[hlcoders] Re: NPC Animation Latency...

2007-12-05 Thread Andrew Watkins

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.



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Re: [hlcoders] Mod Game Type

2007-12-05 Thread Tom Leighton

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

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RE: [hlcoders] Mod Game Type

2007-12-05 Thread Mark Chandler
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

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Re: [hlcoders] Combo System

2007-12-05 Thread Janek
--
[ 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++

 --

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Re: [hlcoders] Issues with LuaBind + Source

2007-12-05 Thread Tom Leighton

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...

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 --
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 http://www.wraiyth.com
 --

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Re: [hlcoders] Combo System

2007-12-05 Thread Tony omega Sergi
--
[ 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++
 
  --
 
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  please visit:
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Re: [hlcoders] Combo System

2007-12-05 Thread Janek
--
[ 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:
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 --

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Re: [hlcoders] Re: NPC Animation Latency...

2007-12-05 Thread Christopher Harris

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.



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Re: [hlcoders] Combo System

2007-12-05 Thread Tony omega Sergi
--
[ 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++
   
--
   
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  --
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  --
 
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Re: [hlcoders] Linux Compile

2007-12-05 Thread Bombela

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




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Re: [hlcoders] Linux Compile

2007-12-05 Thread Bombela
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.

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--
#
# - 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

# 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

2007-12-05 Thread Robert Rollins
--
[ 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.
--

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RE: [hlcoders] Mod Game Type

2007-12-05 Thread Mark Chandler
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

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Re: [hlcoders] Mod Game Type

2007-12-05 Thread Tom Leighton

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

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[hlcoders] Mod Game Type

2007-12-05 Thread Mark Chandler
Anyone know how to set the game type (on the find server screen) via code?

http://lodle.net/public/snapshot_cut.jpg

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Re: [hlcoders] Re: NPC Animation Latency...

2007-12-05 Thread Paul Peloski
--
[ 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.
 
 
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  please visit:
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[hlcoders] Migrating to Source

2007-12-05 Thread OvermindDL1
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...

2007-12-05 Thread Spencer 'voogru' MacDonald
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.
 
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


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 please visit:
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--


[hlcoders] RE: hlcoders digest, Vol 1 #3469 - 6 msgs

2007-12-05 Thread Steven Hughes
--
[ 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
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 To subscribe or unsubscribe via the World Wide Web, visit
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 or, via email, send a message with subject or body 'help' to
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 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++
  
   --
  
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 -omega
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 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

2007-12-05 Thread Tobias Kammersgaard
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lolz @ digest mode enabled ;-)

/ProZak


On 06/12/2007, Steven Hughes [EMAIL PROTECTED] wrote:

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 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.

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Re: [hlcoders] 3rd person cam, player's animation

2007-12-05 Thread Alvin Ng
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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 );
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