Re: [hlcoders] Proper way to iterate a CUtlDict?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper way to iterate a CUtlDict?
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 ___ 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] dynamic mesh
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)? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Proper way to iterate a CUtlDict?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] dynamic mesh
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)? ___ 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] 9way animation code example?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 9way animation code example?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [HL2E1 Mod] Crash with Linux Librairies
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies
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 ___ 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] [HL2E1 Mod] Crash with Linux Librairies
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] dynamic mesh
I believe it can also only use sprite textures. Unless I'm wrong? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [HL2E1 Mod] Crash with Linux Librairies
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] dynamic mesh
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? ___ 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