Re: [hlcoders] No more missing files, getting debugger to run
-- [ Picked text/plain from multipart/alternative ] I assume you are checking out this tutorial for the debugging? http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code What debugging does it 'launch' the game right from visual studio 2005 in a window. The window displays various useful information while your mod runs (missing animation for x event and such). Also, its just damned convenient and a hell of a lot faster than constantly launching your game through steam. It doesn't load the 'live map' background for the menus and such, just lets you get right in. I just followed the tutorial so I am sure someone will have a greater breadth of knowledge on the ins and outs of debugging mode. As far as I can tell the differences between the client and server sections of the project depend on what you want to do. You'll see some files shared and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL or SERVER_DLL) which, I assume, changes things slightly in a class/function depending on what version of the game you are running. For example, in the baseplayer_shared.cpp file there is a function EyePosition() that returns the EyePosition of the player. At the start of the function it states: #ifdef CLIENT_DLL IClientVehicle *pVehicle = GetVehicle(); #else IServerVehicle *pVehicle = GetVehicle(); #endif As far as I can tell, depending on which version of the game you are running (server or client) it loads a different kind of vehicle (I am guessing a server vehicle is optimized for online, simplied physics maybe? I am no vet to the code). However, pVehicle is a pointer and IClientVehicle and IServerVehicle must shared the same GetVehicle() function so the rest of the code works regardless of the server/client. At first it looked like almost all the files were the same under both client/server but there are a lot of differences. As I work through tutorials and try to get stuff happening I notice it makes logical sense. Stuff that is thought of as 'client side' (for example, the camera controlling the players view) is in the client section (in_camera.cpp). That is not to say server stuff is only for MP mods (not at all). I am assuming (again, notice how green I am?) that when HL2 launches a singleplayer game it launches a server for it. The vernacular used in the console is very much in the vein of a local player connecting to the server running the single player game and such. I hope I at least helped slightly, I am finding my own way in this as well. -Ryan On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote: -- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HL2DM Frags Questions...
I'm working on mod'ing the frag grenades from HL2DM to simulate a baseball like object. Here's what I've done so far: I've removed the explosion from the grenade. It no longer deals any radial damage. I did this by overriding the detonate and explode methods within CfragGrenade. The damage that being done is through the VUpdatePhysics method. The code refers to the damage it's doing there as a slight bonk, I'm overriding the damage amount to what I want. and it this works well. (I'm also removing the frag if it does damage this way) Here's two issues I'm not sure how to fix... 1. The frag doesn't deal any damage to func_breakable or func_breakable_surf ...that is no window breaking... but will interact with a breakable_surf that is already broken. This is the normal behavior of un-modded frag grenades. 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and then punts it back at me. The Frag will pass through me as if I wasn't there and dealing no damage. -Grash Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] No more missing files, getting debugger to run
Ryan Nash wrote: -- [ Picked text/plain from multipart/alternative ] I assume you are checking out this tutorial for the debugging? http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code What debugging does it 'launch' the game right from visual studio 2005 in a window. The window displays various useful information while your mod runs (missing animation for x event and such). Also, its just damned convenient and a hell of a lot faster than constantly launching your game through steam. It doesn't load the 'live map' background for the menus and such, just lets you get right in. I just followed the tutorial so I am sure someone will have a greater breadth of knowledge on the ins and outs of debugging mode. As far as I can tell the differences between the client and server sections of the project depend on what you want to do. You'll see some files shared and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL or SERVER_DLL) which, I assume, changes things slightly in a class/function depending on what version of the game you are running. Correct, depending on what is being built, depends what code is included into that binary. Look up C++ Preprocessor Directives. For example, in the baseplayer_shared.cpp file there is a function EyePosition() that returns the EyePosition of the player. At the start of the function it states: #ifdef CLIENT_DLL IClientVehicle *pVehicle = GetVehicle(); #else IServerVehicle *pVehicle = GetVehicle(); #endif As far as I can tell, depending on which version of the game you are running (server or client) it loads a different kind of vehicle (I am guessing a server vehicle is optimized for online, simplied physics maybe? I am no vet to the code). However, pVehicle is a pointer and IClientVehicle and IServerVehicle must shared the same GetVehicle() function so the rest of the code works regardless of the server/client. Correct, the server uses the server vehicle (No rendering, but does the model collision), client side does the rendering and no collision. At first it looked like almost all the files were the same under both client/server but there are a lot of differences. As I work through tutorials and try to get stuff happening I notice it makes logical sense. Stuff that is thought of as 'client side' (for example, the camera controlling the players view) is in the client section (in_camera.cpp). Correct. That is not to say server stuff is only for MP mods (not at all). I am assuming (again, notice how green I am?) that when HL2 launches a singleplayer game it launches a server for it. The vernacular used in the console is very much in the vein of a local player connecting to the server running the single player game and such. Correct, Source works on a client/server principle. Single player games launch a server. I hope I at least helped slightly, I am finding my own way in this as well. -Ryan On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote: -- [ 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 -- ___ 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] No more missing files, getting debugger to run
-- [ Picked text/plain from multipart/alternative ] Thank you for verifying my assumptions Tom. On Jan 13, 2008 2:37 PM, Tom Leighton [EMAIL PROTECTED] wrote: Ryan Nash wrote: -- [ Picked text/plain from multipart/alternative ] I assume you are checking out this tutorial for the debugging? http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code What debugging does it 'launch' the game right from visual studio 2005 in a window. The window displays various useful information while your mod runs (missing animation for x event and such). Also, its just damned convenient and a hell of a lot faster than constantly launching your game through steam. It doesn't load the 'live map' background for the menus and such, just lets you get right in. I just followed the tutorial so I am sure someone will have a greater breadth of knowledge on the ins and outs of debugging mode. As far as I can tell the differences between the client and server sections of the project depend on what you want to do. You'll see some files shared and in both sections. Within those files you'll often see #ifdef(CLIENT_DLL or SERVER_DLL) which, I assume, changes things slightly in a class/function depending on what version of the game you are running. Correct, depending on what is being built, depends what code is included into that binary. Look up C++ Preprocessor Directives. For example, in the baseplayer_shared.cpp file there is a function EyePosition() that returns the EyePosition of the player. At the start of the function it states: #ifdef CLIENT_DLL IClientVehicle *pVehicle = GetVehicle(); #else IServerVehicle *pVehicle = GetVehicle(); #endif As far as I can tell, depending on which version of the game you are running (server or client) it loads a different kind of vehicle (I am guessing a server vehicle is optimized for online, simplied physics maybe? I am no vet to the code). However, pVehicle is a pointer and IClientVehicle and IServerVehicle must shared the same GetVehicle() function so the rest of the code works regardless of the server/client. Correct, the server uses the server vehicle (No rendering, but does the model collision), client side does the rendering and no collision. At first it looked like almost all the files were the same under both client/server but there are a lot of differences. As I work through tutorials and try to get stuff happening I notice it makes logical sense. Stuff that is thought of as 'client side' (for example, the camera controlling the players view) is in the client section (in_camera.cpp). Correct. That is not to say server stuff is only for MP mods (not at all). I am assuming (again, notice how green I am?) that when HL2 launches a singleplayer game it launches a server for it. The vernacular used in the console is very much in the vein of a local player connecting to the server running the single player game and such. Correct, Source works on a client/server principle. Single player games launch a server. I hope I at least helped slightly, I am finding my own way in this as well. -Ryan On Jan 13, 2008 2:56 AM, Curtis Litchfield [EMAIL PROTECTED] wrote: -- [ 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:
[hlcoders] Great Plugin Template
-- [ Picked text/plain from multipart/alternative ] That plugin template allow you make very things, also have ready interface and librarys Suport compile for Win, Linux, SourceMM and VSP Support Vfuncs, sigscan, very utils and more! Name: Sn4k3 Plugin Template Nick: SPT Plugin made by me Allow publish your plugin with or without open source at: http://www.sourceplugins.com/viewtopic.php?t=3946 _ Conheça o Windows Live Spaces, a rede de relacionamentos do Messenger! http://www.amigosdomessenger.com.br/ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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] Re: HL2DM Frags Questions
I can't help with the physics interaction behaviour, but as for passing through its owner, this is because you're set as its owner! In source, no entity can interact with its owner. Somewhere in your grenade creation code, you'll see a call to SetOwner or SetOwnerEntity... if you don't care about giving the player a score for a kill with this grenade, just remove this line. If you do care, which is a situation I've often found myself in, I would add a new variable, called something like m_pMyThrower, and set this to the player that threw it. Then, when the damage is being caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila! Winston Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST) From: Grash [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM Frags Questions... Reply-To: hlcoders@list.valvesoftware.com I'm working on mod'ing the frag grenades from HL2DM to simulate a baseball like object. Here's what I've done so far: I've removed the explosion from the grenade. It no longer deals any radial damage. I did this by overriding the detonate and explode methods within CfragGrenade. The damage that being done is through the VUpdatePhysics method. The code refers to the damage it's doing there as a slight bonk, I'm overriding the damage amount to what I want. and it this works well. (I'm also removing the frag if it does damage this way) Here's two issues I'm not sure how to fix... 1. The frag doesn't deal any damage to func_breakable or func_breakable_surf ...that is no window breaking... but will interact with a breakable_surf that is already broken. This is the normal behavior of un-modded frag grenades. 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and then punts it back at me. The Frag will pass through me as if I wasn't there and dealing no damage. -Grash ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2DM Frags Questions
Although when the gravity gun picks up an entity, it sets its owner to the person holding the gravity gun doesnt it? Andrew Watkins wrote: I can't help with the physics interaction behaviour, but as for passing through its owner, this is because you're set as its owner! In source, no entity can interact with its owner. Somewhere in your grenade creation code, you'll see a call to SetOwner or SetOwnerEntity... if you don't care about giving the player a score for a kill with this grenade, just remove this line. If you do care, which is a situation I've often found myself in, I would add a new variable, called something like m_pMyThrower, and set this to the player that threw it. Then, when the damage is being caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila! Winston Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST) From: Grash [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM Frags Questions... Reply-To: hlcoders@list.valvesoftware.com I'm working on mod'ing the frag grenades from HL2DM to simulate a baseball like object. Here's what I've done so far: I've removed the explosion from the grenade. It no longer deals any radial damage. I did this by overriding the detonate and explode methods within CfragGrenade. The damage that being done is through the VUpdatePhysics method. The code refers to the damage it's doing there as a slight bonk, I'm overriding the damage amount to what I want. and it this works well. (I'm also removing the frag if it does damage this way) Here's two issues I'm not sure how to fix... 1. The frag doesn't deal any damage to func_breakable or func_breakable_surf ...that is no window breaking... but will interact with a breakable_surf that is already broken. This is the normal behavior of un-modded frag grenades. 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and then punts it back at me. The Frag will pass through me as if I wasn't there and dealing no damage. -Grash ___ 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 ] Well thanks for the help so far guys. I don't know if ill be able to track down Imperio59, last I saw he was posting on the wavelength forums. If its shader related, I have very little knowledge. Anyway, thanks again, I'm sure we will figure something out. :) On Jan 12, 2008 11:43 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ 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 -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
-- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ~skidz -- ___ 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
Re: [hlcoders] sdk buffer overrun
FYI this was originally documented on the wiki known issues list in mid 2006. See http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List For what it's worth, however, that code doesn't actually seem to be used... at least it never came up in my mod. I added an assert(0) there long ago and it's never been an issue. At 2007/09/21 09:27 AM, Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Doesn't look harmful at the moment, but there's a buffer overrun in SpectatorGUI.cpp I got the warning MSVC2005 in a fresh sdk checkout a while back but forgot to mention anything till now. In SpectatorGUI.cpp, CSpectatorGUI.Update wchar_t playerText[ 80 ], playerName[ 64 ], health[ 10 ]; wcscpy( playerText, LUnable to find #Spec_PlayerItem* ); memset( playerName, 0x0, sizeof( playerName ) * sizeof( wchar_t ) ); doesn't need the * sizeof(wchar_t) spectatorgui.cpp(508) : warning C4789: destination of memory copy is too small Presumably it's only overrunning to un-used stack space at the moment, but a bug nonetheless, however minor. 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
[hlcoders] First Person Model Drawing
-- [ Picked text/plain from multipart/alternative ] I am trying to get the player's body model to display while in first person mode. I have accomplished the basics of this by making ShouldDrawLocalPlayer() return true all the time. I have the player model set up to be the alyx model. In game I spawn inside her head. If I look down I can see the full model but it is from the inside so obviously not what I want. Instead I've figure if I attach the player's view to the model's eye's it should accomplish what I want. I admit I am not to versed in the SDK but I've been digging around through many files and have figured the way to do this is altering what the EyePosition( ) function returns in playerbase_shared.cpp. EyePosition( ) is used in CalcPlayerView( ) to copy to the eyeOrigin vector which should get the job done. So in looking through the ( http://developer.valvesoftware.com/wiki/First_Person_Ragdolls) First Person Ragdolls tutorial from the wiki I am thinking I could use a similar approach. However, I am not sure how to get the player model's eye attachment. They use m_hRagdoll so I assume m_hRagdoll is a global variable to the C_HL2MP_Player class. What would the variable for the player's model be? Is there one? Thanks in advance -ryan nash -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HUD images
-- [ Picked text/plain from multipart/alternative ] hey guys, i was wondering if anybody has any idea on how to get custom images in place of numbers in the HUD in game and the main menu. say i wanna change the health from numbers to an image file how do i go about it. i tried getting image files over the New game options etc in the main menu in place of trying to get my own image in. i tried using the tutorials on valve wiki but images do not show up -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: HL2DM Grenade Questions
In DM, you can pick up a grenade and throw it throw its owner. The code on the frag is: SetThrower( pPhysGunUser ); And that changes m_pThrower... Can the owner get changed? or do I have to recreate my frags when the grav gun picks it up... -G --- Tom Leighton [EMAIL PROTECTED] wrote: Although when the gravity gun picks up an entity, it sets its owner to the person holding the gravity gun doesnt it? Andrew Watkins wrote: I can't help with the physics interaction behaviour, but as for passing through its owner, this is because you're set as its owner! In source, no entity can interact with its owner. Somewhere in your grenade creation code, you'll see a call to SetOwner or SetOwnerEntity... if you don't care about giving the player a score for a kill with this grenade, just remove this line. If you do care, which is a situation I've often found myself in, I would add a new variable, called something like m_pMyThrower, and set this to the player that threw it. Then, when the damage is being caused, set the attacker to m_pMyThrower instead of GetOwner(). Voila! Winston Date: Sun, 13 Jan 2008 11:31:01 -0800 (PST) From: Grash [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: [hlcoders] HL2DM Frags Questions... Reply-To: hlcoders@list.valvesoftware.com I'm working on mod'ing the frag grenades from HL2DM to simulate a baseball like object. Here's what I've done so far: I've removed the explosion from the grenade. It no longer deals any radial damage. I did this by overriding the detonate and explode methods within CfragGrenade. The damage that being done is through the VUpdatePhysics method. The code refers to the damage it's doing there as a slight bonk, I'm overriding the damage amount to what I want. and it this works well. (I'm also removing the frag if it does damage this way) Here's two issues I'm not sure how to fix... 1. The frag doesn't deal any damage to func_breakable or func_breakable_surf ...that is no window breaking... but will interact with a breakable_surf that is already broken. This is the normal behavior of un-modded frag grenades. 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and then punts it back at me. The Frag will pass through me as if I wasn't there and dealing no damage. -Grash ___ 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 Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Any Source 2007 code update?
Knowing valve it would be something along the lines of; - Fixed everything - Added a hole heap of stuff Then a week latter; - Updated steam so mods would be broken if they migrated to the new code base. - Ported CSS to the new engine so hammer wont work either :P Adam --- Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Still doesn't answer the questions about tool updates and bug fixes :) On 1/14/08, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If you remember the huge code update with episode 1, expect that but more. D: On Jan 13, 2008 2:48 PM, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks Mike. Can we get any indication on whats included with this update? Which tools (particle editor, material editor etc) and any major bug fixes or code changes? Shader updates etc? Or are we just gonna wait it out and get a surprise :) On 1/11/08, andy no [EMAIL PROTECTED] wrote: Hope fully it will come fast. ___ 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 -- ~skidz -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Replacing crowbar with custom weapon.
-- [ Picked text/plain from multipart/alternative ] Anybody knows how to replace the crowbar with another custom weapon? I have the custom weapon compiled, and tried to take out the crowbar, but the crowbar still stays in the game. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders