[ 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
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[hlcoders] RE: custom footstep sounds never load?

2007-11-11 Thread Adam Donovan
--
[ 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

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

2007-11-11 Thread bloodykenny
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.)
 
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[hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Josh Marshall
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!

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[hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
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.

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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Tobias Kammersgaard
--
[ 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.

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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny
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.

 ___
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 please visit:
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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Ondřej Hošek

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.



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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Tobias Kammersgaard
--
[ 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
 
 
 --
 
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[hlcoders] Re: SendProxy_String_tToString can't send wide-char

2007-11-11 Thread Haza
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++;
}
}


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[hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
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

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Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Ryan Sheffer
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

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Re: [hlcoders] Muzzle Flash Fix + BloodSpray

2007-11-11 Thread Ryan Sheffer
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!

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Re: [hlcoders] Simple stealth effect

2007-11-11 Thread Ryan Sheffer
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
 
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Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Greg Scott
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
 
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  please visit:
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Re: [hlcoders] Scratch Vrs HL2DM SDK

2007-11-11 Thread Adam Maras (memzero)

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

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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
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
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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Jorge Rodriguez
--
[ 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
--

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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Adam Maras (memzero)

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
--

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Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Ryan Sheffer
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..
 
  ___
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  archives, please visit:
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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Christopher Harris

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
--

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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Tobias Kammersgaard
--
[ 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:
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Re: [hlcoders] Physics on live npcs?!

2007-11-11 Thread Jake Breen

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..

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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Kevin Ottalini

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



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Re: [hlcoders] Cinematic Physics?

2007-11-11 Thread Ryan Sheffer
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


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[hlcoders] Self Shadowing on models

2007-11-11 Thread Minh
--
[ 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.

--

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RE: [hlcoders] Self Shadowing on models

2007-11-11 Thread caleb smith
--
[ 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 
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Re: [hlcoders] Self Shadowing on models

2007-11-11 Thread Jake Breen

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: 
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Re: [hlcoders] Self Shadowing on models

2007-11-11 Thread Christopher Harris

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.

--

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

2007-11-11 Thread bloodykenny
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++;
}
}


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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread bloodykenny

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.
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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RE: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread caleb smith
--
[ 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 
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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Adam Maras (memzero)

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.

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[hlcoders] Adding extra model on player's head

2007-11-11 Thread Adam Maras (memzero)

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)

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Re: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Kori

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)

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please visit:
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Re: [hlcoders] Mod not showing up in the Steam-Servers-Internet-Game selector

2007-11-11 Thread Christopher Harris

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 
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RE: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Mark Chandler
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)

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--
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


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Re: [hlcoders] Adding extra model on player's head

2007-11-11 Thread Christopher Harris

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)

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