Re: [hlcoders] Player 9 way blend animation in HL2SP
Hi folks, I have the same problem but I am using the SDK from scratch, my code in the .qc file look like this: $sequence Run_lower { RunNW RunN RunNE RunW idle RunE RunSW RunS RunSE blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop FPS 30 ACT_RUN 1 { event 6005 7 lfoot } { event 6004 2 rfoot } { event 6007 7 mlfoot } { event 6006 2 mrfoot } } The each animation is played but without any blending if I change the the run direction. Another question is, is there the possiblitly to change the speed of the animation codewise? f.i. if I change the FPS from 30 to 20 the animtion is still play with the same speed. Am I looking at the wrong place or has anyone a hint? thx :-) -- [ Picked text/plain from multipart/alternative ] Anyone knows what I need to change to get the player's 9way blending to work on HL2 Single Player? I have a working third person, but the problem is the running animation which is not working. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player 9 way blend animation in HL2SP
-- [ Picked text/plain from multipart/alternative ] can i take a look at your model... I'm not sure whether my problem is due to the model or the codes... On 1/12/08, GMX [EMAIL PROTECTED] wrote: Hi folks, I have the same problem but I am using the SDK from scratch, my code in the .qc file look like this: $sequence Run_lower { RunNW RunN RunNE RunW idle RunE RunSW RunS RunSE blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop FPS 30 ACT_RUN 1 { event 6005 7 lfoot } { event 6004 2 rfoot } { event 6007 7 mlfoot } { event 6006 2 mrfoot } } The each animation is played but without any blending if I change the the run direction. Another question is, is there the possiblitly to change the speed of the animation codewise? f.i. if I change the FPS from 30 to 20 the animtion is still play with the same speed. Am I looking at the wrong place or has anyone a hint? thx :-) -- [ Picked text/plain from multipart/alternative ] Anyone knows what I need to change to get the player's 9way blending to work on HL2 Single Player? I have a working third person, but the problem is the running animation which is not working. -- ___ 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] CUtlVector*... Memory management?
-- [ Picked text/plain from multipart/alternative ] Oh my god. I'm such a fool! How did I not notice that?! I should NOT be a C++ programmer with schoolboy errors like that. Thank you, you have just opened my eyes :D haha. Seriously though, good catch, that really didn't occur to me! On Jan 11, 2008 10:33 PM, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I could be reading this wrong, but with this *The pointers for this constructor are retrieved from a class called CItemData which loads all items from a data file into a CUtlVectorCItem* before the call to new CInvItem. The CInventory destructor calls delete on all m_vItems elements, before emptying the *are you saying that 2 vectors both share pointers to the same objects? J * vector. The CItemData destructor does the same for its vector of CItem*.* On Jan 11, 2008 1:55 PM, Minh [EMAIL PROTECTED] wrote: ooh.. someone just got ownucted. just kidding :) - Original Message - From: Yahn Bernier [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 11, 2008 1:26 PM Subject: RE: [hlcoders] CUtlVector*... Memory management? Well, when talking about a destructor the colloquial term is destructed. YMMV. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Friday, January 11, 2008 1:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CUtlVector*... Memory management? [pendantic englishman] *eye twitch* - its destroyed not destructed. [/pendantic englishman] On 11/01/2008, Yahn Bernier [EMAIL PROTECTED] wrote: If the element type is a pointer: CUtlVector CMyClass * vecStuff; Then the underlying object will not be destructed, just the slot holding the ptr. If you do: CUtlVector CMyClass vecStuff; Then the object gets desctructed (but you also have to worry about implementing a copy constructor or operator =, etc. etc.) Safest thing in the CUtlVector CMyClass * case is to loop through the objects and call delete on each entry, and then call Purge/RemoveAll to free the memory used for the raw pointers. ~CUtlVector will automatically clean up the ptrs, but if you don't delete the objects in the CUtlVector CMyClass * case then you'll have a leak. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Friday, January 11, 2008 11:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CUtlVector*... Memory management? Why you don't look at the code itself? In Remove you can see the element will be destroyed by the Destruct function. The Destruct function calls the Destructor of the element. Best regards Ronny Schedel -- [ Picked text/plain from multipart/alternative ] Am I right in assuming that if you have a vector of pointers, that point to things you create with new, you have to either call delete on each element or use PurgeAndDeleteElements()? Because that's what I've been using up until recently, where it seems that trying to delete elements from a pointer vector on destruction of whatever they are members of just causes the game to crash with a memory error. Removing the calls to delete stop the crash, but unless CUtlVector automatically cleans up your memory for you, won't this just create MASSIVE memory leaks? As far as I knew, CUtlVector didn't magically look after your memory for you... was I wrong? J -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] Animated Decals on Models
I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animated Decals on Models
Could also be Dystopia? http://www.dystopia-game.com/ Adam --- Chris Janes [EMAIL PROTECTED] wrote: I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Animated Decals on Models
Wasn't us. // Adam Maras (memzero) Adam amckern McKern wrote: Could also be Dystopia? http://www.dystopia-game.com/ Adam --- Chris Janes [EMAIL PROTECTED] wrote: I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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] Animated Decals on Models
Hm, i thought Teddy did it with the refraction shader when he showed it off at Free Play in 2005 (About 8 weeks before it went public alpha). Might have to ask him directly, and that was also almost 2 1/2 years ago anyway! --- Adam Maras (memzero) [EMAIL PROTECTED] wrote: Wasn't us. // Adam Maras (memzero) Adam amckern McKern wrote: Could also be Dystopia? http://www.dystopia-game.com/ Adam --- Chris Janes [EMAIL PROTECTED] wrote: I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Animated Decals on Models
Hmm, I'll have to look into that. If that's stashed somewhere, I wouldn't mind having a look at it either :D // Adam Maras (memzero) Adam amckern McKern wrote: Hm, i thought Teddy did it with the refraction shader when he showed it off at Free Play in 2005 (About 8 weeks before it went public alpha). Might have to ask him directly, and that was also almost 2 1/2 years ago anyway! --- Adam Maras (memzero) [EMAIL PROTECTED] wrote: Wasn't us. // Adam Maras (memzero) Adam amckern McKern wrote: Could also be Dystopia? http://www.dystopia-game.com/ Adam --- Chris Janes [EMAIL PROTECTED] wrote: I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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] Animated Decals on Models
-- [ Picked text/plain from multipart/alternative ] The shader you're thinking about is likely the Predator shader from the HL2 leak, but the Dys Stealth just uses a standard Refraction shader AFAIK On Jan 13, 2008 5:05 PM, Adam Maras (memzero) [EMAIL PROTECTED] wrote: Hmm, I'll have to look into that. If that's stashed somewhere, I wouldn't mind having a look at it either :D // Adam Maras (memzero) Adam amckern McKern wrote: Hm, i thought Teddy did it with the refraction shader when he showed it off at Free Play in 2005 (About 8 weeks before it went public alpha). Might have to ask him directly, and that was also almost 2 1/2 years ago anyway! --- Adam Maras (memzero) [EMAIL PROTECTED] wrote: Wasn't us. // Adam Maras (memzero) Adam amckern McKern wrote: Could also be Dystopia? http://www.dystopia-game.com/ Adam --- Chris Janes [EMAIL PROTECTED] wrote: I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now. http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ ___ 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 -- 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
[hlcoders] No more missing files, getting debugger to run
-- [ Picked text/plain from multipart/alternative ] Hi guys. Turns out the Game_SDK.sln file is indeed the same as the game_hl2 file, its just what the older versions of the sdk created. So i've gone through the my first mod tutorial on the valve wiki and it worked! You can imagine I was pretty excited. even if its 2 numbers on one line of code. But this mod used release mode in the compiler, and as far as i understand it, you only use that if you're planning to release your mod. I need to get debug mode to work. and I dont really know anything about doing that. I've got the -allowdebug argument int he launch options of my mod in the steam games list. but beyond that the tut's aren't making much sense to me about how debug mode even works. Does it run the game and keep track of errors? or does it just try to compile and let you know of errors to go back and fix them? or am i off entirely? Also i dont know whether or not I should edit the files under the server or the client dll solutions. To change the rocket speed I used server, which makes sense to me in a SP mod.. ( I guess ). once I get this working I've got a few assignments to work on. Change the flashlight color and shape, motion blur while sprinting., ironsights... that kind of stuff. The code itself will come to me, Ive got a brain for this kind of thing.. Its just understanding how to get the toos working that I'm hazy on. Thanks for all your help. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders