Re: [hlcoders] Issues with a certain map

2008-01-04 Thread Minh
--
[ Picked text/plain from multipart/alternative ]

What kind of error message do you get when you try to run this map?
I'm guessing something along the lines of , Come back in 10 years when we
have an engine capable of running this behemoth!!

- Original Message -
From: Steven Hughes [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 04, 2008 12:34 AM
Subject: [hlcoders] Issues with a certain map


--
[ Picked text/plain from multipart/alternative ]
Okay I know I dug myself into this hole, and I've done a lot since then. Is
it a good idea to turn brushes into displacements at this point and use
brushes as a last resort and to make visibility blocks? And yes this map is
big.

Also what can I do about entdata, the names I have optimized by reducing
there lengths and removing un-needed values. Source engine refuses to run
this map as well.

Object names   Objects/Maxobjs  Memory / Maxmem  Fullness
   ---  ---  
models 333/102415984/49152(32.5%)
brushes   8101/819297212/98304(98.9%) VERY FULL!
brushsides   59944/65536  479552/524288   (91.5%) VERY FULL!
planes   20372/65536  407440/1310720  (31.1%)
vertexes 64172/65536  770064/786432   (97.9%) VERY FULL!
nodes28811/65536  921952/2097152  (44.0%)
texinfos  7393/12288  532296/884736   (60.2%)
texdata825/204826400/65536(40.3%)
dispinfos  965/0  169840/0( 0.0%)
disp_verts   62069/0 1241380/0( 0.0%)
disp_tris96256/0  192512/0( 0.0%)
disp_lmsamples 3133222/0 3133222/0( 0.0%)
faces45296/65536 2536576/3670016  (69.1%)
hdr faces0/65536   0/3670016  ( 0.0%)
origfaces23904/65536 1338624/3670016  (36.5%)
leaves   29145/65536  932640/2097152  (44.5%)
leaffaces55994/65536  111988/131072   (85.4%) VERY FULL!
leafbrushes  21464/65536   42928/131072   (32.8%)
areas9/25672/2048 ( 3.5%)
surfedges   304440/5120001217760/2048000  (59.5%)
edges   178044/256000 712176/1024000  (69.5%)
LDR worldlights  0/81920/720896   ( 0.0%)
HDR worldlights  0/81920/720896   ( 0.0%)
waterstrips   3930/32768   39300/327680   (12.0%)
waterverts   0/65536   0/786432   ( 0.0%)
waterindices 63912/65536  127824/131072   (97.5%) VERY FULL!
cubemapsamples  63/1024 1008/16384( 6.2%)
overlays26/512  9152/180224   ( 5.1%)
LDR lightdata [variable]   0/0( 0.0%)
HDR lightdata [variable]   0/0( 0.0%)
visdata   [variable]14627205/16777216 (87.2%) VERY FULL!
entdata   [variable]  577543/393216   (146.9%) VERY FULL!
LDR leaf ambient 29145/65536  699480/1572864  (44.5%)
HDR leaf ambient 0/65536   0/1572864  ( 0.0%)
occluders1/0  40/0( 0.0%)
occluder polygons0/0   0/0( 0.0%)
occluder vert ind0/0   0/0( 0.0%)
detail props  [variable]   1/1686000  ( 0.0%)
static props  [variable]   1/46540( 0.0%)
pakfile   [variable] 5823485/0( 0.0%)
--

___
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] Compiling on Visual Studio 2008

2008-01-04 Thread Adam Maras (memzero)

I'm getting ready to write up my article regarding the Source SDK and
making it work on Visual Studio 2008. That being said, I need a little help.

  1. Those of you that have made the mod work on Visual Studio 2008,
 please send me a message with what you did to make it work. I want
 to make sure I'm on the same page with everyone else and have
 explored all the possible options.
  2. Once I've written the article, I need people to proof it for me.
 Not just for errors, but I need to make sure my steps work with
 all editions of Visual Studio 2008. I'll be writing the tutorial
 and taking the screenshots with Visual C++ 2008 Express Edition,
 not full-blown Visual Studio 2008.

I would appreciate the assistance, it should help me get this churned
out and refined a little faster. Thanks!

//   Adam Maras (memzero)

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



Re: [hlcoders] Player animation after major change in codes.

2008-01-04 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
How do I do that? I'm sorry because I do not have much experience with C++
codes, much less the source codes.

On 1/3/08, Maarten De Meyer [EMAIL PROTECTED] wrote:

 Off the top of my head ( don't have the codebase here at work ), you
 should decrease the values rather than increase them, since these are the
 values used to compare against the actual players' speed, which is
 calculated elsewhere. However, if you say nothing's changed maybe your
 problem is elsewhere; if you increase them e.g. with a factor 2 I'd have
 expected the move_x to be 0.12 rather than 0.24. Still, you should debug
 your code and see why move_x is at 0.24; it's your main problem.

  --
  [ Picked text/plain from multipart/alternative ]
   In sdk_playeranimstate.cpp
 
  #define ANIM_TOPSPEED_WALK 100
 
  #define ANIM_TOPSPEED_RUN 250
 
  #define ANIM_TOPSPEED_RUN_CROUCH 85
  I tried changing the values from 100 to 300,  250 to 1000, but there
  wasn't
  any difference made.
 
  On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
 
  your blendwidth parameters are default.
 
  Look at the same output of cl_showanimstate 1. At the bottom it should
  show you your move_x pose parameter, I suspect it's at 0.24 too.
 
  Then look in the code why it is at 0.24. I'm not sure where it's
  calculated ( in the engine ? ) but based on a comment line it looks
 like
  it's a division of your current speed and
  CBasePlayerAnimState::GetCurrentMaxGroundSpeed().
 
  Basically, as minh said, your player is running with a speed that is 24
  percent of what your code says is it's maximal speed. Fix that, and the
  anim should play properly. [ Look at the implementation of
  GetCurrentMaxGroundSpeed() if I'm not mistaken, there's some constants
  in
  there you may want to modify for your mod ]
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   // Output .MDL
   $modelname player/man/man.mdl
  
   // Directory of .TGA
   $cdmaterials models/player/man
  
   //Model Properties
   $origin 0 0 -35
   $scale 0.9
   $model man man_ref.smd
   $surfaceprop flesh
  
//-
// Reference (this should be your ragdoll pose or delta)
//-
  
 $sequence reference man_ref
  
//-
// Idles
//-
  
 $sequence Idle man_ref loop fps 20 activity ACT_IDLE 1
  
//---
// jump
//---
  
 $sequence jump man_jump fps 30 alignto Idle activity ACT_HOP -1
 $sequence jump2 man_jump fps 30 alignto Idle activity ACT_JUMP -1
  
//-
// Run
//-
  
 $animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
 $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto
  -135
 $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
 $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto
 -45
 $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
 $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
 $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
 $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto
 135
 $animation a_RunZero man_run loop
  
 $sequence Run {
  a_RunNW a_RunN a_RunNE
  a_RunW a_RunZero a_RunE
  a_RunSW a_RunS a_RunSE
  blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
  ACT_RUN 1
  { event 7002 15 lfoot }
  { event 7002 4 rfoot }
 }
   this is my .qc file. The blend is followed from the player_shared.qc
  
   On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
  
   At full forward you'd want your weight of the forward anim to be 1.0
 .
   It's
   not the weightlist, those modulate the weight per bone afterwards,
  the
   problem here is sooner.
  
   It's related to eg
  
   blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
  
   in your qc. The next step in your debugging is seeing why the weight
  of
   the anim is 0.24. You should look at the move_x pose parameter.
   Similarly,
   you want it to be 1.0 when running forward. If it is at 1.0, then
  that
   means you should look at your .qc values and you're doing something
   wrong
   there. If it is not at 1.0, which I expect (it's probably at 0.24
   itself),
   then you should indeed look at your runspeeds and how the move_x
   poseparam
   is computed. Either modify your move speed, or modify the
 calculation
  of
   the move_x parameter so it reflects what you want.
  
   hth,
  
   -- Maarten
  
  
--
[ Picked text/plain from multipart/alternative ]
when i press W run forward, the weight is 0.24, so i guess thats
   where
the
problem lies? how do i change the weights?
   
On 12/26/07, Minh [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
$weightlist in the .qc file has little to do with your problem
  right
now..
   
You're