[hlcoders] Re: NPC Animation Latency...
I don't see why, but although changing it to if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply if(IsSelfAnimating()) does it just for me fine! Not looked into player effects yet, though. Andrew Message: 5 From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: NPC Animation Latency... Date: Tue, 4 Dec 2007 23:15:20 -0500 Reply-To: hlcoders@list.valvesoftware.com Didn't seem to do much. I tried net_fakelag 25 and it did look perfect. But I don't think having a mod running listen servers with fake lag is a smart move. Chris - Original Message - From: Maurino Berry [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 04, 2007 9:16 PM Subject: Re: [hlcoders] Re: NPC Animation Latency... Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris [EMAIL PROTECTED] wrote: That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 6:19 AM Subject: [hlcoders] Re: NPC Animation Latency... I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be less exaggerated From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: hlcoders@list.valvesoftware.com I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mod Game Type
First, in the hl2mp_client.cpp, this function is called /* === const char *GetGameDescription() Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 === */ And that passes it off to the gamerules. You can do your fancy stuff there, or in your gamerules :P Mark Chandler wrote: All was wondered what that function did. Thxs! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Wednesday, December 05, 2007 7:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mod Game Type Isn't that set in the GetGameDescription of the gamerules? Mark Chandler wrote: Anyone know how to set the game type (on the find server screen) via code? http://lodle.net/public/snapshot_cut.jpg ___ 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 Game Type
Yeah the code I have been using has never used the default game rules but a new one. So no comments for me :D -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Wednesday, December 05, 2007 7:27 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mod Game Type First, in the hl2mp_client.cpp, this function is called /* === const char *GetGameDescription() Returns the descriptive name of this .dll. E.g., Half-Life, or Team Fortress 2 === */ And that passes it off to the gamerules. You can do your fancy stuff there, or in your gamerules :P Mark Chandler wrote: All was wondered what that function did. Thxs! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Wednesday, December 05, 2007 7:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mod Game Type Isn't that set in the GetGameDescription of the gamerules? Mark Chandler wrote: Anyone know how to set the game type (on the find server screen) via code? http://lodle.net/public/snapshot_cut.jpg ___ 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] Combo System
-- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Issues with LuaBind + Source
Cheers for helping guys, i sorted out the issues with linking all of those libraries as static libs, and now its working great :D Cheers Christopher Harris wrote: With a DLL for my work mod we have to put it in the root steam folder where steam.exe is at. Chris - Original Message - From: Matt Stafford [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 04, 2007 11:55 PM Subject: Re: [hlcoders] Issues with LuaBind + Source -- [ Picked text/plain from multipart/alternative ] From memory I had issues loading DLLs from the same directory as my server/client.dll files, I had to put them in Source SDK Base/bin to work (or something like that) On Dec 5, 2007 2:28 PM, Tom Leighton [EMAIL PROTECTED] wrote: Lua is simply a binary from luabinaries.luaforge.org Both DLLs are there, last modified time changes with building it, i am just about to go and build Lua on my own and try the two together Spam wrote:If you built the LUA library as a DLL (which I assume you are doing since you reference the build creating a .lib and .dll), then that DLL needs to get copied into the same folder where your server.dll is getting copied after a build. The server.dll has a dependency on that DLL and will not load without it. You can copy the LUA DLL anywhere on your path and it will also work, but probably best to copy it into your mod bin directory where the server.dll lives. If you ever update/rebuild the LUA library, you have to make sure the updated DLL gets copied over. Either that or rebuild the LUA library as a static (should only create a .lib, not .lib and .dll). That way it gets linked into your server.dll and you don't have to worry about copying the LUA dll. Tom Leighton wrote: After some 1337 debugging skills, i have noticed that it's not even loading my server.dll... No errors otherwise, but its loading the sourcetest one... server.dllC:\Program Files\Valve\Steam\SteamApps\royalmarine0\source sdk base\sourcetest\bin\server.dllN/AN/ANo symbols loaded. 9020/07/2006 00:102200-22769000[1380] hl2.exe: Native Anyone have any ideas? No errors in the event log, cant seem to find anything in VS. I'm stumped. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] Maybe it's the other way around then. maybe your client is loading, but not your server. run filemon and launch and find out which dll is loading. On Dec 4, 2007 8:45 PM, Tom Leighton [EMAIL PROTECTED] wrote: Hmm, the client has no reference to Lua at all (It doesnt link with it or luabind). I'm getting fed up now, and now STEAM freezes upon login. Today is NOT a good day. I don't think it ever gets to the stage of loading the other DLL's -- since i can rename them and it will not complain about them missing. Any other ideas? Cos im all out. Matt Stafford wrote -- [ Picked text/plain from multipart/alternative ] I got that error a while ago because my client DLL wasn't loading properly because there was a binary it was trying to load that was in the wrong location, if that helps at all. On Dec 5, 2007 12:26 PM, Tom Leighton [EMAIL PROTECTED] wrote: I speak too soon... Spawn Server dm_lockdown Begin loading faces (loads materials) End loading faces (loads materials) execing skill_manifest.cfg execing skill.cfg Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit (2.10MB) 32 player server started Adding master server 69.28.151.162:27011 Adding master server 72.165.61.190:27011 Client unnamed connected (127.0.0.1:27005). Connected to 127.0.0.1:27015 MasterRequestRestart Your server needs to be restarted in order to receive the latest update. MasterRequestRestart Your server needs to be restarted in order to receive the latest update. Half-Life 2 Map: dm_lockdown Players: 1 / 32 Build 3264 Server Number 1 No pure server whitelist. sv_pure = 0 CAsyncWavDataCache: 2 .wavs total 0 bytes, 0.00 % of capacity Initializing renderer... Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Dropped unnamed from server (Disconnect by user.) Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV. What the hell is going on? I have no idea, i have no idea why LuaBind is screwing with my mod in any way shape or form... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ 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
Re: [hlcoders] Combo System
-- [ Picked text/plain from multipart/alternative ] dude, it wasn't copy and paste code. I'm not writing your mod for you. On Dec 5, 2007 10:32 AM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Combo System
-- [ Picked text/plain from multipart/alternative ] Who are you speaking to ? Me ? 2007/12/5, Tony omega Sergi [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] dude, it wasn't copy and paste code. I'm not writing your mod for you. On Dec 5, 2007 10:32 AM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: NPC Animation Latency...
OH MEH GEE! This has fixed so many things This has fixed vehicle pose parameters, Third person player view, and npc jitter. Just have to see what other players look like, but If they are recieving a networked animtime should it matter if it is changed right before network update? Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05, 2007 5:08 AM Subject: [hlcoders] Re: NPC Animation Latency... I don't see why, but although changing it to if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply if(IsSelfAnimating()) does it just for me fine! Not looked into player effects yet, though. Andrew Message: 5 From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: NPC Animation Latency... Date: Tue, 4 Dec 2007 23:15:20 -0500 Reply-To: hlcoders@list.valvesoftware.com Didn't seem to do much. I tried net_fakelag 25 and it did look perfect. But I don't think having a mod running listen servers with fake lag is a smart move. Chris - Original Message - From: Maurino Berry [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 04, 2007 9:16 PM Subject: Re: [hlcoders] Re: NPC Animation Latency... Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris [EMAIL PROTECTED] wrote: That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 6:19 AM Subject: [hlcoders] Re: NPC Animation Latency... I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be less exaggerated From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: hlcoders@list.valvesoftware.com I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. ___ 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] Combo System
-- [ Picked text/plain from multipart/alternative ] Lmao! sorry, I thought you were kitson for some reason, my threads got all mixed up in gmail because there was an off-list reply in the mix ;) On Dec 5, 2007 11:30 AM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Who are you speaking to ? Me ? 2007/12/5, Tony omega Sergi [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] dude, it wasn't copy and paste code. I'm not writing your mod for you. On Dec 5, 2007 10:32 AM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Compile
hlcoders mailing list destroy MIME messages. Download files at : http://bombela.free.fr/data/MakeFileImproved.zip ++ Bombela a écrit : This is a multi-part message in MIME format. -- I send you many Makefile specially prepared for easy utilization and compilation. Backup all your Makefile.* and replace it by my Makefile. Don't forget to modifies the header of the file : Makefile for adjust to your configuration. I am ready to help you more. PS : Sorry for my bad English (French :D). Jed a écrit : Err there aren't any files to share. Everything on that page is pretty much what you need to do including links/commands to have stuff download. It even has downloads to Fedora core 6 images for VMWare player if you just want to set-up a virtual machine. I'm working on updating it for Fedora Core 8 at the moment. - Jed On 04/12/2007, Mark Chandler [EMAIL PROTECTED] wrote: You mind sharing the files as im a complete noob with linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux Compile
This is a multi-part message in MIME format. -- I send you many Makefile specially prepared for easy utilization and compilation. Backup all your Makefile.* and replace it by my Makefile. Don't forget to modifies the header of the file : Makefile for adjust to your configuration. I am ready to help you more. PS : Sorry for my bad English (French :D). Jed a écrit : Err there aren't any files to share. Everything on that page is pretty much what you need to do including links/commands to have stuff download. It even has downloads to Fedora core 6 images for VMWare player if you just want to set-up a virtual machine. I'm working on updating it for Fedora Core 8 at the moment. - Jed On 04/12/2007, Mark Chandler [EMAIL PROTECTED] wrote: You mind sharing the files as im a complete noob with linux -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Tuesday, December 04, 2007 8:52 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux Compile Which version of xerces are you using? I tried with 2.7.0 and had all sorts of problems so I went back and hand-rolled 2.6.0 from the source. You can find details of how I did it here: http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox - Jed On 04/12/2007, Mark Chandler [EMAIL PROTECTED] wrote: Hey guys im having troubles compiling my mod under linux. It gets up to the stage of trying to compile and then spits this error out: [code] bash-3.1# make if [ -z gcc ]; then echo Compiler not defined.; exit; fi if [ ! -d . ];then mkdir .;fi cd . if [ ! -f tier0_i486.so ]; then ln -s /root/gesource/main/bin/tier0_i486.so .; fi if [ ! -f vstdlib_i486.so ]; then ln -s /root/gesource/main/bin/vstdlib_i486.so .; fi ./vcpm ../dlls/server.vcproj ./vcpm: error while loading shared libraries: libxerces-c.so.28: cannot open shared object file: No such file or directory make: *** [mod] Error 127 bash-3.1# [/code] I have set the LD_LIBRARY_PATH to point to xerces dir. I cant find any one else with this error. Any help would be appreciated. ___ 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 -- # # - Perfect Dark - # # SDK Makefile for x86 Linux # # $Id: Makefile.pdark 1456 2007-04-22 20:05:26Z bombela $ # # Developer configurable items # # the directory the base binaries (bin/tier0_i486.so, etc) are located GAME_DIR=/media/prog/valve # compiler options (gcc 3.4.1 or above is required) CC=gcc-3.4 CPLUS=g++-3.4 CLINKER=gcc-3.4 # The gcc lib c++ (directory of libstdc++.a and libgcc_eh.a) BASE_CPP_LIB=/usr/lib/gcc/i486-linux-gnu/3.4.6 # XERCES 2.6.0 or above ( http://xml.apache.org/xerces-c/ ) is used by the vcproj to makefile converter # it must be installed before being able to run this makefile XERCES_INC_DIR=/usr/include XERCES_LIB_DIR=/usr/lib # PROJECT DEBUG MODE # Equal 1 for activate. (Or add -D PROJECT_DEBUG=1 make program parameter). # It's usefull for compile with no optimization and use gdb and/or valgrind ;) PROJECT_DEBUG=1 # Use and activate ccache. # Two cache dir are used : # ccache_release # ccache_debug ACTIVE_CCACHE=1 # # Things below here shouldn't need to be altered # # the name of the mod binary (_i486.so is appended to the end) NAME=server # the location of the vcproj that builds the mod MOD_PROJ=../dlls/hl_sdk.vcproj # link flags for your mod, make sure to include any special libraries here LDFLAGS=-lm -ldl tier0_i486.so vstdlib_i486.so mathlib_i486.a choreoobjects_i486.a tier1_i486.a # For include lib in current directory (aka link : tier0_i486.so vstdlib_i486.so). export LD_LIBRARY_PATH=. # Re-define the automatic $(MAKE) define MAKE:=$(MAKE) --no-print-directory #Â A nice echo include Makefile.echo [EMAIL PROTECTED](call ECHO_MAGENTA,Linking \t$@); $(CLINKER) # the dir we want to put binaries we build into BUILD_DIR=. # the place to put object files BUILD_OBJ_DIR=$(BUILD_DIR)/obj # the location
[hlcoders] Model Shader/Effect Change
-- [ Picked text/plain from multipart/alternative ] I am trying to make a way to change the players ?skin? change color at a certain time to show a shield type effect. This is what I have so far, but it just makes my player black. Is there a different Material I could use that would work, such as a metal or rock type look? int C_Hunt_Player::DrawModel( int flags ) { static IMaterial* shieldEffect = materials-FindMaterial(Effects/tp_refract , TEXTURE_GROUP_OTHER); modelrender-ForcedMaterialOverride( shieldEffect ); int iret = BaseClass::DrawModel( flags ); modelrender-ForcedMaterialOverride( NULL ); //( shaders/post_sepia, TEXTURE_GROUP_CLIENT_EFFECTS, true ); return iret; } - Never miss a thing. Make Yahoo your homepage. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Mod Game Type
All was wondered what that function did. Thxs! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: Wednesday, December 05, 2007 7:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Mod Game Type Isn't that set in the GetGameDescription of the gamerules? Mark Chandler wrote: Anyone know how to set the game type (on the find server screen) via code? http://lodle.net/public/snapshot_cut.jpg ___ 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 Game Type
Isn't that set in the GetGameDescription of the gamerules? Mark Chandler wrote: Anyone know how to set the game type (on the find server screen) via code? http://lodle.net/public/snapshot_cut.jpg ___ 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] Mod Game Type
Anyone know how to set the game type (on the find server screen) via code? http://lodle.net/public/snapshot_cut.jpg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: NPC Animation Latency...
-- [ Picked text/plain from multipart/alternative ] I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's still in the shipping SDK and someone is still encountering it at least once a month. We need an SDK code update, Mike! Regards, Paul On Dec 5, 2007 1:09 PM, Christopher Harris [EMAIL PROTECTED] wrote: OH MEH GEE! This has fixed so many things This has fixed vehicle pose parameters, Third person player view, and npc jitter. Just have to see what other players look like, but If they are recieving a networked animtime should it matter if it is changed right before network update? Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05, 2007 5:08 AM Subject: [hlcoders] Re: NPC Animation Latency... I don't see why, but although changing it to if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply if(IsSelfAnimating()) does it just for me fine! Not looked into player effects yet, though. Andrew Message: 5 From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: NPC Animation Latency... Date: Tue, 4 Dec 2007 23:15:20 -0500 Reply-To: hlcoders@list.valvesoftware.com Didn't seem to do much. I tried net_fakelag 25 and it did look perfect. But I don't think having a mod running listen servers with fake lag is a smart move. Chris - Original Message - From: Maurino Berry [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 04, 2007 9:16 PM Subject: Re: [hlcoders] Re: NPC Animation Latency... Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris [EMAIL PROTECTED] wrote: That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 6:19 AM Subject: [hlcoders] Re: NPC Animation Latency... I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be less exaggerated From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: hlcoders@list.valvesoftware.com I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. ___ 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] Migrating to Source
Greetings, been watching the list for a month or two now, downloaded the archives and searched through them, still have some unanswered questions. I am planning on moving a little game/mod of mine over to the Source engine from another. I am using quite a few features which are standard in the other but not in Source, so I am interested in workarounds. I know some things will be just flat-out impossible, but if anyone can think of workarounds then I would be interested. I am not going to bring over the whole thing (just because I know many of the limitations of the Source engine in comparison to what I was doing), but I am still going to list off the capabilities I used that I do not see obviously done in Source, just because if it is there or there is a nice work-around then I will look into using it as I did before if at all possible. I am also most likely going to ask a few different things a few different times as I remember them, all in this thread. Also, anyone that responds could you respond to the whole list (unless you wish to tell something that you do not want me to release) so it could be archived for future users. To start, the previous engine I used was mostly designed for accuracy, although it was quite fast, it was not really for main-stream games. The basic storage unit was not actually a floating point, but rather an integer, with the base unit at about 0.1 millimeters (100 micrometers), although a single line change could change that (a macro). It used a floating-sized integer however, the main storage class mutated to be based on a 32-bit integer, 64-bit integer (or just 64-bit for the smallest when compiled for 64-bits), or an n-bit integer. It was quite fast since it was allowed to make quite a few assumptions. The renderer was odd in that anything beyond a certain distance was rendered in a vastly lower quality (like normals LOD), but rendered in something akin to a Sky-box and not updated unless something caused a change to occur, such a large change of position of the camera, too great of a change of position of something being rendered at that distance (such as a planet moving), a large explosion at a distance (which made the outer-rendering real-time for the duration, still fast due to the few and low quality models at that distance, things that were too small were not rendered at all). There would be multiple levels of this, the nearest being what you see closest, to the furthest near never being updated, generally containing galaxies, procedurally generated (and filled if you ever went to them, down to solar system, planets, foliage on the rare times those came about). You could literally walk on any planet (if it would not kill you in various ways of course), launch in a spaceship of some sort and FTL to any other place anywhere you could see, would be procedurally generated up, although game-play was generally constrained to vastly smaller areas. Internally it handled things in more of a tree, so that objects that were near together were generally within a single node (simplifying often used calculations to always using integers for distance, instead of the more complicated n-bit integers). The basic player class was actor-less (it had no model), but attached to objects. For example, you would spawn a player model, and you would have the playercontroller class attach tot he player model actor class, it could attach by either linking to it, thus controlling it, or viewing through it, thus having the player camera attached to the model (at a viewpoint generally defined by the model, such as the eyes on a person). Even when the player was attached to something else you could still have it re attach one of those aspects to something else, for example a view, such as a remote drone you could be seeing through, or just the controller, remote controlled car for example. If it was not attached by controls then it was like a player in ghost mode, able to move around any which way, model-less, just a controllable viewpoint, of which normal players were not allowed to experience. The client part of the app just received information it needed to know about from the server, immediate area, seed numbers for generating the world, etc..., drew things as stated above in those layers. The main issue I had was lack of content and people to make content, although the only content needed were unit/ship models, textures, etc... Most of the universe was dynamically generated, not always pretty, but it worked, and you could override any section to fill in your own data (a city for example). I had my game/mod to be more of an RTS style with fps interface (think Activision/Pandemic's Battlezone 1/2 series), that by the end of a game session (if you went the full tech tree) that you would be collapsing entire galaxies into singularities for raw power, technologically not hard to do in that engine. Hence why I am here, mostly wanting to create something simple, a part here or there
RE: [hlcoders] Re: NPC Animation Latency...
You know what'd be cool? HL2 SDK on SVN, and as code patches get put in, we get access to the updates on the fly. Ah... wet dreams... - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski Sent: Wednesday, December 05, 2007 7:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: NPC Animation Latency... -- [ Picked text/plain from multipart/alternative ] I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's still in the shipping SDK and someone is still encountering it at least once a month. We need an SDK code update, Mike! Regards, Paul On Dec 5, 2007 1:09 PM, Christopher Harris [EMAIL PROTECTED] wrote: OH MEH GEE! This has fixed so many things This has fixed vehicle pose parameters, Third person player view, and npc jitter. Just have to see what other players look like, but If they are recieving a networked animtime should it matter if it is changed right before network update? Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, December 05, 2007 5:08 AM Subject: [hlcoders] Re: NPC Animation Latency... I don't see why, but although changing it to if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply if(IsSelfAnimating()) does it just for me fine! Not looked into player effects yet, though. Andrew Message: 5 From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: NPC Animation Latency... Date: Tue, 4 Dec 2007 23:15:20 -0500 Reply-To: hlcoders@list.valvesoftware.com Didn't seem to do much. I tried net_fakelag 25 and it did look perfect. But I don't think having a mod running listen servers with fake lag is a smart move. Chris - Original Message - From: Maurino Berry [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 04, 2007 9:16 PM Subject: Re: [hlcoders] Re: NPC Animation Latency... Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris [EMAIL PROTECTED] wrote: That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 6:19 AM Subject: [hlcoders] Re: NPC Animation Latency... I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be less exaggerated From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: hlcoders@list.valvesoftware.com I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. ___ 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: hlcoders digest, Vol 1 #3469 - 6 msgs
-- [ Picked text/plain from multipart/alternative ] lulz @ copy and paste... I'd rather code a more efficient way than use someone else's coding techniques. Where would programmers be with a code without there mental definition dictionary. Date: Wed, 5 Dec 2007 09:56:10 -0800 From: [EMAIL PROTECTED] Subject: hlcoders digest, Vol 1 #3469 - 6 msgs To: hlcoders@list.valvesoftware.com Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: Combo System (Janek) 2. Re: Combo System (Tony omega Sergi) 3. Re: Issues with LuaBind + Source (Tom Leighton) 4. Re: Combo System (Janek) 5. Re: Combo System (Tony omega Sergi) 6. Re: Re: NPC Animation Latency... (Christopher Harris) --__--__-- Message: 1 Date: Wed, 5 Dec 2007 16:32:39 +0100 From: Janek [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Combo System Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- --__--__-- Message: 2 Date: Wed, 5 Dec 2007 10:38:25 -0500 From: Tony \omega\ Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Combo System Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from multipart/alternative ] dude, it wasn't copy and paste code. I'm not writing your mod for you. On Dec 5, 2007 10:32 AM, Janek [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] In your text you mention m_iComboCounter which is different to m_iCombocounter (C++ is case sensitive). Also in your text you mention m_flComboTime which is not m_iComboTime 2007/12/4, Minh [EMAIL PROTECTED]: -- [ Picked text/plain from multipart/alternative ] error C2065: 'm_iComboTime' : undeclared identifier error C2065: 'm_iCombocounter' : undeclared identifier You need to declare these variables in the class declaration segment (usually class declarations are contained in .h files) error C2106: '=' : left operand must be l-value hmm.. Are you trying to assign a value to a constant? The left side of the '=' symbol should always be a non-constant variable. error C2143: syntax error : missing ')' before ';' check your syntax. you forgot a left bracket somewhere.. Not to be mean, but I think you should learn some basic C++ programming skills. It's really hard to help you make a combo system if you don't know some basic C++ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- --- [EMAIL PROTECTED] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- --__--__-- Message: 3 Date: Wed, 05 Dec 2007 15:48:07 + From: Tom Leighton [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Issues with LuaBind + Source Reply-To: hlcoders@list.valvesoftware.com Cheers for helping guys, i sorted out the issues with linking all of those libraries as
Re: [hlcoders] RE: hlcoders digest, Vol 1 #3469 - 6 msgs
-- [ Picked text/plain from multipart/alternative ] lolz @ digest mode enabled ;-) /ProZak On 06/12/2007, Steven Hughes [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] lulz @ copy and paste... I'd rather code a more efficient way than use someone else's coding techniques. Where would programmers be with a code without there mental definition dictionary. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3rd person cam, player's animation
-- [ Picked text/plain from multipart/alternative ] found , if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY m_AnimConfig.m_LegAnimType != LEGANIM_8WAY ) , if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY ) and so on which are about the same. I cant seem to find m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true ); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders