Re: [hlcoders] Is this possible ?

2012-05-22 Thread Psy_Commando
Nice. I wonder what other tricks you mean, it sounds pretty interesting :)

Anyways, here's the code I forgot to post in my last mail :
http://pastebin.com/dcpppD3b

Its called in the PostRender() method of the game system.

On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi wrote:

> http://youtu.be/Zl1K4Ep9jVg
> That was mine. I'm sure i have the code laying around somewhere.
> Also, I did an alien swarm implementation as well, i'll look around for
> it, if need be.
> After thinking about this, I want to revise the whole thing some more with
> some other tricks that I've learned over the past 2 years :->
>
>
>
> On Wed, May 23, 2012 at 6:13 AM, Psy_Commando wrote:
>
>> Woops, thanks, I didn't think about that ..
>> Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
>> only think left to fix is the bullets appearing in weird places, with weird
>> sizes. :
>> http://www.youtube.com/watch?v=xFKhODC1j34
>> Its the blue wireframe mesh, that appears behind the player..
>>
>> Here's my rendering code, Its all bits from the C_BaseAnimating code. I
>> suspect its my transform that's wrong, because I don't really know what
>> that matrix is supposed to contain..
>>
>>
>> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi 
>> wrote:
>>
>>> .. Make an AutoGameSystem.
>>>
>>>
>>>
>>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando wrote:
>>>
 Finally got it to work, the server part at least. For some obscure
 reasons, my manager entity spawns only on the server, the client-side part
 doesn't spawn at all, even if I create it with CBaseEntity::Create ...


 On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi <
 omegal...@gmail.com> wrote:

> The point of this system is so that you DON'T have to network anything.
> You don't create an entity, and you don't network any information.
> If you start doing that, you might as well just make entities, and do
> it the same as usual, as you then lose the whole point.
>
> In theory, you could just make one entity for using the render handle,
> it just becomes messy to maintain, but I had thought of doing the same
> thing.
> -Tony
>
>
>
> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando 
> wrote:
>
>> Thanks for the answer.
>>
>> But after looking at that solution, I have a few more questions:
>> Any ideas on how to network an array of structs with their own
>> sendtables ? I want to network the bullet info struct for each bullets 
>> from
>> the server to the client.
>>
>> And, instead of creating many client entities, can I just have one,
>> with multiple models ? I saw I could call the model renderer with model
>> data.
>>
>> Also, what do you mean Adam by "assigning the sprites your particle
>> manager"?
>>
>>
>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi <
>> omegal...@gmail.com> wrote:
>>
>>> I did something similar to this in Project Valkyrie for all
>>> projectiles that don't need special functionality like seeking.
>>> Essentailly I have a manager that runs on both the client and the
>>> server, which handles the projectiles moving and doing traces for damage
>>> etc, and the client handles the visual representation.
>>> You still have to create a client-side entity for each projectile if
>>> you want to display a model though.
>>>
>>> Additionally, I have a system in the gamerules that networks a
>>> projectile index to keep them in sync; Every projectile when it's 
>>> created
>>> is then assigned the same ID ( ie: when a client projectile is created 
>>> in
>>> prediction, it gets the new ID from the networked gamerules list) which 
>>> the
>>> server also pulls from. Eventually this number gets cycled back down.
>>> Then when the client receives an event from the server saying the
>>> projectile has impacted, it has an ID so that it knows which one to
>>> terminate.
>>>
>>> This system works really well, and if you're not using a lot of
>>> model based projectiles, or insane particle effects, it's capable to 
>>> have
>>> thousands of projectiles active without any major perf hit.
>>> Unfortunately, in Valkyrie, some of the effects are a little heavy,
>>> and due to the development time taken, they were never really 
>>> optimized, so
>>> Valkyrie still hits a rendering bottleneck with them.
>>>
>>> I had done another test for simulating just "bullets" (only the
>>> impact rendering, and occasionally a tracer if desired) for a properly
>>> simulated ballistic system, it worked quite well, but I never rolled it 
>>> out
>>> into any production environment, as nothing I have ever worked on has
>>> really needed it. It still has some issues with losing synchronization 
>>> over
>>> drastic angle changes, but it performs extremely wel

Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony "omega" Sergi
http://youtu.be/Zl1K4Ep9jVg
That was mine. I'm sure i have the code laying around somewhere.
Also, I did an alien swarm implementation as well, i'll look around for it,
if need be.
After thinking about this, I want to revise the whole thing some more with
some other tricks that I've learned over the past 2 years :->


On Wed, May 23, 2012 at 6:13 AM, Psy_Commando  wrote:

> Woops, thanks, I didn't think about that ..
> Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
> only think left to fix is the bullets appearing in weird places, with weird
> sizes. :
> http://www.youtube.com/watch?v=xFKhODC1j34
> Its the blue wireframe mesh, that appears behind the player..
>
> Here's my rendering code, Its all bits from the C_BaseAnimating code. I
> suspect its my transform that's wrong, because I don't really know what
> that matrix is supposed to contain..
>
>
> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi 
> wrote:
>
>> .. Make an AutoGameSystem.
>>
>>
>>
>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando wrote:
>>
>>> Finally got it to work, the server part at least. For some obscure
>>> reasons, my manager entity spawns only on the server, the client-side part
>>> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>>>
>>>
>>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi >> > wrote:
>>>
 The point of this system is so that you DON'T have to network anything.
 You don't create an entity, and you don't network any information.
 If you start doing that, you might as well just make entities, and do
 it the same as usual, as you then lose the whole point.

 In theory, you could just make one entity for using the render handle,
 it just becomes messy to maintain, but I had thought of doing the same
 thing.
 -Tony



 On Mon, May 21, 2012 at 9:44 AM, Psy_Commando wrote:

> Thanks for the answer.
>
> But after looking at that solution, I have a few more questions:
> Any ideas on how to network an array of structs with their own
> sendtables ? I want to network the bullet info struct for each bullets 
> from
> the server to the client.
>
> And, instead of creating many client entities, can I just have one,
> with multiple models ? I saw I could call the model renderer with model
> data.
>
> Also, what do you mean Adam by "assigning the sprites your particle
> manager"?
>
>
> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi <
> omegal...@gmail.com> wrote:
>
>> I did something similar to this in Project Valkyrie for all
>> projectiles that don't need special functionality like seeking.
>> Essentailly I have a manager that runs on both the client and the
>> server, which handles the projectiles moving and doing traces for damage
>> etc, and the client handles the visual representation.
>> You still have to create a client-side entity for each projectile if
>> you want to display a model though.
>>
>> Additionally, I have a system in the gamerules that networks a
>> projectile index to keep them in sync; Every projectile when it's created
>> is then assigned the same ID ( ie: when a client projectile is created in
>> prediction, it gets the new ID from the networked gamerules list) which 
>> the
>> server also pulls from. Eventually this number gets cycled back down.
>> Then when the client receives an event from the server saying the
>> projectile has impacted, it has an ID so that it knows which one to
>> terminate.
>>
>> This system works really well, and if you're not using a lot of model
>> based projectiles, or insane particle effects, it's capable to have
>> thousands of projectiles active without any major perf hit.
>> Unfortunately, in Valkyrie, some of the effects are a little heavy,
>> and due to the development time taken, they were never really optimized, 
>> so
>> Valkyrie still hits a rendering bottleneck with them.
>>
>> I had done another test for simulating just "bullets" (only the
>> impact rendering, and occasionally a tracer if desired) for a properly
>> simulated ballistic system, it worked quite well, but I never rolled it 
>> out
>> into any production environment, as nothing I have ever worked on has
>> really needed it. It still has some issues with losing synchronization 
>> over
>> drastic angle changes, but it performs extremely well.
>> -Tony
>>
>>
>> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando 
>> wrote:
>>
>>> Hello, I was wondering if it was possible to use the technique the
>>> left4dead devs used for the infected, to handle non hitscan bullets ?
>>> The technique I'm talking about was referenced in an article on the
>>> vdc :
>>> "If you're creating lots of individual objects all the time,
>>> consider rolling them all into

Re: [hlcoders] Is this possible ?

2012-05-22 Thread Psy_Commando
Woops, thanks, I didn't think about that ..
Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
only think left to fix is the bullets appearing in weird places, with weird
sizes. :
http://www.youtube.com/watch?v=xFKhODC1j34
Its the blue wireframe mesh, that appears behind the player..

Here's my rendering code, Its all bits from the C_BaseAnimating code. I
suspect its my transform that's wrong, because I don't really know what
that matrix is supposed to contain..

On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi wrote:

> .. Make an AutoGameSystem.
>
>
>
> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando wrote:
>
>> Finally got it to work, the server part at least. For some obscure
>> reasons, my manager entity spawns only on the server, the client-side part
>> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>>
>>
>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi 
>> wrote:
>>
>>> The point of this system is so that you DON'T have to network anything.
>>> You don't create an entity, and you don't network any information.
>>> If you start doing that, you might as well just make entities, and do it
>>> the same as usual, as you then lose the whole point.
>>>
>>> In theory, you could just make one entity for using the render handle,
>>> it just becomes messy to maintain, but I had thought of doing the same
>>> thing.
>>> -Tony
>>>
>>>
>>>
>>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando wrote:
>>>
 Thanks for the answer.

 But after looking at that solution, I have a few more questions:
 Any ideas on how to network an array of structs with their own
 sendtables ? I want to network the bullet info struct for each bullets from
 the server to the client.

 And, instead of creating many client entities, can I just have one,
 with multiple models ? I saw I could call the model renderer with model
 data.

 Also, what do you mean Adam by "assigning the sprites your particle
 manager"?


 On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi <
 omegal...@gmail.com> wrote:

> I did something similar to this in Project Valkyrie for all
> projectiles that don't need special functionality like seeking.
> Essentailly I have a manager that runs on both the client and the
> server, which handles the projectiles moving and doing traces for damage
> etc, and the client handles the visual representation.
> You still have to create a client-side entity for each projectile if
> you want to display a model though.
>
> Additionally, I have a system in the gamerules that networks a
> projectile index to keep them in sync; Every projectile when it's created
> is then assigned the same ID ( ie: when a client projectile is created in
> prediction, it gets the new ID from the networked gamerules list) which 
> the
> server also pulls from. Eventually this number gets cycled back down.
> Then when the client receives an event from the server saying the
> projectile has impacted, it has an ID so that it knows which one to
> terminate.
>
> This system works really well, and if you're not using a lot of model
> based projectiles, or insane particle effects, it's capable to have
> thousands of projectiles active without any major perf hit.
> Unfortunately, in Valkyrie, some of the effects are a little heavy,
> and due to the development time taken, they were never really optimized, 
> so
> Valkyrie still hits a rendering bottleneck with them.
>
> I had done another test for simulating just "bullets" (only the impact
> rendering, and occasionally a tracer if desired) for a properly simulated
> ballistic system, it worked quite well, but I never rolled it out into any
> production environment, as nothing I have ever worked on has really needed
> it. It still has some issues with losing synchronization over drastic 
> angle
> changes, but it performs extremely well.
> -Tony
>
>
> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando 
> wrote:
>
>> Hello, I was wondering if it was possible to use the technique the
>> left4dead devs used for the infected, to handle non hitscan bullets ?
>> The technique I'm talking about was referenced in an article on the
>> vdc :
>> "If you're creating lots of individual objects all the time, consider
>> rolling them all into a single manager entity. This is how Left 4 Dead
>> handles huge numbers of infected: they are all "finger puppets" of the
>> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>>
>> Essentially I'd want to create simple "entities" for each bullets and
>> have them handled by a manager entity. But I was also wondering how to 
>> get
>> the simple entities to transmit to the client, along with their data ?
>>
>> The main reason I want to do this is beca

[hlcoders] C_BaseAnimatingOverlay issues for Player Animation

2012-05-22 Thread Michael Kramer
I am having some major issues implementing a player anim table for my mod.

I get a failed Assert in ResizeAnimationLayerCallback in
c_baseanimatingoverlay.cpp

Assert( pVec->Count() == pVecIV->Count() );

pVecIV being pEnt->m_iv_AnimOverlay; <--- This is the issue

No where in the code does m_iv_AnimOverlay ever get set/initialized. There
is no code in any file that sets it, there is no information on how to
properly set it, what it is used for, or any examples.

If I ignore the assert, then I have half working player animations. They
seem to only play when I jump, or run up a hill. Odd.

So I want to tackle this assert first, and see if the fact that
m_iv_AnimOverlay being empty is part of the issue.



-- 
*Michael Kramer, Software Engineer & SEO Expert*
http://www.siosphere.com | kra...@siosphere.com
*[c] 801-530-9454*
*
*
*
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Andrew McWatters
Er, cease*...
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Andrew McWatters
It seems the Chrome -> GMail plugin client isn't obeying the "In-Reply-To"
value provided when you click on the link to reply to a specific
individual. So I apologize if this post creates, once again,
another separate thread for that reason.

I just wanted to acknowledge that it's probably the worst possible hack
I've ever written, and it's a rather cheesy one. But I, as well as the rest
of us, don't have access to fixing the core issue. I don't have my mod
currently working for dedicated servers, so I placed the hack in the
client.dll codebase. Hope that makes sense. For the record, there are other
hacks in HL2:SB which were resolved using detouring and such, however those
are all non-critical fixes. You shouldn't use those if you ever come by
them. Basically anything that patches memory. You'll know it when you see
it, of course.

Additionally, the mod closes debatably "gracefully" due to the entire
application and everything associated with it being terminated in the same
manner as terminating the process from your task manager. It is closing
immediately, but definitely not as intended. There are actually engine
events which seize to take place as a result of simply terminating the
process. For this reason, I absolutely can't stand this solution either.

Anyway, due to Valve's lack of updates on these things, we have to hold
ourselves up and fix what issues we can on our own. I am proud to say that
I've fixed small issues on my own that didn't require terrible kludges and
some of these are issues Valve hasn't gotten around to taking care of, at
the same time it depresses me considering I feel like we're not given any
attention anymore.

Good luck with the rest of your development, and thanks for posting about
this. It makes me feel good that people are still working with Source and
enough to the point where they're encountering these issues as well
(Clearly I don't feel good about the encountering issues part, though.)

Andrew McWatters
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Michael Kramer
I haven't run into this issue with my 2007 based mod yet. I'm wondering if
it matters if you run it in 32bit vs 64bit.

I'm on 32bit at the moment and haven't had a closing issue once.

On Tue, May 22, 2012 at 9:55 AM, Cale Dunlap  wrote:

> Update on this...
>
> Saul, I tried your suggestion but it didn't have any effect. It sounds
> like that was sort of expected though since your stacktrace was different
> than mine. Oh well, worth a shot at least and I appreciate the suggestion.
>
> Andrew, I had actually come across your hack by way of Google when I first
> started looking into this problem. I didn't immediately jump on it
> because--like your comments in the code--its a hack. I did however take
> note that it was there, figuring it would be an option when needed.
>
> Well, it turns out it was needed... the hack worked and hl2.exe closes
> now. Though I can't say for certain it is closing gracefully, most likely
> not. But now at least I won't have a bunch of testers whining about not
> being able to launch the mod a second time without encountering a nag about
> a previous instance already running, lol. Until we find a more appropriate
> fix, or Valve decides to patch the 2007 SDK again, this will have to work.
> I highly dislike doing little duct-tape & toothpick hacks like this, but I
> guess it is the only option at the present time.
>
> Thanks again everyone.
>
> -Cale
>
> On Monday, May 21, 2012, Cale Dunlap wrote:
>
>> Great feedback everyone, I appreciate it. It is good to know it isn't
>> just 218-based mods that have this problem. That sort of reinforces my
>> findings--being related to Steam, or something outside of the game/mod.
>> I'll try out some of the suggestions and report back.
>>
>> Thanks again!
>>
>> -Cale
>>
>> On Sun, May 20, 2012 at 1:52 PM, Saul Rennison 
>> wrote:
>>
>> Let me know if this works for you guys. We had this problem in CSProMod
>> and I fixed it a few months ago, but my stacktrace was different to yours
>> Cale, so this might not be it.
>>
>> public/tier1/utllinkedlist.h, around line 654:
>> while ( i != InvalidIndex() )
>>
>> Replace with:
>> while ( IsValidIndex(i) )
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>>
>> On 20 May 2012 16:43, Ben Pye  wrote:
>>
>> Happens to me on Alien Swarm sometimes too, odd issue.
>>
>>
>> On Sun, May 20, 2012 at 3:42 PM, Jan Hartung  wrote:
>>
>> We’re strictly 2007 based and it happens for our mod as well. Although it
>> didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
>> time now. It’s a strange problem.
>>
>> ** **
>>
>> Jan
>>
>> ** **
>>
>> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
>> Kammersgaard
>> *Gesendet:* Sonntag, 20. Mai 2012 15:53
>> *An:* Discussion of Half-Life Programming
>> *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods
>>
>> ** **
>>
>> I believe this happens with mods based on Alien Swarm, if that's any
>> consolation . We're currently bringing our mod over to that branch, and
>> I've noticed Swarm.exe keeps running in the background after shutting the
>> mod down.
>>
>> ** **
>>
>> - ScarT
>>
>> ** **
>>
>> ** **
>>
>> On 20 May 2012 07:55, Andrew McWatters  wrote:
>> 
>>
>> You're not alone, Cale. This happens on all 2007-based mods, and it's
>> been months without a fix. I can't remember when this first started, but I
>> don't see it being fixed anytime soon. Considering that I can't remember
>> when the issue started, it could even have been years since the issue first
>> arose.
>>
>> ** **
>>
>> To be frank, considering support for the Source SDK codebases is sparce
>> in terms of frequency, you'll just have to deal with the problem. A
>> terrible way that I resolved the issue with my mod was to simply terminate
>> the process right at the end of the game code shutdown routine.
>>
>> ** **
>>
>>
>> 
>>
>>
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>
>
>


-- 
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http://www.siosphere.com | kra...@siosphere.com
*[c] 801-530-9454*
*
*
*
*

This email and any files transmitted with it are confidential and intended
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Cale Dunlap
Update on this...

Saul, I tried your suggestion but it didn't have any effect. It sounds like
that was sort of expected though since your stacktrace was different than
mine. Oh well, worth a shot at least and I appreciate the suggestion.

Andrew, I had actually come across your hack by way of Google when I first
started looking into this problem. I didn't immediately jump on it
because--like your comments in the code--its a hack. I did however take
note that it was there, figuring it would be an option when needed.

Well, it turns out it was needed... the hack worked and hl2.exe closes now.
Though I can't say for certain it is closing gracefully, most likely not.
But now at least I won't have a bunch of testers whining about not being
able to launch the mod a second time without encountering a nag about a
previous instance already running, lol. Until we find a more appropriate
fix, or Valve decides to patch the 2007 SDK again, this will have to work.
I highly dislike doing little duct-tape & toothpick hacks like this, but I
guess it is the only option at the present time.

Thanks again everyone.

-Cale

On Monday, May 21, 2012, Cale Dunlap wrote:

> Great feedback everyone, I appreciate it. It is good to know it isn't just
> 218-based mods that have this problem. That sort of reinforces my
> findings--being related to Steam, or something outside of the game/mod.
> I'll try out some of the suggestions and report back.
>
> Thanks again!
>
> -Cale
>
> On Sun, May 20, 2012 at 1:52 PM, Saul Rennison wrote:
>
> Let me know if this works for you guys. We had this problem in CSProMod
> and I fixed it a few months ago, but my stacktrace was different to yours
> Cale, so this might not be it.
>
> public/tier1/utllinkedlist.h, around line 654:
> while ( i != InvalidIndex() )
>
> Replace with:
> while ( IsValidIndex(i) )
>
>
> Kind regards,
> *Saul Rennison*
>
>
>
> On 20 May 2012 16:43, Ben Pye  wrote:
>
> Happens to me on Alien Swarm sometimes too, odd issue.
>
>
> On Sun, May 20, 2012 at 3:42 PM, Jan Hartung  wrote:
>
> We’re strictly 2007 based and it happens for our mod as well. Although it
> didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
> time now. It’s a strange problem.
>
> ** **
>
> Jan
>
> ** **
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
> Kammersgaard
> *Gesendet:* Sonntag, 20. Mai 2012 15:53
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods
>
> ** **
>
> I believe this happens with mods based on Alien Swarm, if that's any
> consolation . We're currently bringing our mod over to that branch, and
> I've noticed Swarm.exe keeps running in the background after shutting the
> mod down.
>
> ** **
>
> - ScarT
>
> ** **
>
> ** **
>
> On 20 May 2012 07:55, Andrew McWatters  wrote:*
> ***
>
> You're not alone, Cale. This happens on all 2007-based mods, and it's been
> months without a fix. I can't remember when this first started, but I don't
> see it being fixed anytime soon. Considering that I can't remember when the
> issue started, it could even have been years since the issue first arose.*
> ***
>
> ** **
>
> To be frank, considering support for the Source SDK codebases is sparce in
> terms of frequency, you'll just have to deal with the problem. A terrible
> way that I resolved the issue with my mod was to simply terminate the
> process right at the end of the game code shutdown routine.
>
> ** **
>
>
> 
>
>
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Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony "omega" Sergi
.. Make an AutoGameSystem.


On Tue, May 22, 2012 at 2:17 PM, Psy_Commando  wrote:

> Finally got it to work, the server part at least. For some obscure
> reasons, my manager entity spawns only on the server, the client-side part
> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>
>
> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi 
> wrote:
>
>> The point of this system is so that you DON'T have to network anything.
>> You don't create an entity, and you don't network any information.
>> If you start doing that, you might as well just make entities, and do it
>> the same as usual, as you then lose the whole point.
>>
>> In theory, you could just make one entity for using the render handle, it
>> just becomes messy to maintain, but I had thought of doing the same thing.
>> -Tony
>>
>>
>>
>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando wrote:
>>
>>> Thanks for the answer.
>>>
>>> But after looking at that solution, I have a few more questions:
>>> Any ideas on how to network an array of structs with their own
>>> sendtables ? I want to network the bullet info struct for each bullets from
>>> the server to the client.
>>>
>>> And, instead of creating many client entities, can I just have one, with
>>> multiple models ? I saw I could call the model renderer with model data.
>>>
>>> Also, what do you mean Adam by "assigning the sprites your particle
>>> manager"?
>>>
>>>
>>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi >> > wrote:
>>>
 I did something similar to this in Project Valkyrie for all projectiles
 that don't need special functionality like seeking.
 Essentailly I have a manager that runs on both the client and the
 server, which handles the projectiles moving and doing traces for damage
 etc, and the client handles the visual representation.
 You still have to create a client-side entity for each projectile if
 you want to display a model though.

 Additionally, I have a system in the gamerules that networks a
 projectile index to keep them in sync; Every projectile when it's created
 is then assigned the same ID ( ie: when a client projectile is created in
 prediction, it gets the new ID from the networked gamerules list) which the
 server also pulls from. Eventually this number gets cycled back down.
 Then when the client receives an event from the server saying the
 projectile has impacted, it has an ID so that it knows which one to
 terminate.

 This system works really well, and if you're not using a lot of model
 based projectiles, or insane particle effects, it's capable to have
 thousands of projectiles active without any major perf hit.
 Unfortunately, in Valkyrie, some of the effects are a little heavy, and
 due to the development time taken, they were never really optimized, so
 Valkyrie still hits a rendering bottleneck with them.

 I had done another test for simulating just "bullets" (only the impact
 rendering, and occasionally a tracer if desired) for a properly simulated
 ballistic system, it worked quite well, but I never rolled it out into any
 production environment, as nothing I have ever worked on has really needed
 it. It still has some issues with losing synchronization over drastic angle
 changes, but it performs extremely well.
 -Tony


 On Sun, May 20, 2012 at 1:35 PM, Psy_Commando wrote:

> Hello, I was wondering if it was possible to use the technique the
> left4dead devs used for the infected, to handle non hitscan bullets ?
> The technique I'm talking about was referenced in an article on the
> vdc :
> "If you're creating lots of individual objects all the time, consider
> rolling them all into a single manager entity. This is how Left 4 Dead
> handles huge numbers of infected: they are all "finger puppets" of the
> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>
> Essentially I'd want to create simple "entities" for each bullets and
> have them handled by a manager entity. But I was also wondering how to get
> the simple entities to transmit to the client, along with their data ?
>
> The main reason I want to do this is because I have a lot of sprite
> based projectiles to handle.
>
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>
>


 --
 -Tony


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