[hlcoders] re: Vehicle crashes on Orange Box

2008-02-19 Thread Piotr SiĆ³dmak
It's crashing on event, right? I heard that some guy had problems when the 
player got in the vehicle.
Check out how does the event look like, maybe the reciever wants something thet 
the sender forgrts to add. Go to resource/GameEvents.txt and 
resource/ModEvents.txt. See if it's even there. Try swapping the event from 
GameEvents to ModEvents. Maybe some parameter got forgotten.

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



[hlcoders] Predicting path_track trains!

2008-02-19 Thread Christopher Harris
This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I've been looking through lots of code trying to decide how to approach
this.



Basically when on a moving platform train there is a consistent prediction
movement issue. Basically I think that the trains are not able to predict
movement because they have no movement code on the client.



So am I correct in my understanding that I will need to network CPathTracks,
and all other objects used to do train movement and then have the trains run
the same code on client and server as much as they can. I just wanted to get
any other input before I attempt to do so because it is a major change and
I'd rather be sure it needs to be done to fix my problem and not some minute
change that I am just not seeing.



Chris

--


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



Re: [hlcoders] Vehicle crashes on Orange Box?

2008-02-19 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
We do have the jeep, airboat, jalopy in our mod and we haven't noticed any
crashes other than some simple crashes related to vehicles in MP.

On Feb 19, 2008 6:58 AM, Garry Newman <[EMAIL PROTECTED]> wrote:

> Just thought I'd throw this out there before I started investigating
> my code more thoroughly..
>
> Is anyone using vehicles on the Orange Box code in their mod?
> Specifically the jeep vehicle(s). Does it crash at all? In
> multiplayer? Dedicated servers? More than 1 player seeing the vehicle?
>
> If it's the same crash it should be crashing on calling
> engine->FireEvents(); in OnRenderStart() (always clientside).
>
> garry
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


--
~Ryan
--

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



[hlcoders] RE: OrangeBox SDK m_vecNetworkOrigin prediction bug

2008-02-19 Thread Devin Dawson
--
[ Picked text/plain from multipart/alternative ]
That is caused by the tight tolerance values in the DATADESC.  If you increase 
the tolerance values for the predicted variables (network origin, velocity, 
etc.), it fixes it.  There's no way the client can predict that accurately.  If 
you check older versions of the SDK, you'll see the tolerances are quite a bit 
higher than what they are now.  (I think they're set for singleplayer games 
right now by default.)

On Feb 19, 2008 1:03 PM, Joel R. <[EMAIL PROTECTED]> wrote:> --> [ Picked 
text/plain from multipart/alternative ]> Is there a fix to this bug yet?  I 
have confirmed this on 2 different> computers.> The only things I did to the 
SDK was remove the DT_WaterBullet /> DT_WeaponCycler classes entirely, by 
commenting and removing files.>> Bug Description:>   Client and Server are not 
in-sync for the m_vecNetworkOrigin variable.> This causes stutterring of player 
movement since prediction will attempt to> fix the position.  Motion Blur has 
no effect on this issue.>> How to Know if you Have it?>   1) sv_cheats 1>   2) 
cl_pdump 1>   3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not 
in-sync.>   or>   1) The world stutters as you move around.> -->> 
___> 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] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Andrew Timson
On Feb 19, 2008 6:22 PM, Andrew Simpson <[EMAIL PROTECTED]> wrote:
> Not a lot, if we're being honest, but there are some things to make your
> life easier, like a debugger that can switch between threads to show you
> what each is doing, and C++ comes already set up to be able to include
> standard Windows headers.

I'm pretty sure they already added the latter (Windows headers) to Express 2008.

--
Andrew Timson
==
"Niceness is the greatest human flaw, except for all the others."
--Brendan Moody

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



Re: [hlcoders] OrangeBox SDK m_vecNetworkOrigin prediction bug

2008-02-19 Thread Nick
I think this is just normal for source engine. Probably not much you
can do to fix.

On Feb 19, 2008 1:03 PM, Joel R. <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Is there a fix to this bug yet?  I have confirmed this on 2 different
> computers.
> The only things I did to the SDK was remove the DT_WaterBullet /
> DT_WeaponCycler classes entirely, by commenting and removing files.
>
> Bug Description:
>   Client and Server are not in-sync for the m_vecNetworkOrigin variable.
> This causes stutterring of player movement since prediction will attempt to
> fix the position.  Motion Blur has no effect on this issue.
>
> How to Know if you Have it?
>   1) sv_cheats 1
>   2) cl_pdump 1
>   3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not in-sync.
>   or
>   1) The world stutters as you move around.
> --
>
> ___
> 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] Bad command D:

2008-02-19 Thread Jake Breen

Can anyone get the command $collisionmodel  to work with orange box sdk.
It always say the { following it is a bad command.

Example from a flag model for tf2 i'm trying to compile


$collisionmodel "flag_phy.smd"
{ <--- Gives me the error
   $concave
   $mass 8.0
   $inertia 1.00
   $damping 0.00
   $rotdamping 0.00
}
// Teh Jigglez are coming!


-Jake

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



RE: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Andrew Simpson
Not a lot, if we're being honest, but there are some things to make your
life easier, like a debugger that can switch between threads to show you
what each is doing, and C++ comes already set up to be able to include
standard Windows headers.

I'm not an expert by any means, but those are the ones I noticed missing
from the Express versions.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 19 February 2008 17:25
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

What does Professional do that Express doesn't?

Tom Leighton wrote:
> Hey guys,
>
> Anyone a student here? Bet you some are :D
>
> https://downloads.channel8.msdn.com/Products.aspx
>
> Free Developer software, if you can verify you are a student at one of
> the recognised colleges or universities.
>
> WOW :D
>
> ___
> 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



Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Jeffrey "botman" Broome

Tom Edwards wrote:

What does Professional do that Express doesn't?


Go here...

http://msdn2.microsoft.com/en-us/vs2008/products/cc149003.aspx

...and you can compare features of what's in the Professional Edition
verses the Express Edition (click "Expand All" for easy browsing).

--
Jeffrey "botman" Broome

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



RE: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Chris Janes
MS provide a handy comparison chart -
http://msdn2.microsoft.com/en-us/vstudio/aa700921.aspx

It's mainly to do with debugging and support for extensions - As Tom said,
Visual Assist X!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton
Sent: 19 February 2008 22:42
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

I dont know, but i just like the idea of my C#, ASP and C++ is in one
IDE. Plus i think you get some features that you dont get in express
(Debugger change? + you can use Visual Assist X which is totally awesome)

Tom Edwards wrote:
> What does Professional do that Express doesn't?
>
> Tom Leighton wrote:
>> Hey guys,
>>
>> Anyone a student here? Bet you some are :D
>>
>> https://downloads.channel8.msdn.com/Products.aspx
>>
>> Free Developer software, if you can verify you are a student at one of
>> the recognised colleges or universities.
>>
>> WOW :D
>>
>> ___
>> 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



Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Tom Leighton

I dont know, but i just like the idea of my C#, ASP and C++ is in one
IDE. Plus i think you get some features that you dont get in express
(Debugger change? + you can use Visual Assist X which is totally awesome)

Tom Edwards wrote:

What does Professional do that Express doesn't?

Tom Leighton wrote:

Hey guys,

Anyone a student here? Bet you some are :D

https://downloads.channel8.msdn.com/Products.aspx

Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.

WOW :D

___
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



Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Tom Edwards

What does Professional do that Express doesn't?

Tom Leighton wrote:

Hey guys,

Anyone a student here? Bet you some are :D

https://downloads.channel8.msdn.com/Products.aspx

Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.

WOW :D

___
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] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Tom Leighton

Yeah, i've been pestering my college to become part of MSDNAA, but they
wont... this was the godsend i was looking forward to :D

Thomas Morton wrote:

sweet! nice find, thanks tom. Some nice bits on there :)

Tom

--
From: "Tom Leighton" <[EMAIL PROTECTED]>
Sent: Tuesday, February 19, 2008 4:26 PM
To: 
Subject: [hlcoders] Free Visual Studio 2005/2008 Pro?


Hey guys,

Anyone a student here? Bet you some are :D

https://downloads.channel8.msdn.com/Products.aspx

Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.

WOW :D

___
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



[hlcoders] OrangeBox SDK m_vecNetworkOrigin prediction bug

2008-02-19 Thread Joel R.
--
[ Picked text/plain from multipart/alternative ]
Is there a fix to this bug yet?  I have confirmed this on 2 different
computers.
The only things I did to the SDK was remove the DT_WaterBullet /
DT_WeaponCycler classes entirely, by commenting and removing files.

Bug Description:
  Client and Server are not in-sync for the m_vecNetworkOrigin variable.
This causes stutterring of player movement since prediction will attempt to
fix the position.  Motion Blur has no effect on this issue.

How to Know if you Have it?
  1) sv_cheats 1
  2) cl_pdump 1
  3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not in-sync.
  or
  1) The world stutters as you move around.
--

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



Re: [hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter

Thanks for the input Jed, that was where I'd already looked and come up
blank.

However, I just found what I was looking for in the global_actors.txt
script file, which is just a keyvalues file that specifies model names
and gender.
Thanks!

Jed wrote:

I had similar problems back in the day but I can't remember the simple
solution off the top of my head. If I recall you could change it in
the player sounds script file to not use gender specific sounds by
re-configuring the

I think I also changed some of the code to do with gender in
SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.

Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild the answer.

- Jed

On 19/02/2008, Richard Slaughter <[EMAIL PROTECTED]> wrote:


Hi List,

My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.

This works fine, but now my combine players seem to be having gender
issues as they use female sounds.

Does anyone know how to rectify this? All I've found regarding player
gender is GetActorGender, but that just appears to be a function pointer
(implemented in the engine?)

Is this something that is set in the player model's .qc file or
somewhere else?
Thanks!

___
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



RE: [hlcoders] Gender Swapping

2008-02-19 Thread Christopher Harris
Global_actors.txt defines gender type of a particular model.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jed
Sent: Tuesday, February 19, 2008 9:51 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Gender Swapping

I had similar problems back in the day but I can't remember the simple
solution off the top of my head. If I recall you could change it in
the player sounds script file to not use gender specific sounds by
re-configuring the

I think I also changed some of the code to do with gender in
SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.

Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild the answer.

- Jed

On 19/02/2008, Richard Slaughter <[EMAIL PROTECTED]> wrote:
> Hi List,
>
> My mod is based on HL2DM and I want to get rid of the combine player
> sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
> PLAYER_SOUNDS_CITIZEN.
>
> This works fine, but now my combine players seem to be having gender
> issues as they use female sounds.
>
> Does anyone know how to rectify this? All I've found regarding player
> gender is GetActorGender, but that just appears to be a function pointer
> (implemented in the engine?)
>
> Is this something that is set in the player model's .qc file or
> somewhere else?
> Thanks!
>
> ___
> 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



Re: [hlcoders] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Thomas Morton

sweet! nice find, thanks tom. Some nice bits on there :)

Tom

--
From: "Tom Leighton" <[EMAIL PROTECTED]>
Sent: Tuesday, February 19, 2008 4:26 PM
To: 
Subject: [hlcoders] Free Visual Studio 2005/2008 Pro?


Hey guys,

Anyone a student here? Bet you some are :D

https://downloads.channel8.msdn.com/Products.aspx

Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.

WOW :D

___
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] Free Visual Studio 2005/2008 Pro?

2008-02-19 Thread Tom Leighton

Hey guys,

Anyone a student here? Bet you some are :D

https://downloads.channel8.msdn.com/Products.aspx

Free Developer software, if you can verify you are a student at one of
the recognised colleges or universities.

WOW :D

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



[hlcoders] Vehicle crashes on Orange Box?

2008-02-19 Thread Garry Newman
Just thought I'd throw this out there before I started investigating
my code more thoroughly..

Is anyone using vehicles on the Orange Box code in their mod?
Specifically the jeep vehicle(s). Does it crash at all? In
multiplayer? Dedicated servers? More than 1 player seeing the vehicle?

If it's the same crash it should be crashing on calling
engine->FireEvents(); in OnRenderStart() (always clientside).

garry

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



Re: [hlcoders] Gender Swapping

2008-02-19 Thread Jed
I had similar problems back in the day but I can't remember the simple
solution off the top of my head. If I recall you could change it in
the player sounds script file to not use gender specific sounds by
re-configuring the

I think I also changed some of the code to do with gender in
SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.

Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild the answer.

- Jed

On 19/02/2008, Richard Slaughter <[EMAIL PROTECTED]> wrote:
> Hi List,
>
> My mod is based on HL2DM and I want to get rid of the combine player
> sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
> PLAYER_SOUNDS_CITIZEN.
>
> This works fine, but now my combine players seem to be having gender
> issues as they use female sounds.
>
> Does anyone know how to rectify this? All I've found regarding player
> gender is GetActorGender, but that just appears to be a function pointer
> (implemented in the engine?)
>
> Is this something that is set in the player model's .qc file or
> somewhere else?
> Thanks!
>
> ___
> 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] Gender Swapping

2008-02-19 Thread Richard Slaughter

Hi List,

My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.

This works fine, but now my combine players seem to be having gender
issues as they use female sounds.

Does anyone know how to rectify this? All I've found regarding player
gender is GetActorGender, but that just appears to be a function pointer
(implemented in the engine?)

Is this something that is set in the player model's .qc file or
somewhere else?
Thanks!

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



Re: [hlcoders] Orange Box Scoreboard

2008-02-19 Thread John
--
[ Picked text/plain from multipart/alternative ]
Yea I've been having great problems, won't even show the avatars :\ If you
do get it working can you please post it on the wiki or something

On 2/19/08, Cale Dunlap <[EMAIL PROTECTED]> wrote:
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Has anybody had any trouble getting the scoreboard working for the Orange
> Box SDK? I can't get it to display a player list even though the list
> object
> itself is populating. Are there some sort of animation vars or font
> definitions I'm missing that were added/changed in the new version? I
> couldn't find any comparing to a scratch SDK.
>
>
>
> Also, I can't seem to check a vanilla install of the scratch SDK during
> runtime. I'm getting "Could not load library client" right out of the box
> after doing "Create a mod".
>
>
>
> Any help would be appreciated.
>
>
>
> -Cale
>
>
>
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.20.7/1285 - Release Date: 2/18/2008
> 5:50 AM
>
> --
>
>
> ___
> 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