Re: [hlcoders] Proper way to iterate a CUtlDict?

2008-04-15 Thread Jeffrey botman Broome
Yahn Bernier wrote:
 No, there are no remaining bugs in the code.  Well done.

I call bullshit.  There's always one more bug!  ;)

-- 
Jeffrey botman Broome

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Re: [hlcoders] Proper way to iterate a CUtlDict?

2008-04-15 Thread Tobias Kammersgaard
I call sarcasm in the Internet.

/ScarT


On 15/04/2008, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 Yahn Bernier wrote:
  No, there are no remaining bugs in the code.  Well done.

 I call bullshit.  There's always one more bug!  ;)

 --
 Jeffrey botman Broome

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[hlcoders] dynamic mesh

2008-04-15 Thread Piotr Siódmak
Hi, I have questions about using the dynamic mesh

1. what should be the order of vertices in a triangle?
2. given three points, how to order them correctly (the fastest way)?
3. how do I calculate texture coordinates?
4. what is the least needed to draw a mesh (vertices are enough, or more is 
needed)?
5. how do I set the texture (is materials-bind(pMaterial) enough)?

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Re: [hlcoders] Proper way to iterate a CUtlDict?

2008-04-15 Thread Tony omega Sergi
No, we have this bug killer that goes beyond space and time eradicating bugs
both in the real and digital worlds, but there's a catch it uses proprietary
technology, you'll need to buy a license before you can use it.
-Tony


On Tue, Apr 15, 2008 at 9:57 AM, Jeffrey botman Broome 
[EMAIL PROTECTED] wrote:

 Yahn Bernier wrote:
  No, there are no remaining bugs in the code.  Well done.

 I call bullshit.  There's always one more bug!  ;)

 --
 Jeffrey botman Broome

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-- 
-omega
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Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
usage example :

void CViewRender::DrawAlienLens( IMaterialSystem * materials, IMaterial*
pMaterial )
{
materials-Bind( pMaterial );
AlienLens = materials-GetDynamicMesh( true );

CMeshBuilder meshBuilder;
meshBuilder.Begin( AlienLens, MATERIAL_TRIANGLES, 1512 );

meshBuilder.Position3f( 1.073661f, -1.167747f, 0.00f );
meshBuilder.TexCoord2f( 0, 0.959300f, 0.999500f);
meshBuilder.AdvanceVertex();

meshBuilder.Position3f( 1.009307f, -1.167747f, 0.00f );
meshBuilder.TexCoord2f( 0, 0.931700f, 0.999500f);
meshBuilder.AdvanceVertex();

... a ridiculous amount of similar calls here

meshBuilder.Position3f( -1.167747f, -1.167747f, -0.00f );
meshBuilder.TexCoord2f( 0, 0.000500f, 0.999500f);
meshBuilder.AdvanceVertex();

meshBuilder.End();

AlienLens-Draw();
}

I wrote a text parser that takes an .smd, parses the triangles 
texcoords, and transforms them into this c++ code that I then just
copy/paste into my code :p

hth,

-- maarten

 Hi, I have questions about using the dynamic mesh

 1. what should be the order of vertices in a triangle?
 2. given three points, how to order them correctly (the fastest way)?
 3. how do I calculate texture coordinates?
 4. what is the least needed to draw a mesh (vertices are enough, or more
 is needed)?
 5. how do I set the texture (is materials-bind(pMaterial) enough)?

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Re: [hlcoders] 9way animation code example?

2008-04-15 Thread Adam Donovan
Ok so I went and got CS so I can have the sdk files for animations..and
omega pointed me in the right direction with sdk_playeranimstate.cpp..but im
just wondering..if any of you have done this before..cough smod! Id love if
you could share how you did it.
thanks again
ad

On Mon, Apr 14, 2008 at 12:31 AM, Adam Donovan [EMAIL PROTECTED]
wrote:

 Hi all,

  Ok so I'm trying to get a bit of insight or maybe even some
 example code of how to set up 9way animations for our player characters for
 a mod based on ep1dm.  So far I have managed to get our custom characters
 to compile using 9way blends(the cs example in the sdk) but I would really
 like to see some code examples for how to set it up.  Would anyone be kind
 enough to share if you have managed to do this before? Also I have noticed
 that the shared animations that they use are not available in the SDK..that
 is the .smd files are not there its just using a pre compiled model.  I
 was hoping that Valve could release these .smd's and qc files so that I can
 make more changes to my models.  Eventually I want to be able to change
 the scale of some of the characters so therefore the included mdl files for
 animation will become broken..any chances Valve?



 Please if you have some code example email me or post them here if they
 are not to long

 Cheers

 Adam

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Re: [hlcoders] 9way animation code example?

2008-04-15 Thread Andrew Ritchie
For what you're looking to do you will just have your X and Y movement
controllers and you get X and Y components of your 2D movement scale it to 1
and -1 then set your pose parameters to that, rather than how HL2DM does the
yaw of your movement.

Unless I'm miss reading the question then that's the change you're looking
for.
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[hlcoders] [HL2E1 Mod] Crash with Linux Librairies

2008-04-15 Thread vivoli
Hi,

I have a problem to run Linux Librairies of my Source Engine Mod.
I use the Half Life 2 Episode One Engine and Fedora Core 3 with gcc 3.4.4  
and xerces-C 2.6.0.
I compiled the source code without problems, and i have the librairy  
'server_i486.so'.
I installed Source Dedicated Server with Counter-Strike Source.
But when I run my mod with srcds, I have a crash immediately :(
with the message Program terminated with signal 11, Segmentation fault.

Someone already have the same problem ?

Thank you for the help.



FULL LOG :



CRASH: Tue Apr 15 03:34:33 CEST 2008
Start Line: ./srcds_i686 -debug -console -game eastwest -maxplayers 18  
-map texas
Using host libthread_db library /lib/tls/i686/cmov/libthread_db.so.1.
Core was generated by `./srcds_i686 -debug -console -game eastwest  
-maxplayers 18 -map texas'.
Program terminated with signal 11, Segmentation fault.
#0  0x in ?? ()
#0  0x in ?? ()
#1  0xb724c953 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2  0xb73535ff in CAppSystemGroup::Run () from bin/engine_i686.so
#3  0xb724d2ff in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
#4  0xb7cd434a in CDedicatedAppSystemGroup::Main () from  
bin/dedicated_i686.so
#5  0xb7d0b713 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#6  0xb7d0b713 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#7  0xb7cd4758 in main () from bin/dedicated_i686.so
#8  0x0804909e in main ()
No symbol table info available.
 FromTo  Syms Read   Shared Object Library
0xb7ee0360  0xb7efb7d4  Yes /lib/tls/i686/cmov/libm.so.6
0xb7ed8c10  0xb7ed9964  Yes /lib/tls/i686/cmov/libdl.so.2
0xb7dbbcb0  0xb7eb14ff  Yes /lib/tls/i686/cmov/libc.so.6
0xb7f0f790  0xb7f202cf  Yes /lib/ld-linux.so.2
0xb7d7e190  0xb7d997c0  Yes bin/tier0_i486.so
0xb7d62370  0xb7d6aa84  Yes /lib/tls/i686/cmov/libpthread.so.0
0xb7d51910  0xb7d5aff0  Yes bin/vstdlib_i486.so
0xb7cd2fb0  0xb7d2d060  Yes bin/dedicated_i686.so
0xb7c6e610  0xb7c90190  Yes bin/soundemittersystem_i486.so
0xb7b9f7e0  0xb7c30210  Yes bin/materialsystem_i486.so
0xb2c0  0xb77c9820  Yes bin/studiorender_i486.so
0xb757b6a0  0xb77062b0  Yes bin/vphysics_i486.so
0xb7481580  0xb74ba180  Yes bin/datacache_i486.so
0xb7136990  0xb7355fc0  Yes bin/engine_i686.so
0xb6ec0410  0xb6f86040  Yes  
bin/libsteamvalidateuseridtickets_i486.so
0xb6e09b20  0xb6e15500  Yes bin/steam_api_i486.so
0xb6dd7440  0xb6dd9aa0  Yes bin/shaderapiempty_i486.so
Stack level 0, frame at 0xbfa96950:
  eip = 0x0; saved eip 0xb724c953
  called by frame at 0xbfa969e0
  Arglist at 0xbfa96948, args:
  Locals at 0xbfa96948, Previous frame's sp is 0xbfa96950
  Saved registers:
   eip at 0xbfa9694c
End of Source crash report






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Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies

2008-04-15 Thread Nick
I do not think linux is supported for mods yet in ep2.

On Tue, Apr 15, 2008 at 4:14 PM, vivoli [EMAIL PROTECTED] wrote:
 Hi,

  I have a problem to run Linux Librairies of my Source Engine Mod.
  I use the Half Life 2 Episode One Engine and Fedora Core 3 with gcc 3.4.4
  and xerces-C 2.6.0.
  I compiled the source code without problems, and i have the librairy
  'server_i486.so'.
  I installed Source Dedicated Server with Counter-Strike Source.
  But when I run my mod with srcds, I have a crash immediately :(
  with the message Program terminated with signal 11, Segmentation fault.

  Someone already have the same problem ?

  Thank you for the help.

  
  
  FULL LOG :
  
  

  CRASH: Tue Apr 15 03:34:33 CEST 2008
  Start Line: ./srcds_i686 -debug -console -game eastwest -maxplayers 18
  -map texas
  Using host libthread_db library /lib/tls/i686/cmov/libthread_db.so.1.
  Core was generated by `./srcds_i686 -debug -console -game eastwest
  -maxplayers 18 -map texas'.
  Program terminated with signal 11, Segmentation fault.
  #0  0x in ?? ()
  #0  0x in ?? ()
  #1  0xb724c953 in CModAppSystemGroup::Create () from bin/engine_i686.so
  #2  0xb73535ff in CAppSystemGroup::Run () from bin/engine_i686.so
  #3  0xb724d2ff in CDedicatedServerAPI::ModInit () from bin/engine_i686.so
  #4  0xb7cd434a in CDedicatedAppSystemGroup::Main () from
  bin/dedicated_i686.so
  #5  0xb7d0b713 in CAppSystemGroup::Run () from bin/dedicated_i686.so
  #6  0xb7d0b713 in CAppSystemGroup::Run () from bin/dedicated_i686.so
  #7  0xb7cd4758 in main () from bin/dedicated_i686.so
  #8  0x0804909e in main ()
  No symbol table info available.
   FromTo  Syms Read   Shared Object Library
  0xb7ee0360  0xb7efb7d4  Yes /lib/tls/i686/cmov/libm.so.6
  0xb7ed8c10  0xb7ed9964  Yes /lib/tls/i686/cmov/libdl.so.2
  0xb7dbbcb0  0xb7eb14ff  Yes /lib/tls/i686/cmov/libc.so.6
  0xb7f0f790  0xb7f202cf  Yes /lib/ld-linux.so.2
  0xb7d7e190  0xb7d997c0  Yes bin/tier0_i486.so
  0xb7d62370  0xb7d6aa84  Yes /lib/tls/i686/cmov/libpthread.so.0
  0xb7d51910  0xb7d5aff0  Yes bin/vstdlib_i486.so
  0xb7cd2fb0  0xb7d2d060  Yes bin/dedicated_i686.so
  0xb7c6e610  0xb7c90190  Yes bin/soundemittersystem_i486.so
  0xb7b9f7e0  0xb7c30210  Yes bin/materialsystem_i486.so
  0xb2c0  0xb77c9820  Yes bin/studiorender_i486.so
  0xb757b6a0  0xb77062b0  Yes bin/vphysics_i486.so
  0xb7481580  0xb74ba180  Yes bin/datacache_i486.so
  0xb7136990  0xb7355fc0  Yes bin/engine_i686.so
  0xb6ec0410  0xb6f86040  Yes
  bin/libsteamvalidateuseridtickets_i486.so
  0xb6e09b20  0xb6e15500  Yes bin/steam_api_i486.so
  0xb6dd7440  0xb6dd9aa0  Yes bin/shaderapiempty_i486.so
  Stack level 0, frame at 0xbfa96950:
   eip = 0x0; saved eip 0xb724c953
   called by frame at 0xbfa969e0
   Arglist at 0xbfa96948, args:
   Locals at 0xbfa96948, Previous frame's sp is 0xbfa96950
   Saved registers:
eip at 0xbfa9694c
  End of Source crash report

  
  
  
  

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Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies

2008-04-15 Thread Tony omega Sergi
On Tue, Apr 15, 2008 at 7:31 PM, Nick [EMAIL PROTECTED] wrote:
I do not think linux is supported for mods yet in ep2.

He said episode one.


Anyway, Vivoli, make sure that you aren't compiling any  of the unused stuff
inside the server project. use nm on your .so to see what's missing, and
double check that it's not one of the disabled files - there was an issue
with this at one point.

-Tony
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Re: [hlcoders] dynamic mesh

2008-04-15 Thread Haza
I believe it can also only use sprite textures.

Unless I'm wrong?


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Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies

2008-04-15 Thread Ondřej Hošek
Can you run ldd server_i486.so and post the output? I've got a hunch 
it might have to do with linker paths again.

~~ Ondra

On 15.04.08 23:14 Uhr, vivoli wrote:
 Hi,

 I have a problem to run Linux Librairies of my Source Engine Mod.
 I use the Half Life 2 Episode One Engine and Fedora Core 3 with gcc 3.4.4
 and xerces-C 2.6.0.
 I compiled the source code without problems, and i have the librairy
 'server_i486.so'.
 I installed Source Dedicated Server with Counter-Strike Source.
 But when I run my mod with srcds, I have a crash immediately :(
 with the message Program terminated with signal 11, Segmentation fault.

 Someone already have the same problem ?

 Thank you for the help.

 megasnip


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Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
That is correct. You are wrong ;)

I use it with a custom render target material, so I don't think there are
limitations to the material you're using.

 I believe it can also only use sprite textures.

 Unless I'm wrong?


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