Re: [hlcoders] Player 9 way blend animation in HL2SP

2008-01-12 Thread GMX
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.
 --


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Re: [hlcoders] Player 9 way blend animation in HL2SP

2008-01-12 Thread Alvin Ng
--
[ 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.
  --


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Re: [hlcoders] CUtlVector*... Memory management?

2008-01-12 Thread Jamie Femia
--
[ 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
--
   
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RE: [hlcoders] Animated Decals on Models

2008-01-12 Thread Chris Janes
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.


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RE: [hlcoders] Animated Decals on Models

2008-01-12 Thread Adam amckern McKern
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.


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Re: [hlcoders] Animated Decals on Models

2008-01-12 Thread Adam Maras (memzero)

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.


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Re: [hlcoders] Animated Decals on Models

2008-01-12 Thread Adam amckern McKern
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.
 
 
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 view
  the list archives, please visit:
 
 
 

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 http://www.nigredostudios.com
 
 
 


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Re: [hlcoders] Animated Decals on Models

2008-01-12 Thread Adam Maras (memzero)

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.


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Re: [hlcoders] Animated Decals on Models

2008-01-12 Thread Matt Stafford
--
[ 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
 
  ___
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  view the list archives, please visit:
 
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  Be a better friend, newshound, and
  know-it-all with Yahoo! Mobile.  Try it now.
 http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ
 
 
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--
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http://www.wraiyth.com
--

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[hlcoders] No more missing files, getting debugger to run

2008-01-12 Thread Curtis Litchfield
--
[ 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.
--

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