Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Christopher Harris
It should be like for instance

 

-  cl_pclass prop_physics or cl_pclass weapon_crossbow

 

Also make sure that developer convar is set to at least 1. 

 

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Psy_Commando
Sent: Thursday, April 19, 2012 4:15 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?

 

I tried cl_pclass with the class name, but nothing happens. 

Also, after a few minutes of messing around I get this assert : 
src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) <
cellEpsilon
swarm.exe has triggered a breakpoint

On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris 
wrote:

cl_pclass classname

 

run that with your ship classname and you get a nice easy to read debug gui
to see what predicted variables are off for all predicted parts of that
entitytype. I only used it on an entity type I have 1 instance of so not
sure what behavior occurs if you have many of em.

 

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Psy_Commando
Sent: Thursday, April 19, 2012 12:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?

 

Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.

On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando 
wrote:

Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and server..

 

On Tue, Apr 17, 2012 at 5:40 PM, Joel R.  wrote:

Where are you running this simulation code?  You need to make sure it's in a
location that is sync'd with the server.

Also, I would not use GetNetworkOrigin, as I have seen it can become too
jittery, use GetLocalOrigin instead.  

 

On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando  wrote:

Doesn't the client interpolate automatically ? I thought that was what the
Network origin was for.
Anyways, I'm not really sure what they did but here's the handling code I'm
using, its mostly code made by the Eternal Silence guys modified to fit.
http://pastebin.com/6kVZJxiD

I think they basically just use vphysics for collisions, they rotate the
angles and velocity directly to steer the craft.

And also FakeJitter should be 0, I never changed it.

 

On Tue, Apr 17, 2012 at 4:58 PM, Joel R.  wrote:

Also, when you added fakelag to reach about 300 ping, the red and green
crosshairs were still sync'd perfectly.  This should not be possible unless
you are extrapolating on the server, but even then it would go way off on
turns.

 

On Tue, Apr 17, 2012 at 3:55 PM, Joel R.  wrote:

You will need to smooth out the origin and angles.  I'm not sure why but the
physics simulation cannot be followed without doing some sort of smoothing
to the origin/angles.  What I did was interpolate them by a small amount to
smooth out the kinks.  I created a "fakeOrigin" and "fakeAngles" that are
smoothed to the real values.

 

On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando  wrote:

using vphysics

 

On Tue, Apr 17, 2012 at 4:48 PM, Joel R.  wrote:

Is the entity simulated using the physics object or bbox and gamemovement?



On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando  wrote:

I'm having a problem with an aircraft vehicle I've made. I asked the Eternal
Silence team for some pointers and they've shared their flight code with me,
but I'm still getting this weird jerkiness, even at 0ms of ping. I'm using
the Alien Swarm SDK for this.

Here's a video to show the problem :
http://www.youtube.com/watch?v=zs64WcoD_IQ

I'm really not sure what's the problem, I can post parts of the code here if
that would help.
Any suggestion would be greatly appreciated.

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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Christopher Harris
cl_pclass classname

 

run that with your ship classname and you get a nice easy to read debug gui
to see what predicted variables are off for all predicted parts of that
entitytype. I only used it on an entity type I have 1 instance of so not
sure what behavior occurs if you have many of em.

 

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Psy_Commando
Sent: Thursday, April 19, 2012 12:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?

 

Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.

On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando 
wrote:

Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and server..

 

On Tue, Apr 17, 2012 at 5:40 PM, Joel R.  wrote:

Where are you running this simulation code?  You need to make sure it's in a
location that is sync'd with the server.

Also, I would not use GetNetworkOrigin, as I have seen it can become too
jittery, use GetLocalOrigin instead.  





On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando  wrote:

Doesn't the client interpolate automatically ? I thought that was what the
Network origin was for.
Anyways, I'm not really sure what they did but here's the handling code I'm
using, its mostly code made by the Eternal Silence guys modified to fit.
http://pastebin.com/6kVZJxiD

I think they basically just use vphysics for collisions, they rotate the
angles and velocity directly to steer the craft.

And also FakeJitter should be 0, I never changed it.

 

On Tue, Apr 17, 2012 at 4:58 PM, Joel R.  wrote:

Also, when you added fakelag to reach about 300 ping, the red and green
crosshairs were still sync'd perfectly.  This should not be possible unless
you are extrapolating on the server, but even then it would go way off on
turns.

 

On Tue, Apr 17, 2012 at 3:55 PM, Joel R.  wrote:

You will need to smooth out the origin and angles.  I'm not sure why but the
physics simulation cannot be followed without doing some sort of smoothing
to the origin/angles.  What I did was interpolate them by a small amount to
smooth out the kinks.  I created a "fakeOrigin" and "fakeAngles" that are
smoothed to the real values.

 

On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando  wrote:

using vphysics

 

On Tue, Apr 17, 2012 at 4:48 PM, Joel R.  wrote:

Is the entity simulated using the physics object or bbox and gamemovement?




On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando  wrote:

I'm having a problem with an aircraft vehicle I've made. I asked the Eternal
Silence team for some pointers and they've shared their flight code with me,
but I'm still getting this weird jerkiness, even at 0ms of ping. I'm using
the Alien Swarm SDK for this.

Here's a video to show the problem :
http://www.youtube.com/watch?v=zs64WcoD_IQ

I'm really not sure what's the problem, I can post parts of the code here if
that would help.
Any suggestion would be greatly appreciated.

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[hlcoders] 30 pass shader?

2010-12-27 Thread Christopher Harris
I've been trying to write a 30 pass shader and have been having some issues.

 

Basically I saw that to make a single pass in a shader is basically:

SHADER_DRAW

{

SHADOW_STATE

{

//Set us up the shader
}

 

DYNAMIC_STATE

{

//Set us up the shader

}

Draw();

}

 

So I put that in a for loop and it will only do 3 passes, if I try to go
more times it will crash in materialsystem.dll

(Where NUM_LAYERS is the number of passes or layers I need in my fur shader)

SHADER_DRAW

{

for(int i = 0; i < NUM_LAYERS; i++)

{

SHADOW_STATE

{}

DYNAMIC_STAT

{}

Draw();

}

}

 

Is it possible to do a 30 pass shader? I was working on a basic fur shader
which is done by taking the normal and for each pass move up along the
normal slightly.

 

Chris

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Re: [hlcoders] Source Engine 2!!!

2010-06-19 Thread Christopher Harris
http://www.youtube.com/watch?v=eXJUGLiZkV0
http://unlimiteddetailtechnology.com/pictures.html 

There is also possibility to render point cloud data instead. This company
has an algorithm to select points to renders so that you have a 1 to 1 point
to pixel ratio.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Justin Krenz
Sent: Friday, June 18, 2010 4:49 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source Engine 2!!!

I believe he was referring to your claim about voxels being the first
thing used in 3d.  Vector graphics (lines/edges) were the first things
used in 3d with games like Battlezone and Star Wars at the arcades..

If you think voxels are so great, what did you think about Kevin
Silverman's voxlap engine?  http://voxelstein3d.sourceforge.net/

On Fri, Jun 18, 2010 at 2:23 PM, Joel R.  wrote:
> Please enlighten me then, Marek.  Voxels can be better the smaller they
are,
> and in a few years will be better suited when we have more powerful
> computers.  Many are still struggling to even play TF2 with their current
> machines.  So yes, I'm retarded because I thought ahead of your small
mind.
>
> On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland
wrote:
>
>> That's the plan. He's hoping to do something similar to id tech 5's
>> megatexture technology for geometry. It's called sparse voxel octree
>> technology
>>
>> Basically(from what I understand), the idea is to make the voxels very
>> very small to allow for high fidelity, but to only load the depth of
>> the octree that could be seen at the current resolution, therefore
>> allowing for incredibly detailed models, that only stream the small
>> details if they could be seen at the current resolution. This is a big
>> step up from LOD where the programmer basically has to guess where to
>> swap the models out (and they need to be separate models)
>>
>> On 18 June 2010 18:42, Harry Jeffery 
>> wrote:
>> > I believe John Carmack is hoping to use voxels in id Tech 6. That
>> > engine's only 10 years away so who knows, this could be the future but
>> > we wont find out until we get there.
>> >
>> > On 18 June 2010 17:26, Harry Pidcock  wrote:
>> >> Ray traced polygon rendering is quite an expensive task on a CPU.
>> >>
>> >> But real time point cloud rendering can be done on it quite well.
>> >>
>> >> http://www.youtube.com/watch?v=Q-ATtrImCx4
>> >>
>> >> Yes its a bit cheesy, but that's because Bruce Dell doesn't have a
>> marketing
>> >> budget.
>> >>
>> >>
>> >> This video is rendered in real time on a single core CPU, although it
is
>> >> only rendering at like 800x600,
>> >> if the algorithm had some parallelism, maybe even have it developed
for
>> >> GPUs/hardware specialization. Then it would certainly be
>> >> able to render large amounts of detail at a higher resolution.
>> >>
>> >> Although it doesn't have any advanced shading, it is still quite
>> interesting
>> >> to see such a complex static environment drawn with a single CPU
thread.
>> >>
>> >> Of course there are huge computational and memory issues with bone
>> >> animation, shading, transparency etc. So don't think you will see this
>> in
>> >> the next 5 - 10years.
>> >>
>> >> --
>> >> From: "Jonathan Murphy" 
>> >> Sent: Saturday, June 19, 2010 12:31 AM
>> >> To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com>
>> >> Subject: Re: [hlcoders] Source Engine 2!!!
>> >>
>> >>> Katrina, you might be interested in reading up on Real Time
>> >>> Raytracing, which is an alternative to rasterisation (GPU) based
>> >>> rendering and is/has been extensively researched and even
implemented.
>> >>>
>> >>>
http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)
>> >>> http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced
>> >>>
>> >>> At the moment though it seems GPUs are going to stay very mainstream.
>> >>>
>> >>> On Saturday, June 19, 2010, joshua simmons 
>> wrote:
>>  Oh yeah I understand. There is only very rudmentry 3d support, in no
>> way
>>  capable of supporting any game. My point was more on the radical
rate
>> at
>>  which they are evolving in comparison. Even the purely reverse
>> engineered
>>  open source NVIDIA driver is out doing the proprietary one in terms
of
>>  2d.
>>  Now I of course realise there is a big jump from that to capable 3d,
>> but
>>  considering (iirc) amd have developers working on the open source
>> driver,
>>  I
>>  see it as mainly a matter of time before it becomes a viable
>> alternative.
>> 
>>  On 18 Jun 2010 22:01, "Bob Somers"  wrote:
>> 
>>  Katrina, I'm not giving lectures on computer graphics here. Google
has
>>  all the information you asked for. If you'd like, I can also
recommend
>>  some graphics textbooks which would clear things up. Also, say

Re: [hlcoders] Phoneme Extractor for Windows Vista/7

2010-06-05 Thread Christopher Harris
Using this it complains about Missing Phonemes so I rebuild the expression
bitmaps and save to vfe and still says it. Not sure what is wrong. It
outputs some non-Alphanumeric characters to desktop.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Thursday, June 03, 2010 11:06 AM
To: hlcoders
Subject: [hlcoders] Phoneme Extractor for Windows Vista/7

http://steamreview.org/external/vdc/phonemeextractor_sapi5.4.zip

This updated extractor provides better results than the SDK's default 
one. It works on Windows 7, and should work on Vista too (please could 
someone test this). It will *not* work on XP.

To install, extract the contents of the zip file to 
\bin\phonemeextractors\. KEEP A BACKUP HANDY, as every time you run 
the SDK Launcher, or in the case of L4D1/2 receive an update, the custom 
DLL will be replaced with Valve's original and you'll have to put it 
back in place manually.

(The easiest way to run Faceposer without using Valve's launcher is with 
the Source SDK Windows Gadget: 
. 
You'll probably find that FP crashes if you try to run it directly since 
it's very particular about its working directory.)


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Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Christopher Harris
Hmm that is odd then.

I do the exact same thing in our mod for blood effects on the weapons that
fade out after some time, and for some special effects on some of the
players. At first I had done it with all the variables stored into the proxy
and I got the exact situation you describe where all the entities of the
type like weapon or viewmodel with the same material would all be affected
by any one of the weapons getting into a blood state. 

If you have logic such as if the time is beyond a certain point do not run
any proxy logic that could be the cause because every time a material is
rendered you need to ensure it is set for what setting that entity needs.
Like if you had a blood effect on a weapon and then the next weapon did not
need it you still need to reset the data back to no blood for that time.

My basic logic thus is something like.

OnBind()
{
  If(entity.something)
  {
 //change the variables for the effect
  }

  EffectMaterialVar.SetValue(entity.varValue);
}

In this way every time the proxy is executed for a particular entity it is
setting the changing material variables to what it needs regardless had it
changed or not.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Thursday, May 06, 2010 5:57 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting material proxies to act on individual
entities

Ryan, that is exactly what I can't work out how to do.

Chris, the variable is the amount of time since the player or ragdoll 
spawned so it's already stored in each entity. Unless you mean setting 
material vars on the player, which isn't how I thought this worked at all.

On 05/05/2010 10:41, Ryan Sheffer wrote:
> You mean every material of the same name is getting effected? That
> seems very strange. Are you overriding the material in the entities
> draw function? I remember replacing materials for the player for a
> cloak effect with no problems.
>
> ~Ryan
>
> On May 5, 2010, at 2:01 PM, Tom Edwards
> wrote:
>
>
>> I'm using a material proxy for my player spawn effect, which works
>> fine
>> except that it applies to all instances of the material in question at
>> once. How should I go about applying the effect to different
>> entities at
>> different times?
>>
>> I expect that creating new instances of the material each time someone
>> connects has something to do with it, but so far I've not even been
>> able
>> to access that area of the model...
>>
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>>  
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Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-05 Thread Christopher Harris
You must place effect specific variables into the specific player  
class and access them and manipulate them from there. For a material I  
found that all instances use a shared material proxy object. Therefore  
if you keep the effect variables in the proxy they are in essence  
shared.

Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190

On May 5, 2010, at 5:41 PM, Ryan Sheffer  wrote:

> You mean every material of the same name is getting effected? That
> seems very strange. Are you overriding the material in the entities
> draw function? I remember replacing materials for the player for a
> cloak effect with no problems.
>
> ~Ryan
>
> On May 5, 2010, at 2:01 PM, Tom Edwards 
> wrote:
>
>> I'm using a material proxy for my player spawn effect, which works
>> fine
>> except that it applies to all instances of the material in question  
>> at
>> once. How should I go about applying the effect to different
>> entities at
>> different times?
>>
>> I expect that creating new instances of the material each time  
>> someone
>> connects has something to do with it, but so far I've not even been
>> able
>> to access that area of the model...
>>
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Re: [hlcoders] VS2010

2010-04-13 Thread Christopher Harris
Plus VS2005 works perfectly fine in XP, Vista, and 7 with the service  
pack so not really sure why you HAVE to use VS2010.

Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190

On Apr 13, 2010, at 4:27 PM, Spencer 'voogru' MacDonald  wrote:

> But it can be fixed, which is probably a good intelligence barrier.
>
> If someone can't figure out how to make it work, it's one less person
> posting on this list "how do i nake rawkit launcher multiplay"
>
> - voogru.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jarno  
> Veuger
> Sent: Tuesday, April 13, 2010 4:18 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] VS2010
>
> But it doesn't work, since it doesn't compile in VS2008 (and VS2010)  
> out
> of the box.
>
> - Ywa
>
> Op 13-Apr-10 19:40, Harry Jeffery schreef:
>> If it works, dont break it.
>>
>> On 13 April 2010 18:33, Jarno Veuger  wrote:
>>
>>> Because no one in Valve maintains the mod SDK anymore.
>>>
>>> - Ywa
>>>
>>> Op 13-Apr-10 14:00, Casey Doran schreef:
>>>
>>>> Been using it for a while now. While the stock SDK code does not
> compille,
>>>> making the changes listed on the wiki to get it running for 2008  
>>>> work
> fine.
>>>> (Why isn't valve shipping SDK code that works on current-gen IDEs?)
>>>> Honestly, I haven't had a single issue that the people above have  
>>>> had.
> Been
>>>> using RC Ultimate from dreamspark, installed release professional  
>>>> from
>>>> dreamspark last night and did a test compile. Everything looks
> beautiful. :)

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Re: [hlcoders] [GoldSrc] AviKit in any mods?

2010-03-18 Thread Christopher Harris
We have it working in our mod for replace a model's texture with a video. It
is a bit tricky in this respect because you have to pre-design your uv to
work with it, but it would be easy to translate it to just draw a quad in
the world with that as the texture; Referring to IBIK. It isn't that hard.
Here are the important steps:

First in the OnDataChanged I do this to create my BIK material and get it
ready to be used.

if(updateType == DATA_UPDATE_CREATED)
{
m_hBikMaterial =
bik->CreateMaterial(m_strVideoMaterial,m_strVideoMaterial,"GAME");

if ( m_hBikMaterial != BIKMATERIAL_INVALID )
{
m_pMaterial = bik->GetMaterial(m_hBikMaterial);
SetNextClientThink(CLIENT_THINK_ALWAYS);
}

if(m_pMaterial)
m_pMaterial->AddRef();
}

Next in the ClientThink of the entity that you are using to allow the mapper
to input the video file you do.

if(m_hBikMaterial != BIKMATERIAL_INVALID)
{
if(!bik->Update(m_hBikMaterial))
{
bik->SetFrame(m_hBikMaterial,0.0f);
}
}

This basically attempts to update to a new frame if it is the end I think it
will fail and so it just sets the frame back to the start so it always
loops. You'll have to be sure to clean up your references and stuff when the
entity dies as well, but that is simple stuff. And using it on the model is
as simple as in DrawModel:

modelrender->ForceMaterialOverride(m_pMaterial);
int val = BaseClass::DrawModel(flags);
modelrender->ForceMaterialOverride(0);
return val;

I only wish they would expose someway to manipulate the sound stream so you
can have it appear to come from the world itself and not play everywhere no
matter what. I also first had tried to use IAvi to use AVI files instead,
but that interface refused to work.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Thursday, March 18, 2010 3:28 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] [GoldSrc] AviKit in any mods?

I attempted to work with BINK and Source's implementation of it. Sadly 
there is not enough functions exposed and not enough documentation to 
really use it. Unless you have engine access, there is no real reliable 
way of getting it working in my experience. I recommend using ffmpeg if 
you can get it working; I have a very simple half-done implementation of 
it - but it's not as good as it could be.

Tony "omega" Sergi skrev:
> You actually shouldn't need to even use avikit.. since the engine has
> loading of avi's AND bink videos.
> preferably you would want to use bink anyway as you wouldn't need to worry
> about codecs.
>
> loading a bink video actually returns a material anyway, and there is an
> actual 'bik' shader for drawing on objects.
> i've never used the shader myself though, i just know it exists.
> -Tony
>
>
> On Fri, Mar 19, 2010 at 3:19 AM, Jonas 'Sortie' Termansen
   
>> wrote:
>> 
>
>   
>> I have success implementing the free software ffmpeg library in Source.
>> There is nothing like watching a 720p HD xvid on an ingame surface. :D
>> It's not very well implemented though and I don't have any sound
>> support. I'd gladly share the source code with you. ffmpeg is very fast
>> and it provides all the codecs itself and supports most formats VLC do
>> (because it is used by VLC).
>>
>> Rodrigo 'r2d2rigo' Diaz skrev:
>> 
>>> AVIkit was used in a demo MOD from the creator of the library, but AFAIK
>>>   
>> he
>> 
>>> didn't release the source code. I tried to add it some time ago, but
>>>   
>> finally
>> 
>>> dropped the idea.
>>>
>>> 2010/3/18 kevin bowen 
>>>
>>>
>>>   
 Just wondering if anyone has implemented AVIkit and is willing to part
 
>> with
>> 
 the code :) or if AVIkit has been used in any open source mods (rebirth
 
>> and
>> 
 arrangemod have the lib's included but don't actually call the
 
>> functions).
>> 
 I'd do it myself but it would literally take years (I'm a moron), it'd
 
>> be
>> 
 easier just to ask for it here just incase any devs have a dead hl1 mod
 with
 the code already laid out :)

 I've scoured the internet and all I could find was this on a russian HL
 coding site which seems to use the code but I'm not sure if it's an
 
>> entire
>> 
 replacement for avikit.cpp or if it fits in there somehow (again I'm a
 moron
 when it comes to this)



  ///
 // Only setup the avi if it's actually a video screen

 if (isVideoScreen && replacement[0] != '\0') {
char *error_msg = NULL;
long xres = 0;
long yres = 0;
float duration = 0.0f;

movie = new AVIKit( absolute_replacement, false );
if (movi

Re: [hlcoders] Server Plugin message panel issue

2010-02-21 Thread Christopher Harris
That looks like it works

Thanks

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
Sent: Sunday, February 21, 2010 10:11 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Server Plugin message panel issue

That looks like the hint text region as mentioned before. Make sure these
entries are in your ClientScheme.res

// Hint message colors
"HintMessageFg" "255 255 255 255"
"HintMessageBg" "0 0 0 60"

See if that fixes the problem. In C++ its located in hud_hintdisplay.cpp

Killermonkey
GoldenEye: Source
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[hlcoders] Server Plugin message panel issue

2010-02-20 Thread Christopher Harris
We have this issue with a message panel in our mod that is used for Server
Plugins.

 

http://www.dawgclan.net/images/pvkii/pvk2.3_hudmsg.jpg

 

It is all white. I am wondering what exactly is this panel referred to in
code as, and if anyone has seen this issue before.

 

Chris

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Re: [hlcoders] Vehicle View Judder

2010-01-26 Thread Christopher Harris
I can write up an abstraction, but can't post any of code for it. It  
also uses no entry/exit animations as when I coded it was very short  
time constraint and they were giving me problems.

Chris

On Jan 24, 2010, at 3:38 PM, Matt Hoffman  
 wrote:

> Yeah I've seen that, it's way out of date and not was pre-OB MP.
>
> On Sun, Jan 24, 2010 at 12:26 PM, Chief Whosm <
> chiefwhosmoralsareelas...@googlemail.com> wrote:
>
>>
>> http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold
>>
>> Might be worth taking a look at it, it's been around for a while  
>> though and
>> I never got it working mind (but that's not saying much considering  
>> my
>> skill
>> as a coder is quite near to zilch).
>> ___
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>> archives,
>> please visit:
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>>
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Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Christopher Harris
We have a multiple passenger system. Basically it is a matter of having a
hitbox, and attachments per role and then modifying some of the vehicle
logic to work with more roles.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Sunday, January 24, 2010 2:34 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Vehicle View Judder

So now that we have a plausible fix for movement, has anyone looked at
multiple passengers?

My understanding of it is the vehicles are set up with a passenger system.
Just Passenger 0 (1?) is considered the driver.

My guess on implementing multiple-passengers in the vehicle would require
checking hitboxes and making a second vehicle.eyes bone/attachment.

However, last time I looked I couldn't find (in the code) where getting into
the vehicle picked your eyeposition and moved you into it. I might go poke
around it later today though.

On Sun, Jan 24, 2010 at 11:07 AM, Chief Whosm <
chiefwhosmoralsareelas...@googlemail.com> wrote:

> Wow! Thanks for that code it works beautifully for the interior view.
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Christopher Harris
Here is a page which has needed fixes:
http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes

It fixes vehicle view jitter, but there is no true prediction because the
vehicle movement logic only occurs on the server. So in a high latency
situation players will experience the vehicle taking some time to respond to
input.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm
Sent: Saturday, January 23, 2010 5:04 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Vehicle View Judder

Hi,
 Whenever you use vehicles in hl2mp, the view in them is all out of
synch, "ghosting/juddering" are the best terms I can think of.
 Now I originally wasn't going to ask this because in ShadowSource it
wasn't *too* bad, it jumped around but it was *just* bearable. However
todays test game had vehicles in, and while we have changed no code related
to either views, cameras or vehicles - the view judder was awful. It was
like the advisor barn scene where your screen is shaken everywhere, and it
really was terrible to look at (and very hard to drive as you couldnt judge
very easily which direction was forward).
So I'm wondering if anyone knows how to sort this so the camera is
properly locked and doesn't bounce around so much in vehicles.

 Thanks,
Chief.
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Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-17 Thread Christopher Harris
I've been working on this for our mod, but the shader is this way from  
2.0 instruction limits. For 2.0b and up I've been working to allow all  
these things together.

Christopher Harris
Software Engineer
Research Network Incorporated
770-235-8190

On Jan 17, 2010, at 5:15 PM, Saul Rennison   
wrote:

> Not a fix but: from the screenshot those textures look awesome :o
>
> Thanks,
> - Saul.
>
>
> 2010/1/17 Robert Briscoe 
>
>> Yeah sorry that's what I meant! My vmt looks like this:
>>
>> "WorldVertexTransition"
>> {
>>   "$blendmodulatetexture" "esther/nature/Blendmod_02"
>> //  "$seamless_scale"   "0.005" - disabled as it really  
>> messes
>> things up!
>>   "%detailtype"   "esther_grass01"
>>   "$basetexture"  "esther/nature/rock/rockface_002"
>>   "$basetexture2" "esther/nature/grass/grass_001"
>>   "%tooltexture"  "esther/nature/grass/grass_001"
>>
>>   "$detail" "esther/nature/rock/rocks_depth"
>>   "$detailscale" "0.20"
>>
>>   "$surfaceprop" "rock"
>>   "$surfaceprop2" "grass"
>> }
>>
>> I have also quickly made a comparison image here which shows how it  
>> breaks:
>> http://www.littlelostpoly.co.uk/PVT/Misc/blendmodbroke.jpg
>>
>> thanks again,
>> Rob
>>
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
>> Rennison
>> Sent: 17 January 2010 20:43
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Making WorldVertexTransition,  
>> $blendmodulate and
>> $detail play nice?
>>
>> Have you tried using *$blendmodulatetexture* instead?
>>
>> Thanks,
>> - Saul.
>>
>>
>> 2010/1/17 Robert Briscoe 
>>
>>> Hi everyone,
>>>
>>>
>>>
>>> I've recently hit a bit of a bump in the road with my mod recently  
>>> due to
>>> issues I'm currently having with the WorldVertexTransition shader.  
>>> I have
>>> discovered that you can't have $detail and $blendmodulate (and/or
>> $seamless
>>> scale) enabled at the same time with WorldVertexTransition and it's
>> causing
>>> me some big problems. The problems seem to come from the $detail
>> parameter
>>> as all the other options seem to work together fine.
>>>
>>>
>>>
>>> I'm wondering if it's actually at all possible to fix the
>>> WorldVertexTransition shader to make these parameters work nicely
>> together?
>>> I'm no coder, but I'd appreciate any help or advice you could give  
>>> me! If
>> I
>>> could get this solved the visual quality of my mod could be  
>>> immensely
>>> improved!
>>>
>>>
>>>
>>> Thanks,
>>>
>>> Rob Briscoe
>>>
>>> P.S. more info on the mod can be found here:
>>> http://www.littlelostpoly.co.uk/devblog/
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
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>>>
>>>
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>>
>>
>>
>>
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[hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-03 Thread Christopher Harris
Hey,

 

I am wondering if there is some way to do something similar to
ForceOverrideMaterial on a studio model so that I can override the material
for all surfaces being rendered. This include the "world" model and then any
brush entity models. I tried to look, but could not find anything in
IViewRender which seems to be how you call to get the world drawn.

 

Also anyone know what is wrong with the depth buffer? It is like it only
gives you a very small range from the camera depth. After about 256-512
units is all to full white depth so you don't get depth of things farther
back. I am using the GetFullFrameDepthTexture() to access this Depth Buffer.


 

Chris

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Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Christopher Harris
FINALLY!

I fixed it

You must copy shadercompile.exe and shadercompile_dll.dll to your stdshaders
folder.

In the buildshaders.bat is echo %SDKBINDIR%\shadercompile.exe >>
filelist.txt

Remove the %sdkbindir%\ and then rem out the other two which you did not
copy. Now it should work!

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Saturday, January 02, 2010 2:38 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Shader Compiling Issues

Hmmm

Well I discovered some old old hlcoders entries and fixed all these errors,
but now it gets to compiling my 2 shader files in 2 shader combos and just
sits there doing nothing.

The problem was that buildshaders.bat some reason echo'd the
shadercompile.exe its dll and the other two dlls that have error into the
filelist and then shadercompile used that file list to try and build the
shaders to be compiled. Since those 4 files are not in the shaderpath folder
they don't even need to be in there.

I also tried the ep1 compiler but it doesn't support all the flags in use.
/DMain etc.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias
Kammersgaard
Sent: Saturday, January 02, 2010 12:24 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues

It worked perfectly for me with the relative path. All on the same drive of
course.

/ScarT


2010/1/1 Piotr 

> I recall having problems with the orangebox shadercompile.exe, but the ep1
> one works fine for me. Probably because I don't have any orangebox game
> (only SDK Base for OB). Do you have the same situation? See if EP1
compiler
> works for you.
>
> ----------
> From: "Christopher Harris" 
> Sent: Thursday, December 31, 2009 11:36 PM
> To: "'Discussion of Half-Life Programming'"
> 
> Subject: Re: [hlcoders] Shader Compiling Issues
>
> > I tried now to put my code on the same drive as the steam install and
> > still
> > has this issue. So I tried a relative path and it errors out because of
> > relative path sooner.
> >
> > Chris
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> Christopher
> > Harris
> > Sent: Monday, December 28, 2009 1:28 PM
> > To: 'Discussion of Half-Life Programming'
> > Subject: Re: [hlcoders] Shader Compiling Issues
> >
> > I have narrowed this error down to occurring in shadercompile.exe and on
> > my
> > end I have all my path vars set correctly (my username is in the place
of
> > ). If you don't set it correctly the batch file will error out
> > sooner
> > because it could not even find the shadercompile.exe
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
> > Rennison
> > Sent: Monday, December 28, 2009 8:01 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Shader Compiling Issues
> >
> > You need to replace  to your STEAM username in the Perl compile
> > file.
> >
> > On Saturday, November 14, 2009, Skillet  wrote:
> >> Sorry if this has been addressed before but I couldn't find any
> >> resolution
> >> in the archives.  I can't seem to compile .fxc files with the OB SDK.
> >>
> >> Example output:
> >> C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
> >> Setting environment for using Microsoft Visual Studio 2008 x86 tools.
> >> 09:37 PM
> >>
> >> 09:37 PM
> >> Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
> >> Publishing shader inc files to target...
> >> Generating action list...
> >> Running distributed shader compilation...
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >>
> >
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile.exe
> >> "
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >>
> >
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile_dll.
> > dll
> >> "
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\tier0.dll "
> &g

Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Christopher Harris
Hmmm

Well I discovered some old old hlcoders entries and fixed all these errors,
but now it gets to compiling my 2 shader files in 2 shader combos and just
sits there doing nothing.

The problem was that buildshaders.bat some reason echo'd the
shadercompile.exe its dll and the other two dlls that have error into the
filelist and then shadercompile used that file list to try and build the
shaders to be compiled. Since those 4 files are not in the shaderpath folder
they don't even need to be in there.

I also tried the ep1 compiler but it doesn't support all the flags in use.
/DMain etc.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias
Kammersgaard
Sent: Saturday, January 02, 2010 12:24 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues

It worked perfectly for me with the relative path. All on the same drive of
course.

/ScarT


2010/1/1 Piotr 

> I recall having problems with the orangebox shadercompile.exe, but the ep1
> one works fine for me. Probably because I don't have any orangebox game
> (only SDK Base for OB). Do you have the same situation? See if EP1
compiler
> works for you.
>
> ----------
> From: "Christopher Harris" 
> Sent: Thursday, December 31, 2009 11:36 PM
> To: "'Discussion of Half-Life Programming'"
> 
> Subject: Re: [hlcoders] Shader Compiling Issues
>
> > I tried now to put my code on the same drive as the steam install and
> > still
> > has this issue. So I tried a relative path and it errors out because of
> > relative path sooner.
> >
> > Chris
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> Christopher
> > Harris
> > Sent: Monday, December 28, 2009 1:28 PM
> > To: 'Discussion of Half-Life Programming'
> > Subject: Re: [hlcoders] Shader Compiling Issues
> >
> > I have narrowed this error down to occurring in shadercompile.exe and on
> > my
> > end I have all my path vars set correctly (my username is in the place
of
> > ). If you don't set it correctly the batch file will error out
> > sooner
> > because it could not even find the shadercompile.exe
> >
> >
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
> > Rennison
> > Sent: Monday, December 28, 2009 8:01 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Shader Compiling Issues
> >
> > You need to replace  to your STEAM username in the Perl compile
> > file.
> >
> > On Saturday, November 14, 2009, Skillet  wrote:
> >> Sorry if this has been addressed before but I couldn't find any
> >> resolution
> >> in the archives.  I can't seem to compile .fxc files with the OB SDK.
> >>
> >> Example output:
> >> C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
> >> Setting environment for using Microsoft Visual Studio 2008 x86 tools.
> >> 09:37 PM
> >>
> >> 09:37 PM
> >> Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
> >> Publishing shader inc files to target...
> >> Generating action list...
> >> Running distributed shader compilation...
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >>
> >
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile.exe
> >> "
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >>
> >
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile_dll.
> > dll
> >> "
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\tier0.dll "
> >> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> >> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\vstdlib.dll "
> >> Compiling 1,348 commands in 388 static combos.
> >> 0 File(s) copied
> >> 09:40 PM
> >>
> >>
> >> No errors are given besides those "can't find..." warnings.  All the
> .inc
> >> files are generated normally and I can build the shader DLL with no
> >> problems.  The shaders written in assembly all compile fine as well,
but
> >

Re: [hlcoders] Shader Compiling Issues

2009-12-31 Thread Christopher Harris
I tried now to put my code on the same drive as the steam install and still
has this issue. So I tried a relative path and it errors out because of
relative path sooner.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Monday, December 28, 2009 1:28 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Shader Compiling Issues

I have narrowed this error down to occurring in shadercompile.exe and on my
end I have all my path vars set correctly (my username is in the place of
). If you don't set it correctly the batch file will error out sooner
because it could not even find the shadercompile.exe


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Monday, December 28, 2009 8:01 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues

You need to replace  to your STEAM username in the Perl compile file.

On Saturday, November 14, 2009, Skillet  wrote:
> Sorry if this has been addressed before but I couldn't find any resolution
> in the archives.  I can't seem to compile .fxc files with the OB SDK.
>
> Example output:
> C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
> Setting environment for using Microsoft Visual Studio 2008 x86 tools.
> 09:37 PM
>
> 09:37 PM
> Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
> Publishing shader inc files to target...
> Generating action list...
> Running distributed shader compilation...
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile.exe
> "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile_dll.
dll
> "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\tier0.dll "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\vstdlib.dll "
> Compiling 1,348 commands in 388 static combos.
> 0 File(s) copied
> 09:40 PM
>
>
> No errors are given besides those "can't find..." warnings.  All the .inc
> files are generated normally and I can build the shader DLL with no
> problems.  The shaders written in assembly all compile fine as well, but
> neither my fxc's nor the ones in the SDK generate any output at all,
despite
> the compiler apparently working on them for a few minutes.  Turning on
> verbose mode doesn't give any additional output between "Compiling" and "0
> File(s) copied" so I'm stumped.  Anyone else had trouble?
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
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>

-- 

Thanks,
 - Saul.

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Re: [hlcoders] Shader Compiling Issues

2009-12-28 Thread Christopher Harris
I have narrowed this error down to occurring in shadercompile.exe and on my
end I have all my path vars set correctly (my username is in the place of
). If you don't set it correctly the batch file will error out sooner
because it could not even find the shadercompile.exe


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Monday, December 28, 2009 8:01 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues

You need to replace  to your STEAM username in the Perl compile file.

On Saturday, November 14, 2009, Skillet  wrote:
> Sorry if this has been addressed before but I couldn't find any resolution
> in the archives.  I can't seem to compile .fxc files with the OB SDK.
>
> Example output:
> C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
> Setting environment for using Microsoft Visual Studio 2008 x86 tools.
> 09:37 PM
>
> 09:37 PM
> Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
> Publishing shader inc files to target...
> Generating action list...
> Running distributed shader compilation...
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile.exe
> "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
>
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile_dll.
dll
> "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\tier0.dll "
> Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
> files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\vstdlib.dll "
> Compiling 1,348 commands in 388 static combos.
> 0 File(s) copied
> 09:40 PM
>
>
> No errors are given besides those "can't find..." warnings.  All the .inc
> files are generated normally and I can build the shader DLL with no
> problems.  The shaders written in assembly all compile fine as well, but
> neither my fxc's nor the ones in the SDK generate any output at all,
despite
> the compiler apparently working on them for a few minutes.  Turning on
> verbose mode doesn't give any additional output between "Compiling" and "0
> File(s) copied" so I'm stumped.  Anyone else had trouble?
> ___
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>

-- 

Thanks,
 - Saul.

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Re: [hlcoders] Shader Compiling Issues

2009-12-28 Thread Christopher Harris
Been trying to compile as well and shadercompile.exe seems to bomb out
because it is adding the directory my buildsdkshaders.bat is in to the
directory I have for my %SDKBINDIR%. What may cause it for me is that my
steam is on one drive and my code is stored on another drive. E:\ and D:\. I
haven't been able to solve. With verbose on it seems to start out correct
but then in parenthesis it pops the two paths together. In verbose it
actually shows this happen for a few other files that it doesn't whine about
normally like dx_proxy.dll

Anyone else run into this issue and know a solution. I have tried many
things already

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skillet
Sent: Saturday, November 14, 2009 11:40 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shader Compiling Issues

I'd appreciate that.  I tried using relative paths and had the same thing
happen.  Maybe it's because I have a space in my sdk bin dir...

On Sat, Nov 14, 2009 at 4:47 AM, Marek Sieradzki
wrote:

> Just use relative path in .bat file - ../../../../steam/steamapps/ and so
> on.
>
> I can compile shaders without any problems. If you still have problems
> I'll send you archive with my setup.
>
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Re: [hlcoders] Culling particles in a system when the local camera is x units from the system?

2009-12-28 Thread Christopher Harris
Just wanted to say thanks, I also found those to not be really working, but
I then dug around in the shader sdk and found

$maxdistance
And
$farfadeinterval

And those solved the issue!

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chris Green
Sent: Tuesday, December 08, 2009 11:05 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Culling particles in a system when the local camera
is x units from the system?

The spritecard shader lets you set near and far cull distance, with fading,
as well as control the max/minimum screensize of the particles.
You set these options in the .vmt.


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Tuesday, December 08, 2009 4:47 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Culling particles in a system when the local camera
is x units from the system?

There's a "maximum draw distance" value further down the list.

Christopher Harris wrote:
> Is there some way to have particles automatically culled (with fade if
> possible) when the camera (ie the player) is beyond a certain radius from
> the particle or the whole system?
>
>  
>
> I tried setting the cull radius to 256 and yet the particles were still
> being rendered from far away. These particles are small little dots that
> after such distance it really isn't contributing to the scene and so would
> be nice to stop them from rendering.
>
>  
>
> Thanks
>
> Chris
>
> ___
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>   

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Re: [hlcoders] why UnDuckJump?

2009-12-20 Thread Christopher Harris
Nice, only suggestion would be to have it propose to use a derived class to
make edits as it is generally cleaner that way to merge with new sdk
updates. Newer coders usually edit directly in existing classes and just
makes merging a big mess.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
Sent: Tuesday, December 15, 2009 11:30 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] why UnDuckJump?

http://developer.valvesoftware.com/wiki/Duck_Jump_Fix

Theres my fix for duck jumping (in terms of hitbox sync issues and stuff)
:-)

Jonathan White
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Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-13 Thread Christopher Harris
I took a picture to explain the issue better what I mean, it is not ideal
being a jpeg, but I zoomed in on a tga of the text and noted that you have
outline then a blurred edge of the text which is causing the background to
bleed in a little. It happens more extremely when we are displaying red text
with our game timer it seems to be a slightly larger gap then. Oddly it
isn't noticeable unless you have a color behind it that is similar to the
text or if you have really bright color values behind it, like on our timer
when players look at the bright areas of the skybox.

http://img51.imageshack.us/img51/8326/weirdtext.jpg

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Sunday, December 13, 2009 7:51 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Bug with Outlined Text in VGUI?

I saw the outlined death notices on your site :D Can't wait for 1.04

Anyway, are you sure the ATI issue isn't to do with centroid hacks (like in
Hammer)? I have an ATI card and I fall victim to Hammer's messed up text,
don't know if it's fixed yet, though.

Thanks,
- Saul.


2009/12/13 Michael 

> Saul Rennison wrote:
> > What code are you using to do this?
> >
> > Off Topic: Are you a member of the CSPromod dev team?
> >
> > Thanks,
> > - Saul.
> >
> >
> > 2009/12/6 Christopher Harris 
> >
> >
> >> I think there may be a bug with outlined text in regard to widescreen,
> when
> >> I use widescreen there is a very small gap between the actual text and
> the
> >> outline while in a 4:3 res like 1600x1200 I don't seem to notice this
> issue
> >> appearing. Has anyone else had experience with this problem?
> >>
> >>
> >>
> >> Chris
> >>
> >> ___
> >> 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
> >
> >
> >
> I have a really bad bug with ATI cards and VGUI line draw precision
> right now that driving me pretty damn insane.  And I am a member of said
> dev team.
>
> What prompted that question by chance? =)
>
> -Mike (doubleth...@cspromod.com)
>
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[hlcoders] Culling particles in a system when the local camera is x units from the system?

2009-12-07 Thread Christopher Harris
Is there some way to have particles automatically culled (with fade if
possible) when the camera (ie the player) is beyond a certain radius from
the particle or the whole system?

 

I tried setting the cull radius to 256 and yet the particles were still
being rendered from far away. These particles are small little dots that
after such distance it really isn't contributing to the scene and so would
be nice to stop them from rendering.

 

Thanks

Chris

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Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-06 Thread Christopher Harris
No code all you do is in the Scheme for the named instance of the font add
"outline" 1 to it and it will draw a black outline round the text.

I'm on the PVKII dev team.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Sunday, December 06, 2009 5:29 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Bug with Outlined Text in VGUI?

What code are you using to do this?

Off Topic: Are you a member of the CSPromod dev team?

Thanks,
- Saul.


2009/12/6 Christopher Harris 

> I think there may be a bug with outlined text in regard to widescreen,
when
> I use widescreen there is a very small gap between the actual text and the
> outline while in a 4:3 res like 1600x1200 I don't seem to notice this
issue
> appearing. Has anyone else had experience with this problem?
>
>
>
> Chris
>
> ___
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[hlcoders] Bug with Outlined Text in VGUI?

2009-12-06 Thread Christopher Harris
I think there may be a bug with outlined text in regard to widescreen, when
I use widescreen there is a very small gap between the actual text and the
outline while in a 4:3 res like 1600x1200 I don't seem to notice this issue
appearing. Has anyone else had experience with this problem?

 

Chris

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[hlcoders] Changing the localization of the mod to custom language file

2009-12-05 Thread Christopher Harris
I was wondering if there was some possible way to maybe override the
language being loaded in Localization for the modname_%language%.txt so that
it loads a custom one. We wanted to add a gimmicky translation of our mod
into Pirate and have it activated with a convar that we would query at the
start and decide to unload the English file and load in the pirate one in
its place, but I don't see where the modname_%language% file is even being
loaded. I see ones for mp3player_%language%, chat_%language%, and
closecaption_%language%. 

 

I was thinking of trying a ILocalize::RemoveAll() and then manually reading
all the needed localization files like valve_ and etc. that would also
need to be reloaded but it would be preferable to do it in cleaner way
without needing to manually reload all the other localizations that we won't
be modifying. (I don't see a Remove() with specific filename to remove the
string tokens of unfortunately)

 

Chris

 

 

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Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Christopher Harris
I'd think it be best to derive a new gamemovement class where you implement
movement logic for how your vehicle will behave, I suggest highly to not use
the vehicle interface because then it will require that players have a
decent ping or it will lag big time.

By making a custom gamemovement logic you can run the logic both server and
client side meaning the player can predict it and therefore not appear to
suffer as much from latency. You could start out simplistic with just
getting the player to behave like a vehicle and then focus on issues such as
suspension and decoupling turning from mouselook, etc.

Mainly, with players you want movement to be responsive, and when dealing
with latency that means that the movement code must exist on both client and
server so they can predict what their commands will do and show it as quick
as possible.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction

Vehicles have a couple of specific physics rules, I'd suggest creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.

On 11/25/09, Matt Hoffman  wrote:
> Why not replacing the player with a vehicle, and making him fast? Wouldn't
> that cut an unnecessary segment out of the loop and make life more
> peaceful/less "effin source physics grr"?
>
> Depends on what he's trying to accomplish.
>
> On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
wrote:
>
> > I was going to compliment you on your use of the English language, but
> > then I realised that you should have said /effect/. :-P
> >
> > The player model can be defined anywhere you see fit, but it's normally
> > done either in the player ent's Spawn() function or the GameRules'
> > FinshPutClientInServer() - or whatever its precise name is.
> >
> > That's going to be a tricky way of doing things however. It could be
> > considered a hack, but spawning the existing player ent inside a vehicle
> > and making sure he can never leave would be much more effective.
> >
> > Shawn Somers wrote:
> > > I'm relatively new to Source modding, and I need some help getting off
> > > the ground,
> > >
> > > I'm trying to create a mod that replaces the player with a vehicle, bu
> > > am having trouble determining what all I need to do in order to affect
> > > these changes. I already have the vehicle model, (static with no anims
> > > yet) and am capable of placing the model in a map as a static prop.
> > >
> > > What code do I need to change, to replace the player model with the
> > > vehicle, and use the weapon/weapons on the vehicle?
> > >
> > > Where do I start?
> > >
> > > can someone point me in the right direction?
> > >
> > > Shawn
> > >
> > > I
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> > >
> > >
> > >
> >
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Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Christopher Harris
You can pass in data to a particle system using control points through code,
maybe you can use that to somehow setup the initialization property for
deciding a rectangle to spawn the rain in. Maybe even in not using a
rectangle, but accessing the brush's model representation and spawning
randomly inside the model (There was a property we used for a weapon model
to do similar, but never tried with a brush model).

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Sunday, November 22, 2009 8:50 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Replacing rain "particles" with updated real
particles?

Those are  info_particle_system's.

On Sun, Nov 22, 2009 at 5:46 PM, Lech  wrote:

> I think there's rain/snow on some of the newest TF2 maps, no?
>
> On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro 
> wrote:
> > Also, keep in mind that L4D2 uses a newer version of the particle
> systems.
> > I'm not sure if Valve even plans on updating the old systems for Tf2 or
> for
> > the SDK.
> >
> > On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman
> > wrote:
> >
> >> Tom: Wouldn't particle systems overflow the edges of the brush?
> >>
> >> On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez 
> >> wrote:
> >>
> >> > I haven't seen how they actually do it but I doubt they would use
> >> anything
> >> > but particles. Either way it would be very easy for you to do it with
> >> > particles.
> >> >
> >> > --
> >> > Jorge "Vino" Rodriguez
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list
archives,
> >> > please visit:
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> >> >
> >> >
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Re: [hlcoders] Engine Error "SetupArrayProps_R"

2009-10-31 Thread Christopher Harris
If I remember I got it to get past that bug "SetupPropArrays_r", I forget
how though, but it kept complaining of missing files as if it wasn't
actually loading the GCFs my mod needed because res files that are found in
the GCF were being complained about not being found. I just gave up as we
have our own servers on a dedicated Win2003 machine.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Saturday, October 31, 2009 11:31 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Engine Error "SetupArrayProps_R"

Well Chris could be right, could be just a plain old bug in the engine.
Might want to go back through your source control (you do have source
control right?) and see when the error started happening.

-- 
Jorge "Vino" Rodriguez
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Re: [hlcoders] Engine Error "SetupArrayProps_R"

2009-10-31 Thread Christopher Harris
Nah, this error occurs for me too if I try to run a dedicated server of my
OB mod on a machine where it is installed as a client.
Dedicated servers on our server doesn't have the problem but it is installed
not as a client.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Saturday, October 31, 2009 9:47 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Engine Error "SetupArrayProps_R"

You have a problem with your network tables somewhere. The fact that the
name string is null is rather odd. It means one of the entries in your send
or recv table is fucked up. It would be one of your array-type entries, so
one of the ones that start with "SendPropArray3" or similar. I don't know
how it could have a NULL name though if you're using the SENDINFO defines
properly. Are you? Did you make any changes to your send/recv tables
recently?

-- 
Jorge "Vino" Rodriguez
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Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Christopher Harris
Postal 3 seems fine and it is going to be using source engine

Sent from my iPhone

On Oct 9, 2009, at 6:45 PM, Rodrigo 'r2d2rigo' Diaz  
 wrote:

> "To sleep"? Yeah, because there are no differences between vanilla  
> Source,
> and the Ep1 and OB revisions. And who knows what are the changes for  
> Ep3 or
> future versions.
>
> Joshua, sometimes (always?) you give the impression that you are  
> talking
> about something without knowing a crap on the subject. Just my 2  
> cents.
>
>
>
> 2009/10/10 Joshua Scarsbrook 
>
>> Worth noting that most of the larger projects where developed by
>> engineers(in garrysmod) aside from source has kinda gone dormant  
>> unlike
>> other engines, valve still gets a lot of sales but the engine has  
>> gone
>> to sleep
>>
>> On 10/10/2009 10:21 a.m., BananaSandbags wrote:
>>> To better iterate on that though, I'm speaking of tiny sales  
>>> compared to
>>> some Large titles, though gmod still does well all on it's own.
>>>
>> http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
>>> <
>> http://www.garry.tv/wp-content/plugins/quickimg/image/f5db5c01d838401f39fda14271602a26.jpg
>>> And
>>> the demographic isn't that much of a problem, we all know how 13  
>>> year
>> olds
>>> can be :/. Either way, the gameplay style attracts younger people  
>>> more
>>> often, only because they seem to have a getter imagination than  
>>> older
>> people
>>> do.
>>>
>>> On Thu, Oct 8, 2009 at 11:42 PM, Cory de La Torre>> wrote:
>>>
>>>
 Gmod already has tiny sales. If not for the demographic it's  
 targeting
 13-15 year olds.


 On Thu, Oct 8, 2009 at 11:25 PM, Harry Jeffery<
 harry101jeff...@googlemail.com> wrote:


> Cloverfield had great viral marketing. Very good film too.
>
> 2009/10/8 Joshua Scarsbrook:
>
>> Releasing a Game in secret is also known as viral marketing,  
>> but with
>> steam the second it gets out the whole would will know and it  
>> will
>> make
>> the g mod sale look tiny
>>
>> On 9/10/2009 11:52 a.m., Adam Buckland wrote:
>>
>>> Only the chosen few who believe will be able to play it...
>>>
>>>
>>> On 8 Oct 2009, at 22:48, Garry Newman wrote:
>>>
>>>
>>>
 I heard they're aiming to raise the bar by not only  
 developing HL3
 in secret
 - but also releasing it in secret.
 garry

 On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook<

> jscarsbr...@gmail.com
>

> wrote:
>
>

> Well what we want to know is what are the next features that  
> are
> going
> to be added to source.
> Also an company as big as valve is going to tell the world  
> of hl3
> at E3.
>
> On 9/10/2009 5:31 a.m., botman wrote:
>
>
>> On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
>>
>>
>>
>>> This list is for programming in Source, not complaining  
>>> about
>>>
>>>
> Source.
>
>
>> Aren't they the same thing?  ZING!  :)
>>
>>
>>
>>
> ___
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> archives,
> please visit:
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>
>
>
>
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>>> ___
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>> archives,
>>>
> please visit:
>
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
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>>>
>>
>> ___
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>> archives,
>>
> please visit:
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>
>

 --
 Gear Dev


>>>
>>>
>>>
>>
>>
>> ___
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Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Christopher Harris
Yes I agree bodygroups is the best method to do this. I was wondering also
what method is Left4Dead using for its models?

Even though it is a full-body awareness it looks somewhat like it might
still be a "viewmodel". I'd looked at scripts and it seems they replace the
arms based off the player model in use instead of having all the guns with
models for each time the hands need to change.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Tuesday, October 06, 2009 1:19 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Dynamic weapon attachments

Lots of games still use view models. CoD4, Gears of War, Medal of Honour
Airborne., Battlefield series, FarCry2, etc..
The only game that I recall that doesn't use view models is OP Flashpoint.
The huge advantage of using view models is that it allows the animator
total freedom to use whatever bone setup he wants allowing him to do
some funky things with the animation. Imagine trying to make an
animation where the player switches the gun from one hand to another, or
he holds the gun from a different part of the gun at different part of
the animation. This sort of stuff is easy to do when the bones are all
animated and exported in their own local space. It gets tricky to do
this with third person anims cuz you have to work closely with the code
to detach the model from the hand at various points in the animation.

getting back to the original question, it's MUCH easier to just use
bodygroups. I actually have done this successfully with my guns and it
looks really solid. Plus, it's more efficient cuz you don't have an
extra entity for the game to worry about.

Ryan Sheffer wrote:
> It only looks bad if you stick with the Valve formula, make third person
> models look like crap. You would have to redo the third person anims but
if
> you can pull it off, from the players view, things would look more fluid
and
> realistic since the gun it moving like it should with the animation that
is
> currently running. Not just some fake hacky movements put in place for
every
> movement animation. You can use LODs to scale quality, have a first person
> LOD only the local player can see for themselves. You could even make
> players first person animations different to fix some of the issues that
> could arrise.
> Im pretty sure valve are one of the only companies still using v models.
> Might be wrong, but doom 3 even seemed to be using only world models.
>
> On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
wrote:
>
>
>> I'd imagine it looks bad, would be harder to rig/setup things, you'd have
>> to
>> re-do the third-person animations, etc.
>>
>> On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer  wrote:
>>
>>
>>> Consider totally ridding the game of the view models and just
positioning
>>> the camera where you can see the world model. Its 100% possible, but
will
>>> take some time to pull off.
>>>
>>> On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires >>
 wrote:

 Having them as seperate models makes it even more of a pain

 On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison <

>> saul.renni...@gmail.com
>>
> wrote:
>
> I want to save animating till later to be honest. And I'd prefer to
> have all the attachments as seperate models and attach them when need
> be. I don't want players to be removing / attaching on the fly; a bit
> like CoD4 attachments.
>
> All I want is code / concepts of how I would spawn this model and
> attach it to the local client's viewmodel (doing worldmodel later).
>
> FYI Viewmodels are bummers :(
>
> Thanks,
> - Saul.
>
> On 5 Oct 2009, at 22:35, Ryan Sheffer  wrote:
>
>
>> Its best to just have the scope as a model group mentioned above.
>>
>> If
>>
>> you
>> want the players hand to put the scope on, making the scopes verts
>> part of
>> bone and parent that bone to the hand during the animation and once
>> attached
>> unparent in the animation. Then just have the scope model group
>>
>> stay
>>
>> on
>> until the player removed it again.
>>
>> If you dont want to do this, parenting new models to the player v
>> model is
>> going to be an annoying task, but its possible. Just need to keep
>>
>> in
>>
>> mind
>> that it is hidden to all players cept the local. Maybe having the
>> model
>> entirely client side would be wise? But maybe too much work to
>>
>> setup.
>>
>> On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires <
>>
 stephen.swi...@gmail.com

>>> wrote:
>>>
>>> You could try using bodygroups on the weapon and view model
>>>
>>> On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison <
>>>
 saul.renni...@gmail.com

 wrote:

 Hey hlcoders,

 I'm wondering how I'd go about adding normal static pr

Re: [hlcoders] Servers list showing no server when "Show Map List" is checked

2009-10-04 Thread Christopher Harris
I believe it only shows servers that have people playing on them, are not
full, and it only shows one server per map.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek
Sent: Sunday, October 04, 2009 5:43 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Servers list showing no server when "Show Map List" is
checked

Hi list,

I'm encoutering a problem with OB SDK based on HL2MP. When I'm opening
"Servers list" panel in-game, if I don't check "Show Map list" checkbox and
click on refresh I can see the full list of servers running my mod, but if I
check this "Show Map List" check box and click on "Refresh All", no servers
are listed.

- Is it a known bug ?
- Is there a fix for that ?

Thank in advance for your help.

---
j...@nek
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Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Christopher Harris
Hey, you can do the close captions also by using the close caption script
that exists in the resource folder for each language. You give it the
Sound's script name ie "npc_citizen.moan01" and then what the caption should
be. Then you could put an ambient_generic in the map with play everywhere
and have the vcd to trigger it ideally since then managing the scene
chronologies are easier in there.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Wednesday, September 30, 2009 5:34 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Glados / TF Announcer voice scenes

Well I don't know how Valve did it so I'm just making stuff up off the top
of my head, but perhaps you can have the vcd target an entity that plays the
sound on the client with EmitSound()? This way you keep the CC's.


--
Jorge "Vino" Rodriguez
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Re: [hlcoders] Audio Programming-Beat counter

2009-09-28 Thread Christopher Harris
I don't believe there is access to the sound buffer in the Source SDK, but
if you integrate with something like FMod and use that as your audio engine
when doing these "turntable" audio things and you will have a full access to
do whatever you want unless you are going to be commercial and then I think
FMod has a license fee. In our mod we use FMod to play music anytime the
main menu is brought up and works fine with Source SDK.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Charkrid
Pornpitackchaikul
Sent: Monday, September 28, 2009 3:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Audio Programming-Beat counter

Thanks you for all helpful resources. :)
I still keep trying to find the way to get a sound buffer from memory to
do all the processing. But got nothing so far. :(

Charkrid P.

hlcoders-requ...@list.valvesoftware.com wrote:
> Send hlcoders mailing list submissions to
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> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlcoders digest..."
>
>
> Today's Topics:
>
>1. Re: Audio Programming-Beat counter (Joshua Scarsbrook)
>2. Re: getting animation velocity and applying it to player
>   (Ryan Sheffer)
>3. Is it possible to change particle properties via code?
>   (Andreas Grimm)
>4. Re: getting animation velocity and applying it to player (Joel R.)
>5. Re: Is it possible to change particle properties viacode?
>   (Jorge Rodriguez)
>6. Re: Is it possible to change particle propertiesvia
code?
>   (Andreas Grimm)
>
>
> --
>
> Message: 1
> Date: Sat, 26 Sep 2009 11:58:41 +1200
> From: Joshua Scarsbrook 
> Subject: Re: [hlcoders] Audio Programming-Beat counter
> To: Discussion of Half-Life Programming
>   
> Message-ID: <4abd5931@googlemail.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> well i would say to calc the audio beat there is a calculus forumla that
> can be applyed to certin audio files, that would be fastest
>
> botman wrote:
>
>> What a coincidence!  I've been doing some research recently on beat
>> tracking also.  I'm not sure if it's possible through Source, but here
>> are some resources:
>>
>> http://www.owlnet.rice.edu/~elec301/Projects01/beat_sync/beatalgo.html
>> http://www.gamedev.net/reference/articles/article1952.asp
>> http://werner.yellowcouch.org/Papers/bpm04/
>> http://code.compartmental.net/tools/minim/manual-beatdetect/
>>
>> Masataka Goto did a lot of work in psychoacoustics:
>> http://staff.aist.go.jp/m.goto/
>>
>> His work on beat tracking is here...
>> http://staff.aist.go.jp/m.goto/PROJ/bts.html
>>
>> The best I've seen so far was work done by Eric Scheirer
>> http://en.scientificcommons.org/eric_d_scheirer
>>
>> His "Temp and beat analysis of acoustic musical signals" can be found
>> here (WARNING!!! Lots of complex signal processing math ahead)...
>>
>>
http://www.iro.umontreal.ca/~pift6080/H09/documents/papers/scheirer_jasa.pdf
>>
>>
>> On 9/25/2009 9:26 AM, Charkrid Pornpitackchaikul wrote:
>>
>>
>>> Hi guys,
>>>I don't have any experience with audio programming.  May be someone
>>> can point me to the right direction. How can I write a audio beat
>>> counting code by Source Audio Engine? What should I look for? I traced
>>> the code for quite sometime but I can't find anything that seem like can
>>> use for capture/find wave peak data.
>>>The thing I want to do is, I want to difference loop mixing together
>>> like a DJ mixing with 2 turntables. Appreciate any suggestion.
>>>
>>> Thanks in advance. :)
>>> Charkrid P.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>
>
>
>
> --
>
> Message: 2
> Date: Fri, 25 Sep 2009 17:35:40 -0700
> From: Ryan Sheffer 
> Subject: Re: [hlcoders] getting animation velocity and applying it to
>   player
> To: Discussion of Half-Life Programming
>   
> Message-ID:
>   <4e0b98620909251735g2bf8f7efy132a521575e0e...@mail.gmail.com>
> Content-Type: text/plain; charset=ISO-8859-1
>
> I guess all I can say is if the GetBonePosition function is returning the
> local origin instead of the offset from the global origin.
>
> And I was thinking something like,
>
> vector v_direction = NewBoneOrigin - PreviousBoneOrigin;
> float length_moved = v_direction.Leng

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-18 Thread Christopher Harris
Can you not do this on the local client's machine?

if (steamapicontext->SteamFriends() && steamapicontext->SteamUtils())
{
player_info_t pi;
if ( engine->GetPlayerInfo( entindex(), &pi ) )
{
if ( pi.friendsID )
{
}
}
}

The pi.friendsID can be used as the account ID for a CSteamID and using
community groups you can get your steam id for your community group using
the SteamFriends() interface

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Friday, September 18, 2009 10:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting the SteamID or CommunityID if the player in
a Singleplayer game?

We know that the system isn't reliable and can be hacked. The only
secure way to prevent this, is by signing the binaries to detect if they
have been tampered with. The int hash system is a pretty good idea - but
it's not worth the effort - we only want to prevent Joe Average from
playing any leaked version.

Plus this is meant to be a reusable system - part of a content
distribution platform - so it has to be user-friendly and I think it's
too complicated to tell people to SHA-1 Hash their usernames and convert
it to int's. Instead, we should focus on releasing stuff, not preventing
a release!

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Re: [hlcoders] Optimising projectile bandwidth

2009-09-16 Thread Christopher Harris
I use net_graph 3. It shows packet size over time as a graph and shows what
components of the code the packet is made up of. There may be better tools
though.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam "amckern"
McKern
Sent: Wednesday, September 16, 2009 10:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Optimising projectile bandwidth

Coders,

Just wondering, how do you find the bandwidth, and the packet size of your
code?

I have always messed around with sp code, and had NO Need to worry about
this before, but SvenCoop is having heaps of new features tossed in at the
moment, and i want to check that we are not going to flood, or starve the
client with net data.

Adam


Owner Nigredo Studios http://www.nigredostudios.com

--- On Wed, 16/9/09, Andrew Armstrong  wrote:

From: Andrew Armstrong 
Subject: Re: [hlcoders] Optimising projectile bandwidth
To: "'Discussion of Half-Life Programming'"

Received: Wednesday, 16 September, 2009, 7:48 AM

Yeah of course, I was just thinking though you may be able to alter how
often updates are sent since the rocket won't be making a right angle turn
:) after its been shot and given a constant velocity the client should be
pretty accurate as to where the rocket is (so more updates, and bandwidth
usage, should not be necessary).

- Andrew

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Tuesday, 15 September 2009 11:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Optimising projectile bandwidth

Prediction doesn't stop the server from sending you updates, because if your
clientside values go out of range you have set, it snaps to the server's
values.

On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong
wrote:

> I have not played with the game SDK before (just for server plugins), but
> surely client side prediction can step in here and you can relax how often
> you send updates?
>
> If the client received the origin, direction and velocity of the rocket,
> client side prediction would take care of movnig the projectile fine (like
> player movements).
>
> Can you maybe make it client side predicted (is there a flag? how do
> players
> and other entities auto predict?) and just relax how often you send
> updates,
> given that the rocket won't be changing direction/velocity?
>
> - Andrew
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> Sent: Tuesday, 15 September 2009 8:28 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Optimising projectile bandwidth
>
> Thanks Joel, that sounds like it would work. I realised earlier today
> however that what I'm trying to do is a bad idea no matter how I handle
> it, because if either the client or the server ever started to choke on
> some frames the rockets risk going out of sync.
>
> It might be possible to overcome that issue, but only by writing a lot
> of fairly low-level code: I can only assume that Valve's existing code
> all assumes that the origin is being transmitted if the position of an
> entity is in any way important.
>
> Oh well. It was worth thinking about. :-)
>
> Joel R. wrote:
> > It's kind of tricky to do something like this.
> >
> > I recommend using a server-side only rocket entity that has
TransmitState
> > disabled.  Then use a *reliable* UserMessage with the Origin and
Velocity
> > attached and sent to all players.  When a player receives this
> information,
> > create a clientside only entity of this rocket and duplicate the way the
> > server moves the rocket in a straight line.  Use PhysicsSimulate to move
> > your rocket through the world, think functions are time based and not
> very
> > efficient for this.
> >
> > There is a way to do it using the network tables of a client/server
> entity
> > but you still have to deal with entity creation which is a lot of
useless
> > data in itself.  It gets really hacky though since you have to manage
> > stopping the transmitting and letting the client take over, but it still
> > uses the origin that the server has for PVS culling, so yea it gets ugly
> > really fast.
> >
> >
> >
> > On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards
> wrote:
> >
> >
> >> I have a simple rocket entity that travels in a straight line until it
> >> hits something and explodes. Since the rocket travels in straight lines
> >> at a constant speed all that the client needs to know is its starting
> >> position and angles, but I'm having trouble getting the engine to only
> >> network that particular data. Nothing I've tried works:
> >>
> >>    * Standard CBaseAnimating entity
> >>  o Sends m_flSimulationTime and m_vecOrigin in every update,
> >>    which together create 11 bytes of useless data per ro

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-16 Thread Christopher Harris
Are you using the OB SDK?

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle
Gospodnetich
Sent: Wednesday, September 16, 2009 10:02 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting the SteamID or CommunityID if the player in a
Singleplayer game?

Hey everyone. I'm having a little trouble getting a unique identifier
for players playing our singleplayer game. What I'm basically trying to
do is identify the player's SteamID/CommunityID/Other static unique
identifier and compare it to a list of developers (From there, running
code if they're not a dev) as a form of leak protection.

The problem is, if I try to get the players SteamID, it just returns
PENDING. The Community ID always seems to report 0 as well.

Is there any way I can fix this behavior, or are there any other
identifiers I could use? IP is most likely not an option, because few of
us have static IPs.

Thanks in advance.
- Kyle '1/4 Life Gospodnetich

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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Christopher Harris
When a cheat is used now if you turn off cheats it will revert all the vars
back to their default states.

Are you leaving cheats on? Anyways I think this list is not for bugs to CSS,
probably the server lists would be more ideal for response because a) people
on that list likely are playing said game, and b) they code server mods so
they likely have more idea about it.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: Tuesday, September 15, 2009 7:40 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] CSS FOV since last update?

Jay,

Have you tried fov_desired (or was it desired_fov?). When you type fov  in the console, do you actually see the new value when you type just
"fov" afterwards?

Also, I do agree with the suggestions that since you're using a server
plugin, you should be changing the vars, not sending commands.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan
Sent: Monday, September 14, 2009 2:27 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] CSS FOV since last update?

Howdy,

Since the last update, the fov client command doesn't seem to be
working with sv_cheats enabled on CS:S servers, was this on purpose?

Thanks,
Jay


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Re: [hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Hello, I just wanted to say that the BIK interface is working as expected.
Able to display a model with a BIK playing as its texture and it also plays
the sound too.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Sunday, September 13, 2009 12:44 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Avi Materials

I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>   m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>   if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>   {
>
> m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
> m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
> SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>   }
>
>
>
>   if(m_pAviMaterial)
>
> m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>   modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
I am not using a 3rd party method with a procedural material. I am trying to
use an interface valve provided in avi/iavi.h which lets you create a
material for an avi on the fly in code. They also have the same interface
for BIK files in avi/ibik.h I may try the BIK interface because I at least
have proof in other instances that the IBik interface works because it is
used to render the training videos in tf2 maps.

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Sunday, September 13, 2009 6:18 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Avi Materials

You are doing something wrong. I have been really toying with this, and
I have had some of the bugs you have mentioned, but I have also fixed
them. The problem is that produceral materials needs to be redrawn.
Although as long as stay ingame it doesn't 'need' to be redrawn, but you
cannot be sure the memory of the produceral texture is overriden. This
happens when you alt-tab the game or something nasty.

The avi system you are using are a bit flawed in the first place. I've
been experimenting with using ffmpeg instead - and I got it successfully
working ingame. Although it's hardly finished and is still very very
buggy and experimental, it is able to playable all sorts of videos. I
need to add a few other features to it, but if you are interested, mail
me and I'll provide you with the WIP code. I'll post it on the Wiki once
it's working correctly.
> Hello,
>
>
>
> I've tried to utilize the IAvi Interface to create a material for an avi
> file.
>
>
>
> I've the following code running when my entity is created on the client.
>
>
>
> The avi is a valid file because it complains if it can't find the file.
The
> file I am passing in for now was created in the engine itself using
> startmovie blah avi
>
>
>
> if(updateType == DATA_UPDATE_CREATED)
>
> {
>
>   m_hAviMaterial =
> avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");
>
>
>
>   if ( m_hAviMaterial != AVIMATERIAL_INVALID )
>
>   {
>
> m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);
>
> m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);
>
> SetNextClientThink(CLIENT_THINK_ALWAYS);
>
>   }
>
>
>
>   if(m_pAviMaterial)
>
> m_pAviMaterial->AddRef();
>
> }
>
>
>
> Then in my DrawModel function I do.
>
>
>
> if(m_pAviMaterial)
>
>   modelrender->ForcedMaterialOverride(m_pAviMaterial);
>
>
>
> int val = BaseClass::DrawModel(flags);
>
> modelrender->ForcedMaterialOverride(0);
>
> return val;
>
>
>
> This does not work so to speak because I get a material on my model that
is
> pink checkerboard partially and the rest has no alpha. When I brought up
the
> console I got some artifacts from other textures showing on my model.
These
> artifacts seemed to be the memory for the main menu texture, and also one
of
> our mods hud textures as well as some random pixels.
>
>
>
> I've also tried forcing the frame to some constant value every think and
it
> doesn't help.
>
>
>
> Has anyone had any success with using this?
>
>
>
> Thanks
>
> Chris
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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[hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Hello,

 

I've tried to utilize the IAvi Interface to create a material for an avi
file.

 

I've the following code running when my entity is created on the client.

 

The avi is a valid file because it complains if it can't find the file. The
file I am passing in for now was created in the engine itself using
startmovie blah avi

 

if(updateType == DATA_UPDATE_CREATED)

{

  m_hAviMaterial =
avi->CreateAVIMaterial(m_strAviMaterial,m_strAviMaterial,"GAME");

 

  if ( m_hAviMaterial != AVIMATERIAL_INVALID )

  {

m_flAviFrameCount = avi->GetFrameCount(m_hAviMaterial);

m_pAviMaterial = avi->GetMaterial(m_hAviMaterial);

SetNextClientThink(CLIENT_THINK_ALWAYS);

  }

 

  if(m_pAviMaterial)

m_pAviMaterial->AddRef();

}

 

Then in my DrawModel function I do.

 

if(m_pAviMaterial)

  modelrender->ForcedMaterialOverride(m_pAviMaterial);

 

int val = BaseClass::DrawModel(flags);

modelrender->ForcedMaterialOverride(0);

return val;

 

This does not work so to speak because I get a material on my model that is
pink checkerboard partially and the rest has no alpha. When I brought up the
console I got some artifacts from other textures showing on my model. These
artifacts seemed to be the memory for the main menu texture, and also one of
our mods hud textures as well as some random pixels.

 

I've also tried forcing the frame to some constant value every think and it
doesn't help.

 

Has anyone had any success with using this?

 

Thanks

Chris

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Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Christopher Harris
Also if the player is the owner to the rocket then it should never trace
from any rocket traces against the owner. To get the owned entity to trace
against its owner in our mod for some owned objects that we wanted to have
the player trace against we had to add a baseentity bool that we checked
when doing the trace logic that prevents this to ignore this check.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Thursday, September 03, 2009 8:12 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Interpolation of projectiles

AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );

Then perform whatever tests you want in Touch(). I have a short grace
period after the rocket fires within which it doesn't explode on the
player who fired it.

Adam "amckern" McKern wrote:
> I got a rocket launcher based on the RPG class, if you spawn the rocket
model within the p model it will explode in the p model - the best way to
get around it is to mask the effect with a sprite, or something like spawing
it behind the player - i found NO way to get a model based projectile to
work any other way.
>
> Adam
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Wed, 2/9/09, Tom Edwards  wrote:
>
>
> From: Tom Edwards 
> Subject: Re: [hlcoders] Interpolation of projectiles
> To: "Discussion of Half-Life Programming"

> Received: Wednesday, 2 September, 2009, 9:42 PM
>
>
> It can't be exploited, it's just a rendering artefact on the client.
>
> I've been poking TF2 a little more and have spotted some oddities:
>
> * Rockets don't get a model, on the client, until a set period of time
> has passed. Before this only the glow effect is visible. I think the
> idea is to mask the spawn pause as the rocket flaring in the launcher
> before it starts forward.
> * Grenades and Huntsman arrows aren't interpolated. Instead they spawn
> behind the player at a distance determined by interp time with
> collisions disabled, so that they pass through the barrel at the correct
> moment. This avoids the spawn pause but looks bizarre with high lerp.
>
> That Valve could only hack around the problem doesn't fill me with
> confidence that there's a good solution to it.
>
> Nick wrote:
>
>> Can you offer video/pictures to demonstrate how this bug effects all
>> valve games?
>>
>> Or any way for a player to replicate or exploit it? Thus you make it
>> both easier and more likely valve will look into this problem and fix
>> it.
>>
>> On Tue, Sep 1, 2009 at 2:02 AM, James Gray
wrote:
>>
>>
>>> One possibility is to override ShouldDraw() and enforce the
>>> appropriate conditions.
>>>
>>>
>>>
>>> On Aug 30, 2009, at 9:05 AM, Tom Edwards 
>>> wrote:
>>>
>>>
>>>
 I want to bring up the issue of projectiles hanging in the air for a
 moment after spawning again. The last time it was discussed the
 solution
 given was to predict:


http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html

 This is a bad idea though, because it causes the projectile to
 materialise several feet in front of the firer on observers' computers
 (contrary to what Tony said at the time, TF2 does NOT predict
 rockets/grenades).

 The problem is that the projectile is spawned as soon as the client
 receives it, irrespective of interpolation, and then (correctly) does
 not start to move until interp catches up. You can change the length
 of
 the delay by increasing the interp period; decreasing host_timescale
 makes spotting the difference easier.

 I've run tests and discovered that /all/ of Valve's games are affected
 by this issue, including TF2. I've not compiled the SDK template game
 but I expect it also suffers.

 The solution is clear: prevent the projectile's clientside
 representation from spawning until the interpolated world is ready.
 Anyone know how to do that?


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>>> ___
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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
>>
>>
>>
>>
>
>
> ___
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please visit:
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>
>
>
>
>

__
> Get more don

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
If you are using the OB SDK Base then I believe it uses the same engine as
TF2 and DOD:S.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: Friday, August 21, 2009 7:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Looks to me like this was fixed in today's TF2/DODS update:
http://store.steampowered.com/news/2759/

Too bad SDK Base is still waiting. :-(

Saul Rennison wrote:
> Luigi has found yet another exploit in Valve's up-to-date,
> unexploitable engine :D
>
> http://aluigi.altervista.org/adv/sourcefraghof-adv.txt
>
> Thanks,
> - Saul.
>
> ___
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>
>
>


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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
I meant funny in that if this was what made them aware of it then I suspect
that if the person who discovered these exploits notified Valve it would
have been fixed all the same.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: Friday, August 21, 2009 7:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Additionally:

Public Disclosure - 1
Non Disclosure Under Valve Time - Nil

2009/8/22 botman :
> Funny strange or funny "ha-ha"?
>
> On 8/21/2009 5:57 PM, Christopher Harris wrote:
>> It is funny how all the exploits were fixed within a day of posting the
link
>> to the coders list.
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
Rennison
>> Sent: Friday, August 21, 2009 7:05 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
>> (exploit; arbitary memory access)
>>
>> Don't accept console commands from players with no entity? How does
>> the engine know when a CBasePlayer has been made for the player when
>> it doesn't have access to it? :3
>>
>> Thanks,
>> - Saul.
>>
>> On 21 Aug 2009, at 08:57, AzuiSleet  wrote:
>>
>>> The solutions for some of them are very simple, but haven't been
>>> implemented. Some easy solutions off the top of my head: Don't accept
>>> console commands from a client if their player entity is NULL, also
>>> don't
>>> accept NaN as viewangles.
>>>
>>> On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
>>> wrote:
>>>
>>>> I agree.
>>>>
>>>> Chris
>>>>
>>>> -Original Message-
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
>>>> 'voogru' MacDonald
>>>> Sent: Friday, August 21, 2009 12:43 AM
>>>> To: 'Discussion of Half-Life Programming'
>>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>>> Engine
>>>> (exploit; arbitary memory access)
>>>>
>>>> Not really.
>>>>
>>>> I've personally seen valve fix stuff like this once they were made
>>>> aware of
>>>> it. I'm wondering if this guy even alerted valve to it before
>>>> releasing it.
>>>>
>>>> I don't mind him publicly disclosing stuff, but giving out pre-
>>>> packaged
>>>> binaries with the exploit that any 13 year old could figure out how
>>>> to use
>>>> is a little silly in my opinion.
>>>>
>>>> It's enough to describe the exploit and the specifics related to it.
>>>>
>>>> -Original Message-
>>>> From: hlcoders-boun...@list.valvesoftware.com
>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
>>>> Sent: Friday, August 21, 2009 12:21 AM
>>>> To: Discussion of Half-Life Programming
>>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>>> Engine
>>>> (exploit; arbitary memory access)
>>>>
>>>> Public disclosure is the only way to get something fixed.
>>>>
>>>> On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
>>>> wrote:
>>>>
>>>>> Dont you just love public disclosure by black hats?
>>>>>
>>>>> 
>>>>> Owner Nigredo Studios http://www.nigredostudios.com
>>>>>
>>>>> --- On Fri, 21/8/09, 1nsane<1nsane...@gmail.com>  wrote:
>>>>>
>>>>> From: 1nsane<1nsane...@gmail.com>
>>>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>>>> Engine
>>>>> (exploit; arbitary memory access)
>>>>> To: "Discussion of Half-Life Programming"<
>>>> hlcoders@list.valvesoftware.com
>>>>> Received: Friday, 21 August, 2009, 12:55 PM
>>>>>
>>>>> And there's still some left.
>>>>>
>>>>> But hey, now this is super public!
>>>>>
>>>>> On Thu, Aug 20, 2009 at 

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Christopher Harris
It is funny how all the exploits were fixed within a day of posting the link
to the coders list.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Friday, August 21, 2009 7:05 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Don't accept console commands from players with no entity? How does
the engine know when a CBasePlayer has been made for the player when
it doesn't have access to it? :3

Thanks,
- Saul.

On 21 Aug 2009, at 08:57, AzuiSleet  wrote:

> The solutions for some of them are very simple, but haven't been
> implemented. Some easy solutions off the top of my head: Don't accept
> console commands from a client if their player entity is NULL, also
> don't
> accept NaN as viewangles.
>
> On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris
> wrote:
>
>> I agree.
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
>> 'voogru' MacDonald
>> Sent: Friday, August 21, 2009 12:43 AM
>> To: 'Discussion of Half-Life Programming'
>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>> Engine
>> (exploit; arbitary memory access)
>>
>> Not really.
>>
>> I've personally seen valve fix stuff like this once they were made
>> aware of
>> it. I'm wondering if this guy even alerted valve to it before
>> releasing it.
>>
>> I don't mind him publicly disclosing stuff, but giving out pre-
>> packaged
>> binaries with the exploit that any 13 year old could figure out how
>> to use
>> is a little silly in my opinion.
>>
>> It's enough to describe the exploit and the specifics related to it.
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
>> Sent: Friday, August 21, 2009 12:21 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>> Engine
>> (exploit; arbitary memory access)
>>
>> Public disclosure is the only way to get something fixed.
>>
>> On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
>> wrote:
>>
>>> Dont you just love public disclosure by black hats?
>>>
>>> 
>>> Owner Nigredo Studios http://www.nigredostudios.com
>>>
>>> --- On Fri, 21/8/09, 1nsane <1nsane...@gmail.com> wrote:
>>>
>>> From: 1nsane <1nsane...@gmail.com>
>>> Subject: Re: [hlcoders] Fragments memory corruption in the Source
>>> Engine
>>> (exploit; arbitary memory access)
>>> To: "Discussion of Half-Life Programming" <
>> hlcoders@list.valvesoftware.com
>>>>
>>> Received: Friday, 21 August, 2009, 12:55 PM
>>>
>>> And there's still some left.
>>>
>>> But hey, now this is super public!
>>>
>>> On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet 
>>> wrote:
>>>
>>>> These exploits are already public, and have been floating around
>>>> for
>>> years
>>>> before anyway.
>>>>
>>>> On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
>>>> wrote:
>>>>
>>>>> Is it really a good idea to post the link? Not everyone on this
>>>>> list
>>> has
>>>>> the
>>>>> best intentions, nor do I think anyone can do anything about it?
>>> (Correct
>>>>> me
>>>>> if I'm wrong)
>>>>>
>>>>> Wouldn't it work better directly mailed to Valve?
>>>>>
>>>>> On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison <
>>> saul.renni...@gmail.com
>>>>>> wrote:
>>>>>
>>>>>> Luigi has found yet another exploit in Valve's up-to-date,
>>>>>> unexploitable engine :D
>>>>>>
>>>>>>
>>>>>>
>>>>>> Thanks,
>>>>>> - Saul.
>>>>>>
>>>>>> ___
>>>>>> To unsubscribe, edit your list preferences, or view the list
>>> archives,
>>>>>> please visit:
>

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Christopher Harris
I agree.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer
'voogru' MacDonald
Sent: Friday, August 21, 2009 12:43 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Not really.

I've personally seen valve fix stuff like this once they were made aware of
it. I'm wondering if this guy even alerted valve to it before releasing it.

I don't mind him publicly disclosing stuff, but giving out pre-packaged
binaries with the exploit that any 13 year old could figure out how to use
is a little silly in my opinion.

It's enough to describe the exploit and the specifics related to it.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: Friday, August 21, 2009 12:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
(exploit; arbitary memory access)

Public disclosure is the only way to get something fixed.

On Thu, Aug 20, 2009 at 11:09 PM, Adam "amckern" McKern
wrote:

> Dont you just love public disclosure by black hats?
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Fri, 21/8/09, 1nsane <1nsane...@gmail.com> wrote:
>
> From: 1nsane <1nsane...@gmail.com>
> Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
> (exploit; arbitary memory access)
> To: "Discussion of Half-Life Programming"  >
> Received: Friday, 21 August, 2009, 12:55 PM
>
> And there's still some left.
>
> But hey, now this is super public!
>
> On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet  wrote:
>
> > These exploits are already public, and have been floating around for
> years
> > before anyway.
> >
> > On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
> > wrote:
> >
> > > Is it really a good idea to post the link? Not everyone on this list
> has
> > > the
> > > best intentions, nor do I think anyone can do anything about it?
> (Correct
> > > me
> > > if I'm wrong)
> > >
> > > Wouldn't it work better directly mailed to Valve?
> > >
> > > On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison <
> saul.renni...@gmail.com
> > > >wrote:
> > >
> > > > Luigi has found yet another exploit in Valve's up-to-date,
> > > > unexploitable engine :D
> > > >
> > > >
> > > >
> > > > Thanks,
> > > > - Saul.
> > > >
> > > > ___
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> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
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Re: [hlcoders] Running OB DS on a machine with mod installed like a client?

2009-08-20 Thread Christopher Harris
The correct AppID for OB DS is 310 and I have used command almost exactly as
that. With a command like that I get the first error about
SetupPropArrays_R.

If I instead use just a direct shortcut to srcds.exe instead of steam.exe
-applaunch 310 it complains about the missing surfaceproperties_manifest.txt

Now if I do the same thing, but remove -console it instead is complaining of
hud_textures. Anyways I am not trying to run a dedicated server in a
separate machine with no steam on it. I am just trying to run dedicated
server so I can hook to debugger and then run the game and join as a client.
I can do this fine with EP1 based mods, but for whatever reason OB DS
doesn't want to startup for the mod.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Adam "amckern"
McKern
Sent: Thursday, August 20, 2009 9:12 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Running OB DS on a machine with mod installed like a
client?

You would be better off reading www.srcds.com

Use this command -applaunch 320 -game my_mods -maxplayers 4 -console
+rcon_password pAsSwOrD +map example_map


Owner Nigredo Studios http://www.nigredostudios.com

--- On Fri, 21/8/09, Christopher Harris  wrote:

From: Christopher Harris 
Subject: [hlcoders] Running OB DS on a machine with mod installed like a
client?
To: "'Discussion of Half-Life Programming'"

Received: Friday, 21 August, 2009, 8:42 AM

I am having issues trying to run Dedicated server for our mod on a machine
that is setup like a client would be. I can run TF2 fine, but if I run my
mod using a shortcut to steam.exe with appid of 310 I get this error after
reading in response_rules



SetupArrayProps_R: array prop '(null)' is at index zero.



But if I run the srcds.exe directly with my -game specified etc. I get the
following error:



Unable to load manifest file 'scripts/surfaceproperties_manifest.txt'



So I went and tried adding it from the hl2 gcf to see what would happen. It
complained about surfaceproperites_hl2.txt then which I also copied. Then it
complained about Game Event listeners trying to listen for events that do
not exist. So I am thinking some reason it is not correctly mounting the
proper gcfs.



Running the game like a client works fine, I can create and join other
servers easily as a client.



Has anyone run into this problem and/or knows what is the problem and how to
fix it?



Thanks

Chris

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[hlcoders] Running OB DS on a machine with mod installed like a client?

2009-08-20 Thread Christopher Harris
I am having issues trying to run Dedicated server for our mod on a machine
that is setup like a client would be. I can run TF2 fine, but if I run my
mod using a shortcut to steam.exe with appid of 310 I get this error after
reading in response_rules

 

SetupArrayProps_R: array prop '(null)' is at index zero.

 

But if I run the srcds.exe directly with my -game specified etc. I get the
following error:

 

Unable to load manifest file 'scripts/surfaceproperties_manifest.txt'

 

So I went and tried adding it from the hl2 gcf to see what would happen. It
complained about surfaceproperites_hl2.txt then which I also copied. Then it
complained about Game Event listeners trying to listen for events that do
not exist. So I am thinking some reason it is not correctly mounting the
proper gcfs.

 

Running the game like a client works fine, I can create and join other
servers easily as a client.

 

Has anyone run into this problem and/or knows what is the problem and how to
fix it?

 

Thanks

Chris

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[hlcoders] NPC with Schedules to flee feared enemy failing

2009-08-11 Thread Christopher Harris
I have an NPC who is designed to act like a everyday civilian and so when
gunfights occur in the area they reside in they will enter a fear "state"
and try to find a safe place hidden from where the gunfight is taking place.
What seems to happen instead is that the npc will find a safe place go to it
then instead of stay it will move again except this time to the source of
their fear. So basically you get all these civilians randomly running at you
if you started the gunfight.

 

I have a class specific schedule with task structure basically

 

FleeEnemy

-Set Fail FleeEnemyFallback

-Stop Moving

-Hide From Enemy (Custom Task that finds a cover position)

-Run path

-Wait for movement

-Wait random 7

-Check Safe (custom task that checks if the npc is in a safe position still)

 

FleeEnemyFallback

-Stop Moving

-Store enemy pos in Save Pos

-Find backaway from save pos

-Run Path

-Wait for movement

 

I wonder has anyone experience such issues?

 

Chris

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Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Christopher Harris
If it is in the player resource that data will get sent otherwise you are
correct.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: Monday, August 10, 2009 9:30 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] question regarding PVS and networking

If a player A is not in the Potentially Visible Set of Player B (ie.
both players are in a different room far away), does player A's network
data get sent to player B (and vice versa).I was told that it
doesn't but I need to be 100% sure on this.

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[hlcoders] Advanced Video Options for Mod Multi-core combo is empty.

2009-07-26 Thread Christopher Harris
Does anyone know if there is some file needing to be extracted to get this
combo to have choices in it. Would be excellent to have the rendering done
multi-core for those machines that can support it.

 

Chris

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Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Christopher Harris
My only wish for updates to the tools is to update Faceposer to work fully
with Vista. Currently it is not possible to do auto-generation of the
lip-synch data in Vista, and furthermore another dev and I both had trouble
on his XP machine locating a working link to the Speech SDK that Faceposer
requires, all the MS links were 404, etc.

I will just say that doing the lip synch data yourself is extremely lemons,
not to mention that I am a coder not an artiste :D

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Pidcock
Sent: Saturday, July 25, 2009 9:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] whats happening with this engine

Whitespace should be easy to embed in the engine if you create a wrapper
that works with the feature I presented before. Whitespace is a very visual
language that is great for particle effects and shaders(it is then
translated into complex hlsl).

--
From: "Harry Jeffery" 
Sent: Sunday, July 26, 2009 4:40 AM
To: "Discussion of Half-Life Programming" 
Subject: Re: [hlcoders] whats happening with this engine

> I thought it looked so clean and easy, then I selected the whitespace. =[
>
> 2009/7/25 Spencer 'voogru' MacDonald :
>> I like this one better.
>>
>> http://compsoc.dur.ac.uk/whitespace/
>>
>>
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
>> Sent: Saturday, July 25, 2009 10:54 AM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] whats happening with this engine
>>
>> Its a good job you used tinyurl, otherwise it wouldn't have fit on my
>> screen!...
>>
>> 2009/7/25 Harry Pidcock 
>>
>>> Valve contacted me yesterday to tell me they have successfully
>>> implemented
>>> a
>>> new feature.
>>>
>>> http://tinyurl.com/4f6mt
>>>
>>> I hope to see more of these innovations in the future.
>>>
>>> --
>>> From: "Andrew Ritchie" 
>>> Sent: Saturday, July 25, 2009 10:21 AM
>>> To: "Discussion of Half-Life Programming"
>>> >> >
>>> Subject: Re: [hlcoders] whats happening with this engine
>>>
>>> > Surely this topic could be split into several different points.
>>> Personally
>>> > I
>>> > see 4 different ones here.
>>> >
>>> > 1) Engine features
>>> > 2) Tools Capabilities
>>> > 3) Tools Availability
>>> > 4) Tools Presentation
>>> >
>>> > The first is ignorable, Valve is clearly only going to add new
>>> > features
>>> or
>>> > change things, like BSP and displacement maps, when they think it's
>>> > important.  It's their engine and it needs to do what their games need
>>> > doing.  If you choose to use Source then you have to accept you are
>>> > modding
>>> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
>> lot
>>> > of
>>> > money and brought huge success but they were also developed around the
>>> > constraints of the engine rather than the engine being built FOR these
>>> > mods
>>> > to be made.  If a technical limitation is big enough to warrent an
>> engine
>>> > change then do so rather than hanging about wanting Valve to add the
>>> > feature, as big as the previous mentioned mods are you'd need to
>>> > really
>>> > prove you're up to their popularity before Valve would make a drastic
>>> > change
>>> > for you.  So either accept the engine's features before you get
>>> > underway
>>> > or
>>> > be prepared to encounter the fact you can't do certain things without
>>> > a
>>> > lot
>>> > of work, if not at all.
>>> >
>>> > The Tools Capabilities I think is what Jed was really getting at, I
>> don't
>>> > mean like adding features to hammer and stuff but specifically
>>> > allowing
>>> > the
>>> > chance for modders to by pass say model exporting to smd and just use
>>> > a
>>> > common format.  The tool would need to have the importer and converter
>>> > written but I personally think that approaching Valve with a specific
>> and
>>> > industry accepted intermediate format might be a good cause.
>>> > Especially
>>> if
>>> > it makes life easier for getting the raw assets into a format that the
>>> > tool
>>> > can then use.
>>> >
>>> > With the availability of tools, I mean those asking that they be open
>>> > source.  Specifically referring to a comment about hammer, look at
>>> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally
>>> > personal
>>> > projects.  So you could take a leaf and have a bash at your own editor
>>> and
>>> > open source it, you never know might turn out to be a better designed
>>> > tool.
>>> > However just having the source code to hammer, I doubt would be of any
>>> > benefit, you'd have dozens of versions of the tool floating around and
>> do
>>> > you really think you could add something useful to it?  It may have
>>> > bugs
>>> > but
>>> > if you advocate open source the

Re: [hlcoders] Multiplayer Inverse Kinematics?

2009-07-16 Thread Christopher Harris
I've noticed when the leg is bobbing up and down is when the estimated
position has found a position on the ground but the latched position cannot
reach it.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher
Harris
Sent: Thursday, July 16, 2009 7:55 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Multiplayer Inverse Kinematics?

Hey, 

 

I've been trying to implement IK onto our models in a multiplayer OB mod and
have been running into numerous issues. 

 

1)The legs have a tendency, when near the max of the chain, to spaz out.
(Basically it looks as though it is trying to find the ground to put the
feet on, but fails and then tries again. It causes the offending limb to pop
up and down.

 

2)Unlike in Lost Coast for example or models are not fitting to the terrain
in a similar manner to that of combine soldiers for instance. Their idle
anim has the knees with literally no bend which means they are the length of
the ikchain at rest and even though this is true they can still walk up a
stairs with a proper feet to stair alignment. When our model tries to rest
idle on a set of stairs the leg on the highest stair is looking good, but
the other foot just floats in the air as if IK was not on.

 

Here are my QC commands that I have been toying with:

 

The ikchains:

$ikchain rfoot "valvebiped.Bip01_R_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikchain lfoot "valvebiped.Bip01_L_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikautoplaylock rfoot 1.0 0.1

$ikautoplaylock lfoot 1.0 0.1

 

And then examples from our idle animation:

$animation a_idle "idle1" { loop weightlist HipsLowerbodyReplace

  ikrule lfoot footstep 3 

  ikrule rfoot footstep 3

}

 

I have 3 there because I assumed it would map to IK_GROUND in code, but it
does not. I've also tried in my ikrules contact 0 and height 24 with no
noticeable difference resulting.

 

With these settings currently the legs only seem to have very little range
in the idle because it sets the model height to be based off the highest leg
instead of the lowest leg and so when model is at a little ledge with ground
not very far below the leg can't reach because the idle has the legs almost
full extended.

 

Thanks

Chris

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[hlcoders] Multiplayer Inverse Kinematics?

2009-07-16 Thread Christopher Harris
Hey, 

 

I've been trying to implement IK onto our models in a multiplayer OB mod and
have been running into numerous issues. 

 

1)The legs have a tendency, when near the max of the chain, to spaz out.
(Basically it looks as though it is trying to find the ground to put the
feet on, but fails and then tries again. It causes the offending limb to pop
up and down.

 

2)Unlike in Lost Coast for example or models are not fitting to the terrain
in a similar manner to that of combine soldiers for instance. Their idle
anim has the knees with literally no bend which means they are the length of
the ikchain at rest and even though this is true they can still walk up a
stairs with a proper feet to stair alignment. When our model tries to rest
idle on a set of stairs the leg on the highest stair is looking good, but
the other foot just floats in the air as if IK was not on.

 

Here are my QC commands that I have been toying with:

 

The ikchains:

$ikchain rfoot "valvebiped.Bip01_R_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikchain lfoot "valvebiped.Bip01_L_Foot" Z 0 knee 0.707 0.707 0 center 4 0 0
pad 2

$ikautoplaylock rfoot 1.0 0.1

$ikautoplaylock lfoot 1.0 0.1

 

And then examples from our idle animation:

$animation a_idle "idle1" { loop weightlist HipsLowerbodyReplace

  ikrule lfoot footstep 3 

  ikrule rfoot footstep 3

}

 

I have 3 there because I assumed it would map to IK_GROUND in code, but it
does not. I've also tried in my ikrules contact 0 and height 24 with no
noticeable difference resulting.

 

With these settings currently the legs only seem to have very little range
in the idle because it sets the model height to be based off the highest leg
instead of the lowest leg and so when model is at a little ledge with ground
not very far below the leg can't reach because the idle has the legs almost
full extended.

 

Thanks

Chris

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Re: [hlcoders] G-15 Support?

2009-07-11 Thread Christopher Harris
No, because there is no g15.dll anywhere I can find which is what makes it
bomb out when trying to init.

It is looking for a bin/g15.dll

Thanks
Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Saturday, July 11, 2009 6:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] G-15 Support?

You just have to launch your mod with -g15 on the command line, and add the
code to all of your hud elements (or any other place you want to print text
to it, as by default it's only health and ammo) and it'll work.



-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
Kraeutmann
Sent: July-11-09 3:10 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] G-15 Support?

Well, if it doesn't work, do it yourself.

On Sat, Jul 11, 2009 at 7:23 AM, Christopher
Harris wrote:
> Will we ever get the g15.dll to implement direct in-game lcd
functionality,
> or should we just create our own dll from the sdk and use it in place of
the
> one referenced in ig15.h?
>
>
>
> Thanks
>
> Chris
>
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[hlcoders] G-15 Support?

2009-07-10 Thread Christopher Harris
Will we ever get the g15.dll to implement direct in-game lcd functionality,
or should we just create our own dll from the sdk and use it in place of the
one referenced in ig15.h?

 

Thanks

Chris

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Re: [hlcoders] Remove corpse 5s after NPC death

2009-07-02 Thread Christopher Harris
When an NPC becomes a ragdoll it is essentially an independent object to the
npc and generally one that is generated client-side versus server-side. If
you are trying to remove the corpse after 5 seconds then you may need to be
looking for the ragdoll entity then.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Biz
Sent: Thursday, July 02, 2009 10:41 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Remove corpse 5s after NPC death

Hi list,

i've ported my mod to ob-engine and now my NPC corpse fade after 5
seconds isn't working anymore. Does anyone have an idea what the last
function that is called after NPC death is? When i try to define a new
think-function Dying() at the end of the Event_Killed() function like:
SetThink( &Bla::Dying );
SetNextThink( gpGlobals->curtime + 5.0f );

void Dying()
{
UTIL_Remove(this);
}

This works, but my death animation won't play anymore then. That is if i
 kill an NPC it just freezes and disappears after 5s.

So i would either need a command that resumes my animation or i would
have to know which function is called after death. I've tried figuring
it out myself, but i didn't find it.

Any help greatly appreciated :-)


Greets from Germany
xs57

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Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Christopher Harris
I suspect the model will never change LOD because all the models are always
the same distance from the skybox render entity if they are in the skybox.
The real benefit to 3d skybox is purely more suggested space in a map than
what is physically allowed by the engine constraints. I don't suspect there
is much performance gain over having put all the detail at full scale if the
engine allowed it.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
Rodriguez
Sent: Monday, June 01, 2009 11:42 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] LOD on models in the skybox?

Why should I do that when you can do that for me? Bwahahaha

-- 
Jorge "Vino" Rodriguez
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Re: [hlcoders] Death and Hurt Events

2009-05-17 Thread Christopher Harris
Event_Killed()
OnTakeDamage()

But why would you turn the player into a shader system? I am not sure if
that can be possible.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean Marcel
Knapp dos Santos
Sent: Sunday, May 17, 2009 1:03 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Death and Hurt Events

Hi,

I'm implanting a shader system in my mod that is going to replace the
player. But I can't find the death and hurt functions. Does anyone
know where are them?

thanks.

-- 
__
Jean Marcel Knapp dos Santos
changremi...@gmail.com

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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Christopher Harris
Ok here is where everyone goes... it took me all of 5 minutes to do this...

DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called in
the shader file and it determines which method is used. Valve already kindly
left in a great number of methods to choose from. If you want no grain then
I believe doing a shadow function with DoShadow might work.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Tuesday, April 28, 2009 4:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be
removed?

You could at-least give people pointers to help him out. No-one asked you
for the source-code.

2009/4/28 Cory de La Torre 

> Minh's got it right ;D Like Garry had ever released how to parent the
> projector, amirite.
>
> On Mon, Apr 27, 2009 at 8:10 PM, Stephen Micheals <
> stephen.miche...@gmail.com> wrote:
>
> > Staying on topic a bit wasn't the grain in the shadows introduced by
> > valve because of nvidia (forcing a cheaper version to be used) cards
> > that could not handle the newer flashlight effect in EP2 without lag?
> >
> > On Mon, Apr 27, 2009 at 4:00 PM, James Keith 
> wrote:
> > > Once again, thanks for the totally-explaining-how-to-do-it post...
> >
> > ___
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>
> --
> Gear Dev
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Sent from Olly's SEGA Game Gear
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Re: [hlcoders] posting

2009-04-27 Thread Christopher Harris
Yes, I agree. It is very annoying to have all these posts to off-topic
topics. While some people who have legitimate questions go unanswered
sometimes at the expense of the spam gobbling around their email.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Piotr
Burzykowski
Sent: Monday, April 27, 2009 3:29 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] posting

Hi,

I'd like to repost Tony Sergi's message re the previous "thread."

> Message: 1
> Date: Sat, 7 Mar 2009 20:36:33 -0800
> From: Tony Sergi 
> Subject: Re: [hlcoders] (no subject)
> To: Discussion of Half-Life Programming
>
> Message-ID:
>
<7315746f7efcaf4a93699ce8fa5797861490b57...@exchange07.valvesoftware.com>
> 
> Content-Type: text/plain; charset="utf-8"
> 
> I'm only adding this response to say one thing; because of all of these
ridiculous posts, I have 173 unread emails in my hlcoders folder.. so
therefore, in 2 seconds they will all be marked as read and never touched
again.
> 
> -Tony

Best regards,

Piotr Burzykowski
LocWorks - Play. Adapt. Disseminate.


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Re: [hlcoders] AI Question

2009-04-10 Thread Christopher Harris
Just add a bool that when true causes NPCThink to bomb out and not run any
code.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
quetzacolt...@aol.com
Sent: Friday, April 10, 2009 1:56 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] AI Question


 I tried that. The console command is changing a static bit flag which
affects all the NPCs at the same time.


 


 

-Original Message-
From: Jean Marcel Knapp dos Santos 
To: Discussion of Half-Life Programming 
Sent: Fri, 10 Apr 2009 1:45 pm
Subject: Re: [hlcoders] AI Question










First off, try to find the command ai_disable. Then search for it's
declaration. It is probably being charged by a base ai class. Port it
to a specific class, like the combine soldier, then create a new
command. That may work.

2009/4/10  :
> Hello there,
> I am making a mod and trying to turn off the NPC's ai. I know there is a 
command to turn off all of the NPC's ai at the same time but I only want to
turn 
of specific NPC's ai at any given time. Is there a way that I can do that?
>
> Thank you,
> Bethany
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-- 
__
Jean Marcel Knapp dos Santos
changremi...@gmail.com

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Re: [hlcoders] Laggy Beam in Hl2dm

2009-04-10 Thread Christopher Harris
I assume it is only laggy for the player shooting the beam. And it is
because input is predicted for the player and if the beam is only serverside
created then it is not being predicted on the client machine and so when he
moves around the beam won't update till the server acknowledges.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Leighton
Sent: Friday, April 10, 2009 11:06 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Laggy Beam in Hl2dm

Is there not a C_Beam class?

In theory, if you create the beam in a client-side run function of an 
entity, then every player should get those beams drawn on every entity, 
without requiring the server to send it all over the network, resulting 
in lag-free beams.

I think.

Yorg Kuijs wrote:
> It's a server side beam, so a lot of network traffic is taking place if 
> you're moving a beam around I guess.
> Only way to get over that is make it clientside(if that's even possible) 
> or find some other solution I guess.
>
> I could be wrong though , but I remember seeing some other post about 
> Lasers somewhere and there was stated the same thing, there isn't much 
> you can do to make server side stuff like that less laggy.
>
> James Murray wrote:
>   
>> Hi I am making a LaserGun for my hl2dm mod and I am just trying to get
the
>> beam working first so I edited the 375 weapon code and added a constant
beam
>> that shows once the weapon is drawn,the problem I am having is that the
beam
>> is laggy when I move,here is my code can you please help me out?
>>
>>
>>
>> void CWeapon357::ItemPostFrame( void )
>>
>> {
>>
>> CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
>>
>> // set up the vectors and traceline
>>
>> trace_t tr;
>>
>> Vector vecDir, attachpoint;
>>
>> QAngle vBeamAng;
>>
>> Vector vecSrc = pPlayer->EyePosition();
>>
>> // get our view model so we can find the attachment
>>
>> CBaseViewModel *pViewModel = pPlayer->GetViewModel();
>>
>> // get the attachment points position and angles
>>
>> pViewModel->GetAttachment(pViewModel->LookupAttachment("muzzle"),
>> attachpoint, vBeamAng );
>>
>> AngleVectors( vBeamAng, &vecDir);
>>
>> Vector vecStop = attachpoint + (vecDir * MAX_TRACE_LENGTH);
>>
>> // do the traceline
>>
>> UTIL_TraceLine( vecSrc, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC,
&tr
>> );
>>
>> //multiplayer needs this next line and the #endif that follows but for
>> singleplayer remove them
>>
>> #ifndef CLIENT_DLL
>>
>> //create the beam
>>
>> Vector vBeamPos = attachpoint;
>>
>> CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 0.35 );
>>
>> pBeam->PointEntInit( vBeamPos, this );
>>
>> pBeam->SetAbsStartPos( tr.endpos );
>>
>> pBeam->SetEndAttachment( 1 );
>>
>> pBeam->SetColor( 20, 20, 250 );
>>
>> pBeam->SetScrollRate( 25.6 );
>>
>> pBeam->SetBrightness( 30 );
>>
>> pBeam->LiveForTime( 0.1 );
>>
>> #endif
>>
>> BaseClass::ItemPostFrame();
>>
>> }
>> 
>
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Re: [hlcoders] Laggy Beam in Hl2dm

2009-04-09 Thread Christopher Harris
Beam needs to be created clientside instead of serverside.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Murray
Sent: Thursday, April 09, 2009 4:11 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Laggy Beam in Hl2dm

Hi I am making a LaserGun for my hl2dm mod and I am just trying to get the
beam working first so I edited the 375 weapon code and added a constant beam
that shows once the weapon is drawn,the problem I am having is that the beam
is laggy when I move,here is my code can you please help me out?



void CWeapon357::ItemPostFrame( void )

{

CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

// set up the vectors and traceline

trace_t tr;

Vector vecDir, attachpoint;

QAngle vBeamAng;

Vector vecSrc = pPlayer->EyePosition();

// get our view model so we can find the attachment

CBaseViewModel *pViewModel = pPlayer->GetViewModel();

// get the attachment points position and angles

pViewModel->GetAttachment(pViewModel->LookupAttachment("muzzle"),
attachpoint, vBeamAng );

AngleVectors( vBeamAng, &vecDir);

Vector vecStop = attachpoint + (vecDir * MAX_TRACE_LENGTH);

// do the traceline

UTIL_TraceLine( vecSrc, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &tr
);

//multiplayer needs this next line and the #endif that follows but for
singleplayer remove them

#ifndef CLIENT_DLL

//create the beam

Vector vBeamPos = attachpoint;

CBeam *pBeam = CBeam::BeamCreate( "sprites/laserbeam.vmt", 0.35 );

pBeam->PointEntInit( vBeamPos, this );

pBeam->SetAbsStartPos( tr.endpos );

pBeam->SetEndAttachment( 1 );

pBeam->SetColor( 20, 20, 250 );

pBeam->SetScrollRate( 25.6 );

pBeam->SetBrightness( 30 );

pBeam->LiveForTime( 0.1 );

#endif

BaseClass::ItemPostFrame();

}
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Re: [hlcoders] Wierd Chatbubble problem

2009-03-20 Thread Christopher Harris
Er lol I mean Vector( 1, 0, 0)

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Friday, March 20, 2009 2:20 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Wierd Chatbubble problem

Anybody? It seems to be rotating around the players origin, relative to
where the player is looking.

 

From: Yaakov Smith [mailto:m4ngr...@gmail.com] 
Sent: Wednesday, 18 March 2009 4:56 PM
To: 'Discussion of Half-Life Programming'
Subject: Wierd Chatbubble problem

 

I'm implementing the chatbubble in the OB SDK beta, but I ran into a slight
problem.

 

When the player is looking down, the bubble is in front of them rotated to
what I guess is the players origin.

When the player is looking up, the bubble is behind them, rotated as above.

 

How do I get it to stay above them?

 

Code:

#define CHAT_BUBBLE_MODEL "models/extras/info_chatbubble.mdl"

class CChatBubble : public CBaseAnimating

{

public:

  DECLARE_CLASS(CChatBubble, CBaseAnimating);

  CChatBubble::CChatBubble()

  {

UseClientSideAnimation();

  }

  virtual void Spawn()

  {

SetModel(CHAT_BUBBLE_MODEL);

SetSolid(SOLID_NONE);

SetMoveType(MOVETYPE_NONE);

 

BaseClass::Spawn();



  }

  virtual void Precache()

  {

PrecacheModel(CHAT_BUBBLE_MODEL);

  }

};

LINK_ENTITY_TO_CLASS(chat_bubble, CChatBubble);

PRECACHE_REGISTER(chat_bubble);

void CBasePlayer::MakeChatBubble(int iChatBubble)

{

  //Tony; incase there already is one, and another check failed.

  if ( m_lifeState != LIFE_ALIVE || GetTeamNumber() == TEAM_SPECTATOR)

  {

KillChatBubble();

return;

  }

 

  //Tony; don't make new ones if you already have one.

  if (m_hChatBubble.Get() != NULL)

return;

 

  Vector fr, rt, up;

  AngleVectors(GetAbsAngles(), &fr, &rt, &up);

  Vector offset = GetAbsOrigin() + up * 92;

 

  CChatBubble *pBubble = (CChatBubble*)CBaseEntity::CreateNoSpawn(
"chat_bubble", offset, GetAbsAngles(), this );

  if (pBubble)

  {

pBubble->Spawn();

pBubble->FollowEntity(this, false);

 

m_hChatBubble = pBubble; //Tony; assign it

  }

 

}

void CBasePlayer::KillChatBubble()

{

  if (m_hChatBubble.Get() != NULL)

  {

m_hChatBubble.Get()->FollowEntity(NULL);

m_hChatBubble.Get()->SetThink(&CBaseEntity::Remove);

m_hChatBubble.Get()->SetNextThink(gpGlobals->curtime + 0.001);

m_hChatBubble = NULL;

  }

}

 

void CBasePlayer::CheckChatBubble( CUserCmd *cmd )

{

  if (!cmd)

return;

 

  if (cmd->chatenabled)

MakeChatBubble(cmd->chatenabled);

  else

KillChatBubble();

}

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Re: [hlcoders] Wierd Chatbubble problem

2009-03-20 Thread Christopher Harris
Replace offset calc with

Offset = GetAbsOrigin() + Vector(0,0,1) * 92; 

I think that would be why it happens.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Friday, March 20, 2009 2:20 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Wierd Chatbubble problem

Anybody? It seems to be rotating around the players origin, relative to
where the player is looking.

 

From: Yaakov Smith [mailto:m4ngr...@gmail.com] 
Sent: Wednesday, 18 March 2009 4:56 PM
To: 'Discussion of Half-Life Programming'
Subject: Wierd Chatbubble problem

 

I'm implementing the chatbubble in the OB SDK beta, but I ran into a slight
problem.

 

When the player is looking down, the bubble is in front of them rotated to
what I guess is the players origin.

When the player is looking up, the bubble is behind them, rotated as above.

 

How do I get it to stay above them?

 

Code:

#define CHAT_BUBBLE_MODEL "models/extras/info_chatbubble.mdl"

class CChatBubble : public CBaseAnimating

{

public:

  DECLARE_CLASS(CChatBubble, CBaseAnimating);

  CChatBubble::CChatBubble()

  {

UseClientSideAnimation();

  }

  virtual void Spawn()

  {

SetModel(CHAT_BUBBLE_MODEL);

SetSolid(SOLID_NONE);

SetMoveType(MOVETYPE_NONE);

 

BaseClass::Spawn();



  }

  virtual void Precache()

  {

PrecacheModel(CHAT_BUBBLE_MODEL);

  }

};

LINK_ENTITY_TO_CLASS(chat_bubble, CChatBubble);

PRECACHE_REGISTER(chat_bubble);

void CBasePlayer::MakeChatBubble(int iChatBubble)

{

  //Tony; incase there already is one, and another check failed.

  if ( m_lifeState != LIFE_ALIVE || GetTeamNumber() == TEAM_SPECTATOR)

  {

KillChatBubble();

return;

  }

 

  //Tony; don't make new ones if you already have one.

  if (m_hChatBubble.Get() != NULL)

return;

 

  Vector fr, rt, up;

  AngleVectors(GetAbsAngles(), &fr, &rt, &up);

  Vector offset = GetAbsOrigin() + up * 92;

 

  CChatBubble *pBubble = (CChatBubble*)CBaseEntity::CreateNoSpawn(
"chat_bubble", offset, GetAbsAngles(), this );

  if (pBubble)

  {

pBubble->Spawn();

pBubble->FollowEntity(this, false);

 

m_hChatBubble = pBubble; //Tony; assign it

  }

 

}

void CBasePlayer::KillChatBubble()

{

  if (m_hChatBubble.Get() != NULL)

  {

m_hChatBubble.Get()->FollowEntity(NULL);

m_hChatBubble.Get()->SetThink(&CBaseEntity::Remove);

m_hChatBubble.Get()->SetNextThink(gpGlobals->curtime + 0.001);

m_hChatBubble = NULL;

  }

}

 

void CBasePlayer::CheckChatBubble( CUserCmd *cmd )

{

  if (!cmd)

return;

 

  if (cmd->chatenabled)

MakeChatBubble(cmd->chatenabled);

  else

KillChatBubble();

}

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Christopher Harris
In the shader generic dll there is a folder in the project called remove me
when vac2 is out with some check sum stuff

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Tuesday, March 17, 2009 2:03 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Yeah, you really need some kind of subversion control. I already got one, 
but it screwed up when my drive letters changed and hasn't used it since. 
But thanks of telling me, I will make sure to check it out!

- Original Message - 
From: "Paul Peloski" 
To: "Discussion of Half-Life Programming" 
Sent: Tuesday, March 17, 2009 6:56 PM
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)


> Even better than having to throw out your code every-time valve updates, 
> you
> could use git (http://git-scm.com/). Which makes merging disjoint source
> code branches easier (and as a bonus it's also a solid, free, version
> control system).
>
> Paul
>
> On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termansen 
> > wrote:
>
>> Alright, I will port to the new code, but with a release in 6 days, my 
>> code
>> base is currently locked. I will update the next version, though. (And I
>> already got everything working in my menu and content-wise/scripts and
>> everything. :D)
>>
>> - Original Message -
>> From: "Tony Sergi" 
>> To: "Discussion of Half-Life Programming" 
>> > >
>> Sent: Tuesday, March 17, 2009 4:05 PM
>> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>>
>>
>> > I'll be honest with you, unless you made significant major major 
>> > changes
>> > to base code, if I was in your position I'd use the new code and then
>> port
>> > my changes into it. Because if you take the mod folder + code that gets
>> > spit out, it's 100% fully functional episode 2 except for the chapters
>> > list page not showing the proper name (Since that's based on the mod
>> > folder) in the new game menu.
>> > It also automounts content.
>> >
>> > -Tony
>> >
>> > -Original Message-
>> > From: hlcoders-boun...@list.valvesoftware.com
>> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas
>> > 'Sortie' Termansen
>> > Sent: March-17-09 10:59 AM
>> > To: Discussion of Half-Life Programming
>> > Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>> >
>> > I'm making a HL2 Ep2-based Single Player mod using the Orange Box 
>> > Engine.
>> > I
>> > didn't have any trouble with my mod's code as it is. I presume any 
>> > dll's
>> > built using the old SDK will still function with the Ep2 engine. 
>> > Updating
>> > the code for a few fixes sounds like an awful lot of work, but is it
>> > recommended to update your source to the new beta code, or is it simply
>> > optional?
>> >
>> > - Sortie
>> >
>> > - Original Message -
>> > From: "Tony Sergi" 
>> > To: "Discussion of Half-Life Programming"
>> > 
>> > Sent: Tuesday, March 17, 2009 12:56 AM
>> > Subject: [hlcoders] Orange Box SDK Beta (Not L4D)
>> >
>> >
>> >> ==Source SDK==
>> >> Several significant enhancements and bug fixes have been made to the
>> >> Source SDK tools and source code. See below for additional details and
>> >> please note that this update does not include support for Left4Dead
>> >> content creation. Support for Left4Dead will be included in a future
>> >> update.
>> >> =SDK Tools=
>> >>
>> >> *   Fixed the issues with the following tools: height2ssbump,
>> >> normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
>> >> *   Fixed an issue in studiomdl pertaining to $shadowlod {
>> >> =Hammer=
>> >>
>> >> *   The texture browser automatically ignores most textures that 
>> >> cannot
>> >> be
>> >> placed on brushes or displacements, as well as anything inside a .svn
>> >> folder for those using svn as their choice of versioning software.
>> >> *   Added additional auto visgroups for sprites and cubemaps
>> >> *   Seperated the VRAD calls into two sequential while using HDR (-ldr
>> >> and -hdr) instead of -both
>> >> *   Model browser is now created once per session
>> >> *   Displacement brush dial now has greater range
>> >> *   Added a stop button to sound previews
>> >> =SDK Launcher=
>> >>
>> >> *   Added the ability to edit game configurations with vconfig
>> >> = Source Code=
>> >>
>> >> *   Added a new template mod that replaces the old 'advanced' source .
>> >> This template has options for teams,classes, sprinting, prone, 
>> >> stamina,
>> >> etc. When you create a mod with the wizard it will ask you which 
>> >> options
>> >> to enable by default. Note: you must build the source. Users wishing 
>> >> to
>> >> create only content should not use this option.
>> >> *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed
>> >> into
>> >> the dx9sdk\utilities folder and you must modify
>> >> materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
>> >> *   Most tonema

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Christopher Harris
Will there ever be a phoneme extractor for 5.3? On vista you can't get 5.1
plus when someone with XP was looking for 5.1 all the Microsoft links were
offline.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: Tuesday, March 17, 2009 2:21 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I changed my steam config files to put it in the topleft.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: Tuesday, 17 March 2009 5:16 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I can't say I've seen it do that, but I've seen it go in the bottom
righthand corner while you have a view maximized in hammer. I think it has
something to do with the overlays way of detecting 'fullscreen'(?) portions
or apps?

On Mon, Mar 16, 2009 at 11:12 PM, Yaakov Smith  wrote:

> Now it works... except for the steam community popping up in the middle of
> hammer, like this:
> http://img22.imageshack.us/img22/7834/oopso.jpg
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
> Sent: Tuesday, 17 March 2009 5:07 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
>
> In fact, both the VGUI and Non VGUI work for both Orangebox Hammer, and
Ep1
> Hammer... I haven't seen the VGUI Model Browser work for Ep1 hammer in a
> long time.
>
> On Mon, Mar 16, 2009 at 11:04 PM, Matt Hoffman
> wrote:
>
> > Might be a good idea to include using the info_player_rebel/combine
> spawns
> > in addition to Red/Blue for the TeamSpawn option.
> >
> > As for the Hammer Model Browser screwed... No problems in Orangebox
> hammer,
> > Ep2 Config. Though your missing a localized string for
> #AssetPi..Something.
> > That and that's been buggered up forever, but that's a non-issue.
> >
> >
> > On Mon, Mar 16, 2009 at 10:59 PM, Tony Sergi
> wrote:
> >
> >> The sdk.fgd mistakingly didn't get updated.
> >> As for the all teams are full, yeah if you have teams enabled in
> template
> >> and you use an hl2mp map you won't be able to spawn, since hl2mp
doesn't
> use
> >> info_player_red or info_player_blue.
> >>
> >> And.. model browser is screwed? If you're going to report something,
> >> actually describe the issue, instead of just complaining, thanks.
> >>
> >>
> >> -Tony
> >>
> >> -Original Message-
> >> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> >> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
> >> Sent: March-17-09 1:46 AM
> >> To: 'Discussion of Half-Life Programming'
> >> Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)
> >>
> >> A few more things:
> >>
> >> The mute players dialog is stuffed.
> >> "All teams are full", even with 0 players. (on dm_lockdown)
> >> The default FGD has no info_player_blue or info_player_red,
> >> Why is there a liblist.gam in "scripts\" ?
> >>
> >>
> >> ___
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> ___
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> >>
> >>
> >
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Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Christopher Harris
Material Proxies. Since you are unable to directly access the panel you will
have to edit its res file and add an imagepanel with a refrence to a texture
with your proxy. Then your proxy is free to do what it wants to that
imagepanel.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: Monday, March 09, 2009 12:39 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Custom Pause/Load screens

Any idea how/if that can done in the EP1 engine?  I'd like to switch 
over to OB for a number of reasons but I've been forced to hold back for 
the sake of custom shaders.

Tony Sergi wrote:
> // See interface.h/.cpp for specifics:  basically this ensures that we
actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule
> //  over and over again.
> static CDllDemandLoader g_GameUI( "gameui" );
>
>
//--
---
> // Purpose:
>
//--
---
> void ClientModeShared::Init()
> {
> 
> HOOK_MESSAGE( Rumble );
>
> CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
> if ( gameUIFactory )
> {
> m_pGameUI = (IGameUI *)
gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL );
> if ( NULL != m_pGameUI )
> {
> // insert custom loading panel for the loading
dialog
> CLoadingPanel *pPanel = GetLoadingPanel();
> pPanel->InvalidateLayout( false, true );
> pPanel->SetVisible( false );
> pPanel->MakePopup( false );
> m_pGameUI->SetLoadingBackgroundDialog(
pPanel->GetVPanel() );
> }
> }
> };
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen Swires
> Sent: March-09-09 3:11 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Custom Pause/Load screens
>
> What function would this be?
>
> Tony Sergi wrote:
>   
>> In orange box there's a function in baseviewport to set a panel for the
loading screen.
>>
>> TF2 uses this for the stats.
>> I used it in Valkyrie for the map description / Keybind panels during
load.
>>
>>
>> -Tony
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
>> Sent: March-09-09 2:12 AM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Custom Pause/Load screens
>>
>> Hey List
>> I'm hoping someone has tried this before and can save me the hour or
>> two of trawling through the script and code for the right hooks.  I'm
>> trying to create a custom load screen and pause screen, probably just a
>> full screen overlay texture.  My best guess at the moment is to create a
>> custom .res that overloads whatever .res defines the pause and load
>> screens, but I'm just starting to get into the menu/vgui system and I'm
>> a little stumped on where to look.  I tried bringing up the vgui_tree
>> while the pause screen was up, but it didn't seem to register.  I'm
>> starting to doubt if it's even possible to overwrite these screens.  Any
>> tips folks?
>>
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>>
>> 
>
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Re: [hlcoders] Looping .mp3 music

2009-03-02 Thread Christopher Harris
If you link in FMod which is free for non-commercial you can loop mp3 among
other things.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Sheffer
Sent: Monday, March 02, 2009 10:29 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looping .mp3 music

I cant think of any other way cept loading your own sound library.

Wanna hook up

// Just loads the file header and checks for duration (not hooked up for
.mp3's yet)
// Is accessible to server and client though
virtual float GetSoundDuration( const char *pSample ) = 0;

for us Jay? ;)


On Sun, Mar 1, 2009 at 12:19 PM, Jay Stelly  wrote:

> We don't support looping mp3 files.  You can loop PCM waves and ADPCM
waves
> though using CUE chunks or Sampler chunks to specify the loop point.  Lots
> of tools will write those chunks.
>
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > ][akep nuxdie
> > Sent: Sunday, March 01, 2009 7:16 AM
> > To: Discussion of Half-Life Programming
> > Subject: Re: [hlcoders] Looping .mp3 music
> >
> > maybe this will help you:
> > http://www.interlopers.net/tutorials/27356
> >
> > On Sun, Mar 1, 2009 at 1:59 AM, Walter Gray
> >  wrote:
> > > Hey again list,
> > >A member of my team's been a little stumped on this, and
> > I've done
> > > some quick checking around the wiki and hlcoders archives, but I've
> > > been unable to find anything on looping music, or more specifically
> > > looping
> > > .mp3 sound files.  Does anyone know of any good references
> > or if it's
> > > even possible to loop .mp3s?
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the
> > list archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
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> > archives, please visit:
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> >
> >
>
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>


-- 
~Ryan ( skidz )
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Re: [hlcoders] Flight controls problem

2009-02-27 Thread Christopher Harris
Instead of doing angle.x/y/z += value you need to instead compute a rotation
matrix and then multiply it with the current angle and set that to the new
angle.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
Sent: Friday, February 27, 2009 4:28 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Flight controls problem


My students are asking...
Where would I apply this matrix translation? Im currently just using
setabsangle(qangle)


--- On Fri, 2/27/09, Julian Moschüring  wrote:

From: Julian Moschüring 
Subject: Re: [hlcoders] Flight controls problem
To: "Discussion of Half-Life Programming" 
Date: Friday, February 27, 2009, 4:11 PM

http://en.wikipedia.org/wiki/Gimbal_lock

Garry Newman schrieb:
> Rotate using a Matrix
> garry
>
> On Fri, Feb 27, 2009 at 8:23 PM, Grash  wrote:
>
>   
>> They've been trying to figure this out for the past 3 weeks. What's the
>> best way to tackle this problem?
>>
>> - Grash
>>
>> --- On Fri, 2/27/09, Christopher Harris  wrote:
>>
>> From: Christopher Harris 
>> Subject: Re: [hlcoders] Flight controls problem
>> To: "'Discussion of Half-Life Programming'" <
>> hlcoders@list.valvesoftware.com>
>> Date: Friday, February 27, 2009, 3:05 PM
>>
>> I think that the more rolled toward 90 degrees on side you are the more
yaw
>> will need to adjusted versus pitch since to the game each axis of the
angle
>> is independent of each other.
>>
>> Chris
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
>> Sent: Friday, February 27, 2009 1:58 PM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Flight controls problem
>>
>>
>> One of my students is writing this email out about a problem they are
>> having. Any help would be greatly appreciated.
>>
>> "We are looking to replace the player with an aircraft model. We changed
>> the
>> mouse controls to affect the pitch and roll, rather then the pitch and
yaw.
>> the mousex is affecting the roll and the mousey is affecting the
>> pitch(which
>> hasn't changed) for some reason when we roll the player lets say 90
degrees
>> on its side. when we change the pitch, the player model is not pivoting
>> right. the pitch will still have the player look to the sky rather then
>> rotating sidewards. The 90 degree change on the roll should be affecting
>> the
>> pitch, but it is not. This is an example of the code we are using.
>>
>>
>> QAngle angle = GetAbsAngle();
>>
>> angle.z+=1;
>>
>> SetAbsAngle(angle);
>> "
>>
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
>>
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>>     
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Re: [hlcoders] Flight controls problem

2009-02-27 Thread Christopher Harris
I think that the more rolled toward 90 degrees on side you are the more yaw
will need to adjusted versus pitch since to the game each axis of the angle
is independent of each other.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
Sent: Friday, February 27, 2009 1:58 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Flight controls problem


One of my students is writing this email out about a problem they are
having. Any help would be greatly appreciated. 

"We are looking to replace the player with an aircraft model. We changed the
mouse controls to affect the pitch and roll, rather then the pitch and yaw.
the mousex is affecting the roll and the mousey is affecting the pitch(which
hasn't changed) for some reason when we roll the player lets say 90 degrees
on its side. when we change the pitch, the player model is not pivoting
right. the pitch will still have the player look to the sky rather then
rotating sidewards. The 90 degree change on the roll should be affecting the
pitch, but it is not. This is an example of the code we are using.


QAngle angle = GetAbsAngle();

angle.z+=1;

SetAbsAngle(angle);
"



  
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Re: [hlcoders] TF2 Colision

2009-02-14 Thread Christopher Harris
Oh I forgot in Game Movement you must also override LadderMask with the same
logic as the other functions

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Saturday, February 14, 2009 9:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TF2 Colision

think it might be when the l4d sdk comes out.


On 14/02/2009, at 11:45 PM, botman wrote:

> Tony Sergi wrote:
>> Soon as the SDK goes into beta again, it's there.
>
> How long is that in "Valve time"?  :)
>
> --  
> Jeffrey "botman" Broome
>
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Re: [hlcoders] TF2 Colision

2009-02-14 Thread Christopher Harris
Well as a quick overview of what is needed to be done (The way we did it):

1. Add CONTENTS_TEAMX for each team
2. Override the PhysicsSolidMaskForEntity( void ) for players and add in the
CONTENTS type depending on their team.
3. Override the PlayerSolidMask( bool brushOnly = false ) for players in
gamemovement.
4. In the player base classes you will need to search for MASK_PLAYERSOLID
and replace ALL those references in traces to use
PhysicsSolidMaskForEntity();
5. After all of those you should now be able to move freely through your
teammates. To get the pushback effect you need to add code on the client
similar to NPC Player avoidance code that will adjust the local players User
Command before it is sent to the server with values that produce a push back
effect.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Saturday, February 14, 2009 9:58 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] TF2 Colision

think it might be when the l4d sdk comes out.


On 14/02/2009, at 11:45 PM, botman wrote:

> Tony Sergi wrote:
>> Soon as the SDK goes into beta again, it's there.
>
> How long is that in "Valve time"?  :)
>
> --  
> Jeffrey "botman" Broome
>
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Re: [hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Christopher Harris
For 2. I would suggest CHandle It will give you a safe pointer
to the player that will be safe across level changes which is the only case
I can think of where potential issue may arise with stale pointers. It is
always very highly encouraged I think to use a Handle to the object if you
need to store a pointer to it for a relatively longer period of time.
CHandle will be set to NULL pointer when the object it holds is removed from
the EntList.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armstrong
Sent: Friday, February 13, 2009 9:15 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Misc questions about how to retrieve certain server
state info

Hi,

I am wondering how to retrieve the following information about the servers
game state:

1) How do I determine the total number of human players in the server per
team, including those players who are currently connecting to the server?
At the moment I have:

for (int i = 1; i < gpGlobals->maxClients; i++) {
edict_t *pEdict = PEntityOfEntIndex(i);

if (pEdict) {
IPlayerInfo *playerInfo =
playerinfomanager->GetPlayerInfo( pEdict );

if (playerInfo) {
if (playerInfo->IsFakeClient())
continue;

switch(playerInfo->GetTeamIndex()) {
...
}
}
}
}

This works fine to count how many human players are on each team, but I
don't know how to get the count of players who are currently joining the
server (and are at the loading screen). I can't distinguish/find a way to
locate the player count (playerInfo is always NULL for when there are no
players, and players that are connecting, it seems).

2) Say I hold on to an edict_t* of a player, and then later on want to
interact with them again. How do I know that its safe to access this pointer
(can the instance ever be deleted from under me?), and also is there a way
to check whether this player has actually changed (ie, is this a pointer to
a server slot, and a new player has joined in their place since I last
accessed the pointer)? I assume this may be the case as they appear to be
re-used, and so I should probably compare the output of
GetPlayerNetworkIDString() between calls on the edict_t*?

3) I noticed in Left 4 Dead that the DIALOG_MSG flag I can use to send a
message via CreateMessage() does not appear on the client; I assume this is
just a client bug. The menu/textbox ones work fine.

4) How can I determine the server's connection address (IP:Port). I can
access the current map via gpGlobals->mapname by the look of it, but I don't
see how I can retrieve the current IP:Port the server is running on.
There is no console variable that has this information, so I can't appear to
use cvar->FindVar() to locate it.

Thanks,
Andrew


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Re: [hlcoders] CNetworkVar madness

2009-02-11 Thread Christopher Harris
Hi,

Also no entities send network updates automatically unless they have a model
by default. It is easy to override this behavior.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Wednesday, February 11, 2009 2:26 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CNetworkVar madness

Make sure you have a LINK_ENTITY_TO_CLASS that links the entity properly on
both the server and client, as well.

server
LINK_ENTITY_TO_CLASS( derivedentity, CDerivedClass );

Client
LINK_ENTITY_TO_CLASS( derivedentity, C_DerivedClass );

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: February-11-09 2:20 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CNetworkVar madness

This is probably an obvious question, but it's always best to make
sure obvious ones were considered...

Are you sure the derived class is actually the one being instantiated
(on both client and server)?

-Skyler


On Wed, Feb 11, 2009 at 12:58 AM, Josh Clark
 wrote:
>Hi, all. I've been lurking here for a while, but something's
recently
> come up in my code that prompted me to post. I've looked through my entire
> backlog of hlcoders messages (almost 3000 at this point), searched the SDK
> wiki and the Steam Forums, and even did a brief google for this, and still
> I haven't found anything close to an answer.
>
>In my mod, I've got a base class, something like:
>
> // --- server ---
>
> class CBaseClass : public CBaseEntity
> {
> public:
>DECLARE_CLASS( CBaseClass, CBaseEntity );
>DECLARE_SERVERCLASS();
>
> private:
>CNetworkVar( int, m_index );
> };
>
> IMPLEMENT_SERVERCLASS_ST( CBaseClass, DT_BaseClass )
>SendPropInt( SENDINFO( m_index ), 10, SPROP_UNSIGNED ),
> END_SEND_TABLE()
>
> // --- client ---
>
> class C_BaseClass : public C_BaseEntity
> {
> public:
>DECLARE_CLASS( C_BaseClass, C_BaseEntity );
>DECLARE_CLIENTCLASS();
>
>int m_index;  // couldn't get this to work under private:
> };
>
> IMPLEMENT_CLIENTCLASS_DT( C_BaseClass, DT_BaseClass, CBaseClass )
>RecvPropInt( RECVINFO( m_index ) ),
> END_RECV_TABLE()
>
>So far, so good, right? Follows the wiki, Valve's code, etc.
Compiles
> with no errors. Load up the mod, and it works as expected.
>
>Now, here's the fun part. If I derive a class from my base class,
like so:
>
> // --- server ---
>
> class CDerivedClass : public CBaseClass
> {
> public:
>DECLARE_CLASS( CDerivedClass, CBaseClass );
>DECLARE_SERVERCLASS();
>
> private:
>CNetworkVar( int, m_something );
> };
>
> IMPLEMENT_SERVERCLASS_ST( CDerivedClass, DT_DerivedClass )
>SendPropInt( SENDINFO( m_something ), 10, SPROP_UNSIGNED ),
> END_SEND_TABLE()
>
> // --- client ---
>
> class C_DerivedClass : public C_BaseClass
> {
> public:
>DECLARE_CLASS( C_DerivedClass, C_BaseClass );
>DECLARE_CLIENTCLASS();
>
>int m_something;
> };
>
> IMPLEMENT_CLIENTCLASS_DT( C_DerivedClass, DT_DerivedClass, CDerivedClass )
>RecvPropInt( RECVINFO( m_something ) ),
> END_RECV_TABLE()
>
>...the code compiles and runs just fine, but the client side of the
> derived class *never* gets any updates when m_something is set. What blows
> my mind is that I can cut and paste the code into the base class, and it
> will behave exactly as it should. What the heck is going on here? There's
> no indication that I can find in Valve's code or the wiki that I'm doing
> anything wrong, or that more/different code is needed. Someone mentioned
> CNetworkVarForDerived, but that doesn't seem to be the ideal solution,
> since you're still declaring a variable in the base class, and I want
> completely unique variables in some of the derived classes.
>
>Any thoughts/suggestions? I'm at my wits' end here...
>
>
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Re: [hlcoders] CAI_ExpresserHost in Multiplayer

2009-02-09 Thread Christopher Harris
You just need to derive your player class off of CBaseMultiplayerPlayer and
VOILA! (If you are using OB which I assume you are because doing it for EP1
would be a waste of effort)

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Stafford
Sent: Monday, February 09, 2009 6:06 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] CAI_ExpresserHost in Multiplayer

I've been trying to get the Response System working in MP. I've set up
CHL2MP_Player to use CAI_ExpresserHost< CHL2_Player > as a base class, but
whenever I inherit from the CAI_ExpresserHost class (in either CHL2MP_Player
or CHL2_Player) I'm getting crashes all over the place, either in networked
variables or in called to GetSink() in the Expresser code.

Has anyone managed to get this working, or have any ideas why this is a
problem at the moment?

-- 
Matt Stafford (Wraiyth)
http://www.wraiyth.com
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Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Christopher Harris
Vgui_screens are what the name is off entities that will draw VGUI panels in
world space.

Vguiscreens.cpp have info

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Wednesday, February 04, 2009 1:46 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Ingame Movie Playback

Such a vgui element is already defined in vgui_video.cpp, so that'd be 
really easy. Any idea how to render the vgui element in the world space, 
while still respecting the z-buffer?

Actually, there are some code for that in vgui_video.cpp that draws the bink

video as a mesh that covers the screen, but moving that into world space 
exactly where the TV would be, sounds quite tricky.

- Original Message - 
From: "Christopher Harris" 
To: "'Discussion of Half-Life Programming'" 

Sent: Wednesday, February 04, 2009 7:37 PM
Subject: Re: [hlcoders] Ingame Movie Playback


> You can also create a vgui screen which will render vgui into the world
> space, was used sparingly in hl2. The bomb in CSS is using vgui screen for
> the timer on it.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 
> 'Sortie'
> Termansen
> Sent: Wednesday, February 04, 2009 1:08 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Ingame Movie Playback
>
> I did some research about Bink and found that their tools are freely
> available on their website. The SDK isn't publicly available, but every
> function I need is already in the Source SDK.
>
> vgui_video.cpp showed me exactly how the TF2 videos are drawn and it seems
> that it's very easy to get the bink videos ingame, since the video are
> already rendered onto a material, I just need to put that material onto a
> surface via code, and everything should work just fine.
>
> I'm not sure how the sound works though, gonna be a little tricky to get 
> it
> working, but it is indeed possible.
>
> Thanks for your help.
>
> - Original Message - 
> From: "Jorge Rodriguez" 
> To: "Discussion of Half-Life Programming" 
> 
> Sent: Wednesday, February 04, 2009 6:42 PM
> Subject: Re: [hlcoders] Ingame Movie Playback
>
>
>> I've never done ingame video playback, so take this advice at face value.
>>
>> On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen
>> >> wrote:
>>
>>> - AVI files seem to be rather large, according to my experience
>>
>>
>> Compress them? If you're running 1080 movies then no wonder they are
>> large.
>> If you make them 640 or 320 then they will reduce in size significantly.
>> Your source video files will be likely uncompressed or lossless
>> compressed,
>> but the final cut you can export with lossy compression to reduce the
>> filesize to about 1/10th. I can't imagine your video is more than a 
>> couple
>> minutes long, it should get to over a couple dozen megs if you choose the
>> right compression options.
>>
>> - The tutorial doesn't mention how to get sound from an movie file 
>> playing
>>> while ingame
>>
>>
>> If you can't get the video to be an audio source as well, it would be 
>> easy
>> to try having the audio in a separate .wav or .mp3, and having an ingame
>> audio entity play the sound separate from the video, and hope the two
>> don't
>> get out of sync.
>>
>> TF2 uses bink to play videos on a vgui panel and that may be the easiest
>> option for you, but I don't think Valve has ever done this with an ingame
>> vgui panel, only a HUD one, so you may run into problems. Bink files get
>> ridiculously small and are effortless to make, with the only real
>> limitation
>> being the inablitity to change the video's position while it's playing
>> without restarting it.
>>
>> -- 
>> Jorge "Vino" Rodriguez
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>
>
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Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Christopher Harris
You can also create a vgui screen which will render vgui into the world
space, was used sparingly in hl2. The bomb in CSS is using vgui screen for
the timer on it.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Wednesday, February 04, 2009 1:08 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Ingame Movie Playback

I did some research about Bink and found that their tools are freely 
available on their website. The SDK isn't publicly available, but every 
function I need is already in the Source SDK.

vgui_video.cpp showed me exactly how the TF2 videos are drawn and it seems 
that it's very easy to get the bink videos ingame, since the video are 
already rendered onto a material, I just need to put that material onto a 
surface via code, and everything should work just fine.

I'm not sure how the sound works though, gonna be a little tricky to get it 
working, but it is indeed possible.

Thanks for your help.

- Original Message - 
From: "Jorge Rodriguez" 
To: "Discussion of Half-Life Programming" 
Sent: Wednesday, February 04, 2009 6:42 PM
Subject: Re: [hlcoders] Ingame Movie Playback


> I've never done ingame video playback, so take this advice at face value.
>
> On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen 
> > wrote:
>
>> - AVI files seem to be rather large, according to my experience
>
>
> Compress them? If you're running 1080 movies then no wonder they are 
> large.
> If you make them 640 or 320 then they will reduce in size significantly.
> Your source video files will be likely uncompressed or lossless 
> compressed,
> but the final cut you can export with lossy compression to reduce the
> filesize to about 1/10th. I can't imagine your video is more than a couple
> minutes long, it should get to over a couple dozen megs if you choose the
> right compression options.
>
> - The tutorial doesn't mention how to get sound from an movie file playing
>> while ingame
>
>
> If you can't get the video to be an audio source as well, it would be easy
> to try having the audio in a separate .wav or .mp3, and having an ingame
> audio entity play the sound separate from the video, and hope the two 
> don't
> get out of sync.
>
> TF2 uses bink to play videos on a vgui panel and that may be the easiest
> option for you, but I don't think Valve has ever done this with an ingame
> vgui panel, only a HUD one, so you may run into problems. Bink files get
> ridiculously small and are effortless to make, with the only real 
> limitation
> being the inablitity to change the video's position while it's playing
> without restarting it.
>
> -- 
> Jorge "Vino" Rodriguez
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 


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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Christopher Harris
Agrizzle,

This isn't a soapbox to complain your dislike of Valve. Generally this list
is supposed be used to point out bugs to Valve or to get assistance from
others on non-bug issues that you need help solving.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Sunday, February 01, 2009 3:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools not working for Orange Box games after the
last engine update

+1 gtfo tbh

2009/2/1 Rodrigo 'r2d2rigo' Diaz 

> Nick: if you hate so much Valve and their way of doing things, why do you
> keep working with Source? And most important, why do you keep trolling
this
> list? I think I'm not the only one that gets annoyed by your harsh and
> insightful mails.
>
> 2009/2/1 Nick 
>
> > Wait? They answer questions SINCE WHEN? Why didn't someone
> > tell me this earlier..
> >
> > "Just because noone responds directly to a particular issue doesn't
> > necessarily mean issues are ignored ;)
> >
> >
> > -Tony"
> >
> > That is my new quote of the year! I lold so hard.
> >
> > On Sun, Feb 1, 2009 at 6:51 AM, Benjamin Davison
> >  wrote:
> > > Thanks Tony. Keep on posting, you are always gonna get the odd
> complainer
> > > and snarky comment but the vast majority of us are very thankful that
> > Valve
> > > employs dedicated people for the SDK and answering my stupid questions
> ;P
> > >
> > > On Sun, Feb 1, 2009 at 12:43 PM, Tobias Kammersgaard <
> > > tobias.kammersga...@gmail.com> wrote:
> > >
> > >> Is this where I say the *N* word again, and you lot get offended for
> no
> > >> reason? Laugh:|
> > >>
> > >>
> > >> /ScarT
> > >>
> > >>
> > >> 2009/2/1 Walton Hoops 
> > >>
> > >> > Meh, Ignore the whiners! We welcome your responses and shall not
> flame
> > >> you
> > >> > for them well unless theres an opportunity!
> > >> >
> > >> > --
> > >> > From: "Tony Sergi" 
> > >> > Sent: Sunday, February 01, 2009 12:31 AM
> > >> > To: "Discussion of Half-Life Programming" <
> > >> hlcoders@list.valvesoftware.com
> > >> > >
> > >> > Subject: Re: [hlcoders] Tools not working for Orange Box games
after
> > the
> > >> > last engine update
> > >> >
> > >> > > I'm wondering if it's possible due to the types of 'responses'
> that
> > are
> > >> > > posted on hlcoders could be the cause of nothing official being
> > >> mentioned
> > >> > > under normal circumstances. I regret actually responding.
> > >> > >
> > >> > >
> > >> > > -Tony
> > >> > >
> > >> > > -Original Message-
> > >> > > From: hlcoders-boun...@list.valvesoftware.com
> > >> > > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > >> > > aguic...@aol.com
> > >> > > Sent: February-01-09 2:18 AM
> > >> > > To: hlcoders@list.valvesoftware.com
> > >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games
> after
> > >> the
> > >> > > last engine update
> > >> > >
> > >> > > This is the part where Tony explains to us on how to download
> these
> > new
> > >> > > updates to regain access to the tools...
> > >> > >
> > >> > >
> > >> > > -Original Message-
> > >> > > From: Matt Hoffman 
> > >> > > To: Discussion of Half-Life Programming <
> > >> hlcoders@list.valvesoftware.com
> > >> > >
> > >> > > Sent: Sat, 31 Jan 2009 11:12 pm
> > >> > > Subject: Re: [hlcoders] Tools not working for Orange Box games
> after
> > >> the
> > >> > > last engine update
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > >
> > >> > > Another one of those "Fixed but not approved to go out yet"
> things?
> > >> > >
> > >> > > On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi
> > >> > > wrote:
> > >> > >
> > >> > >> Curses, you figured out my secret!
> > >> > >>
> > >> > >>
> > >> > >> Anyway, I believe it's been fixed, but I don't know if it's live
> on
> > >> pub
> > >> > >> steam.
> > >> > >>
> > >> > >> Just because noone responds directly to a particular issue
> doesn't
> > >> > >> necessarily mean issues are ignored ;)
> > >> > >>
> > >> > >>
> > >> > >> -Tony
> > >> > >>
> > >> > >> -Original Message-
> > >> > >> From: hlcoders-boun...@list.valvesoftware.com [mailto:
> > >> > >> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie
> > >> > Scheidweiler
> > >> > >> Sent: February-01-09 1:07 AM
> > >> > >> To: Discussion of Half-Life Programming
> > >> > >> Subject: Re: [hlcoders] Tools not working for Orange Box games
> > after
> > >> the
> > >> > >> last engine update
> > >> > >>
> > >> > >> Maybe it's just his mechanical clock has been ticking too
loudly,
> > and
> > >> he
> > >> > >> created the bug as a ruse to find potential offspring-producers.
> > >> Perhaps
> > >> > >> Botman should give him said mechanical babies, and the bug will
> be
> > >> > >> removed?
> > >> > >>
> > >> > >> ___
> > >> > >> To unsubscribe, edit your list prefere

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-22 Thread Christopher Harris
You could also dynamically generate a path_node set for the path you want
this thing to take then write a BaseAnimating derived train class that does
the same functionality as the Brush Based Entity train does.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Steve
Henderson
Sent: Wednesday, January 21, 2009 3:51 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Moving a non-NPC model as an NPC

Does anyone know the best way to have a non-NPC, idle-sequence only
model (e.g. a chair) follow a path in a map as if it were an NPC?

I have some engine parts that I want to animate as part of a
maintenance application
we are making with Source.  These are just sequences that show custom
models moving
on arbitrary paths.  No physics, no AI, etc.  Just moving.

For some of the larger models, I cannot use model-side animation sequences.
These large models are  > 10K and require a composite model QC file which
I don't think supports combining animations from multiple sub models.

I would I'd like to find some sort of NPC that just takes a model and
moves it around. I have tried several interesting sounding NPC's (generic
actor,
monster generic) but they don't seem to work.  They work fine with
something like the crow.mdl model, but not my custom models.  Even
when I add the missing animation sequences (e.g. ACT_IDLE) that don't
seem to work.

Thanks

Steve

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Re: [hlcoders] Client-side only model entity that can be bone merged?

2009-01-22 Thread Christopher Harris
I think that the two bones that the attachments are offsets of must be the
same name for both models for the bonemerge to be possible. 

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie
Sent: Thursday, January 22, 2009 9:53 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Client-side only model entity that can be bone
merged?

We have a load out model that exists only on the client side and the weapon
model for this follows a player model... just elaborate on what it does, and
the code we use for that weapon setup is.

m_pLoadoutWeaponModel->FollowEntity(m_pLoadoutModel, true,
m_pLoadoutModel->LookupAttachment( "M1_Root" ));

It works perfectly for our stationary model, though it does play animations
and the weapon follows fine, the second parameter being the bone merge, and
third come to think of it I don't think M1_Root exists in any of our models
so that passes as an invalid attachment.  Hope that helps.

On Thu, Jan 22, 2009 at 1:20 AM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> Isn't the weapon world models something like this?
>
> /ScarT (hello Lasershock)
>
>
> 2009/1/22 Jed 
>
> > To my great dismay and embarrassment I can't seem to get this working...
> :(
> >
> > I want to make a client-side only model entity derived from
> > C_BaseAnimating to attach/detach to models. It's purely the server
> > side of the code doesn't need to know about it at all. I want to use
> > the bonemerge method to attach it to the model and then, when needed,
> > "drop it" as a normal vphysics entity on the client much like debris.
> >
> > Looking through the code, I thought c_gib might be a good place to
> > start but it seems overly simple. BaseCombatWeapon has the relevant
> > bonemerge methods but its both a client and server type entity.
> >
> > So my question is - whats a good template to use for a entity to
> > fulfill the following requirements:
> >
> > * Client side only as it's purely for visual.
> > * Uses FollowEntity and bonemerge to attach to an animating model.
> > * Can be detatched/dropped when needed.
> >
> > - J
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Precache limit

2009-01-05 Thread Christopher Harris
It's a Networked String Table limit that is reached when precache limit is
reached. The big problem is there is no checking done to make all inputted
objects into the table to make sure they are all conforming to the same
conventions such as all lowercase with only one character for the path
separator. Because of this if you have some cases of using / in one place
and \ in another place or you don't always have lowercase names you can
cause duplicate entries to be created. Furthermore there are some odd
situations I found where even enforcing this that sometimes it would still
add duplicates to the table. The only thing that worked in this case was to
check IsModelPrecached() and if so return; engine->PrecacheModel() would
still seem to in some cases place it in the table even when it was already
in.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Monday, January 05, 2009 4:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Precache limit

I'm sure you could scan the engine.dll file and find some sort of offset
like "GetPrecacheLimit()".

2009/1/5 Nick 

> I think valve only releases the goldsrc code if you pay them. Valve's
> history isn't very open source friendly.
>
> About the limit, the only time I've ever hit the limit was due to
> programmer error. If you hit the limit only using entities, I think
> you are mapping wrong.
>
> On Mon, Jan 5, 2009 at 9:49 AM, Andrew Lucas 
> wrote:
> >
> > Aw, bummer.
> >
> > Well, looks like I'll have to use some special techniques to get this
> working.
> >
> > I'd like to ask though, is Valve planning to ever release the source
code
> to
> > GoldSrc?
> >
> > I know this has been asked a lot of times, but I have never seen a clear
> answer.
> >
> > Thanks.
> > Andrew.
> > _
> > News, entertainment and everything you care about at Live.com. Get it
> now!
> > http://www.live.com/getstarted.aspx
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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>


-- 
Thanks,
- Saul.
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Re: [hlcoders] NPC's One npc for goal

2008-12-29 Thread Christopher Harris
The easiest way is to have the NPC tell the alarm he is attempting to press
the alarm and store that in a safe pointer. CHandle. Then
anytime someone wants to use the alarm they first must check if there is no
other npc trying to use the alarm by checking if the chandle is not NULL. If
it is NULL they will set the chandle to themselves and attempt to use the
alarm. When the npc dies and did not complete the goal of the use of alarm
the chandle should return to NULL once the npc is cleaned out of the
gEntList.

Chris

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: Saturday, December 27, 2008 11:13 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] NPC's One npc for goal

Hey, got more npcs problems.

I have an alarm that all npcs can use and the schedule to do that is 
defined in a base class for all my npcs. The problem comes from the fact 
that they all try to activate it at the same time.

What i cant work out is a way to only allow one npc to activate it (pref 
closes npc) with out having to put them all in a command group.

Any ideas?

Mark

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Re: [hlcoders] IK for player (red box)

2008-12-05 Thread Christopher Harris
A player probably does not respond to lookat because a player will be using the 
code in the clientside that tells it to run through players nearby and pick one 
to look at if it is close enough.

I know npcs will use the lookat command in a scene file so it may be a good 
place to see how they handle that. I believe with lookat it is just passing a 
entity name and so looking up that entity and telling the player code to be 
overridden and forcibly pointed at the look target may work.

I am not sure about IK but I think it is modeling issue. IK on players works 
fine in hl2dm with all the models already built with ik.

Chris

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of red box
Sent: Friday, December 05, 2008 3:32 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] IK for player (red box)

Yeah, you are right.

And I would like to know for a that man which was engaged in the question 
of "look at".
did you succeeded to do that a player looked on "noted" objects?

> From: "Christopher Harris" <[EMAIL PROTECTED]>
> Subject: Re: [hlcoders] IK for player

> 
> He wants to know how to implement IK on a player. Where the feet will be
> flush with the ground and animate.
> 
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Ait.
> Sent: Thursday, December 04, 2008 8:13 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] IK for player
> 
> ?
> 
> On Thu, Dec 4, 2008 at 2:33 AM, red box <[EMAIL PROTECTED]> wrote:
> 
> > it's for 3rd person.
> > prompt me where to look as it to do.
> > thank you.

-- реклама ---
Домен БЕСПЛАТНО!
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Re: [hlcoders] Player solidity

2008-12-05 Thread Christopher Harris
Instead of changing the players collision group I would suggest trying to
change is collision rules in ShouldCollide when he needs to change. VPhysics
will collide with only things the game dlls say it should also so disabling
physics collisions is redundant. I do temporary enabled collisions in our
mod when that player is carrying an objective so they cannot just run
through teammates and back again to steal objectives cheaply. It could work
on a larger scale too.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rob Harwood
Sent: Friday, December 05, 2008 3:28 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player solidity

Hi Guys,

I would like to make a player temporarily non-solid to everything except map
architecture and tried the following;

pPlayer->SetSolid(SOLID_NONE);
pPlayer->SetCollisionGroup(COLLISION_GROUP_NONE);

if(pPlayer->VPhysicsGetObject())
   pPlayer->VPhysicsGetObject()->EnableCollisions(false);


The player no longer activates triggers but does still collide with doors
etc. Am I missing something here?

thanks

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Re: [hlcoders] IK for player

2008-12-04 Thread Christopher Harris
He wants to know how to implement IK on a player. Where the feet will be
flush with the ground and animate.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam Ait.
Sent: Thursday, December 04, 2008 8:13 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] IK for player

?

On Thu, Dec 4, 2008 at 2:33 AM, red box <[EMAIL PROTECTED]> wrote:

> it's for 3rd person.
> prompt me where to look as it to do.
> thank you.
>
> -- реклама ---
> Домен БЕСПЛАТНО!
> С хостинг-планом на http://www.hostpro.ua
>
>
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Re: [hlcoders] Grenadesound problem fix?

2008-11-19 Thread Christopher Harris
It is not unlogical, it is in fact the way it MUST be done. You create the
grenade entity, with EF_NODRAW, and no collisions and have it follow the
player. When it is time to throw it out you teleport it to the players hand
attachment at the moment of release, disable EF_NODRAW, enable collisions,
and then apply some velocity to it to create desired toss behavior. That is
all there is to it.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: Wednesday, November 19, 2008 10:24 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Grenadesound problem fix?

Hey list,

about a month ago I started on a fix for this and it was to create the 
entity of grenades early and then spawn the sound immediatly so the 
sound would follow the entity and not the player.

been unable to do this, because I couldn't find a way to make the 
invisble entity appear again and stop following the player. Tried many 
things and it's just to complicated and unlogical to do for just a sound 
problem.

The sound is started when the (custom) EVENT_PULLPIN is activated, tick 
tick, throw away far, tick tick tick like it's still next to you. So 
that's problem nr.1 because the sound starts on the player it never 
follows the grenade.

Second problem is that only 1 of the same sound can be running at a time 
on the player entity, this is probably true for nade entities to but 
since there's more then one then they won't interfere with each other. 
But since the sound is started on the player and you throw a second 
grenade then the first sound is restarted and never finishes the first time.

So since the early entity thing isn't gonna work what else can I do?
Took a quick look at fastzombie code but couldn't find anything about 
the enveloppesounds that it uses on the Valve Developer Community.. on 
top of that I'm sure that would even help since fastzombie sounds follow 
it, and my sound follows the player. I don't even see a difference in 
that since both can move and in both cases the sound follows the entity, 
so what's the reason for the enveloppe?

Also was thinking of somehow passing EmitSound to the grenade entity 
when spawned but not sure if that's even possible, and wheter I must use 
pointers, references, something completely else or if it can't even work 
at all due to the way EmitSound works(which is really confusing btw.. 
there's like SIX functions all called EmitSound in CBaseEntity... o_0 )

Any help would be appreciated, if I don't get a answer I guess I'll have 
to leave it but I will have to come back on it eventually anyhow, better 
if I can fix it early then to have testers and the others devs nagging 
about the problem all the time :P

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Re: [hlcoders] Weapon lag in OB not working properly?

2008-11-19 Thread Christopher Harris
You have to change the Color Correction Enable logic in the rendering code.
There is basically a bool that is populated with a few different logic cases
in one line that determines if it will do color correction or not. By
default it won't enable the color correction unless there is actual color
correction being used in the map or by the code currently.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Briscoe
Sent: Tuesday, November 18, 2008 3:06 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Weapon lag in OB not working properly?

Hi guys,
 
I've been working with a coder on a small mod using the Orange Box sdk and
we have run into a small problem regarding the weapons lag. By this I mean
the movement of weapon model when turning/moving etc in 1st person. Right
now the weapon is 'stiff' in that there is no secondary motion/sway/lag when
turning. A good example of this 'lag/sway' is shown about 15 secs into this
video: http://www.youtube.com/watch?v=mT-tV7zOEPU&feature=related
 
For some reason it seems broken in the OB sdk by default and we're not sure
how to fix it (or even if it's fixable).
 
Also I've noticed that the colorcorrectionui function also seems to be
broken, as in you can change the settings and see the ui, but it has no
affect in-game, if anyone has managed to fix this also some advice would be
great! thanks!
 
Rob


  

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Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Christopher Harris
It is more expensive to do a lookup every time and string comparing all
those names. That is why I suggested finding out the id of your group and
then making a constant or just a variable where needed of your group's
steamid so that you don't have to worry about all that. Some people are
group whores and may have a ton of groups. I use the function
IsFriendInSource(src,friendid) to determine if the local client is in the
group.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
Sent: Thursday, October 23, 2008 8:33 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam Community Group members

Yeah I was able to tell if I was a member of a group pretty easily by just
comparing the server name to the "clan" name, but my hitch was knowing
whether or not it was possible for any client to look up the info for any
other client.

I think it will be pretty easy to send all that info to the server and then
parse it how I need.  Thanks Chris, that's pretty much what I needed to
know.

On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:

> Hi
>
> You must first iterate all your groups and print out the name and
> CSteamID.id then you will create a CSteamID variable for your group using
> the id as well as a 0 instance, a Clan Type, and a public universe. Then
> you
> iterate to see on each local client if they are in that specific group id
> then send it to the server, and then you can do what you need with that
> information. (The server does not have capability to check the group
> memberships that is why each local client must check if they are in the
> group and tell the server. It is also because a local client only knows
> about the membership of people he knows, ie friends)
>
> Chris
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
> Sent: Thursday, October 23, 2008 7:08 PM
> To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Steam Community Group members
>
> I found a thread a while back on this, but I think all the code did was
> grab
> their friend ID and convert it to a steamID.  The current SDK comes with
> that right out of the package though, so that isn't quite what I need.
>
> I was able to successfully list what groups *I* belong to, but according
to
> the .h definitions, I believe those only list what groups the local player
> belongs to.  I did notice, however, that the groups also post as CSteamID,
> so I was hoping that checking whether a user and the SteamID for a group
> were "friends" would be a possibility.
>
> On Thu, Oct 23, 2008 at 5:35 PM, Jed <[EMAIL PROTECTED]> wrote:
>
> > Didn't we have a discussion about this a few months ago? I think I
> > started the thread. Someone posted a link to some example code that
> > did it.
> >
> > - Jed
> >
> > 2008/10/23 frikazoyd <[EMAIL PROTECTED]>:
> > > Hi,
> > > I noticed in the isteamfriends.h API there is some code to grab Steam
> > > Community Group info for the local player.
> > >
> > > Is there a way to check whether anybody on the server is a member of a
> > > particular community group?  I don't see any promising function names
> in
> > the
> > > CSteamID class.
> > >
> > > Thanks,
> > > frikazoyd
> > > ___
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> > please visit:
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> > >
> > >
> >
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Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Christopher Harris
Hi

You must first iterate all your groups and print out the name and
CSteamID.id then you will create a CSteamID variable for your group using
the id as well as a 0 instance, a Clan Type, and a public universe. Then you
iterate to see on each local client if they are in that specific group id
then send it to the server, and then you can do what you need with that
information. (The server does not have capability to check the group
memberships that is why each local client must check if they are in the
group and tell the server. It is also because a local client only knows
about the membership of people he knows, ie friends)

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd
Sent: Thursday, October 23, 2008 7:08 PM
To: [EMAIL PROTECTED]; Discussion of Half-Life Programming
Subject: Re: [hlcoders] Steam Community Group members

I found a thread a while back on this, but I think all the code did was grab
their friend ID and convert it to a steamID.  The current SDK comes with
that right out of the package though, so that isn't quite what I need.

I was able to successfully list what groups *I* belong to, but according to
the .h definitions, I believe those only list what groups the local player
belongs to.  I did notice, however, that the groups also post as CSteamID,
so I was hoping that checking whether a user and the SteamID for a group
were "friends" would be a possibility.

On Thu, Oct 23, 2008 at 5:35 PM, Jed <[EMAIL PROTECTED]> wrote:

> Didn't we have a discussion about this a few months ago? I think I
> started the thread. Someone posted a link to some example code that
> did it.
>
> - Jed
>
> 2008/10/23 frikazoyd <[EMAIL PROTECTED]>:
> > Hi,
> > I noticed in the isteamfriends.h API there is some code to grab Steam
> > Community Group info for the local player.
> >
> > Is there a way to check whether anybody on the server is a member of a
> > particular community group?  I don't see any promising function names in
> the
> > CSteamID class.
> >
> > Thanks,
> > frikazoyd
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Material Proxy not finding a known existing variable, $selfillum

2008-10-18 Thread Christopher Harris
Well I figured it out finally. I had printed out all the shader params of
the material I was using and saw that indeed there was no selfillum. I
realized you must set and unset the selfillum flag to control that option.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Saturday, October 18, 2008 8:10 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Material Proxy not finding a known existing variable,
$selfillum

Hey,

 

I am trying to write a proxy that enables and disables $selfillum based on
the game's state. The problem is that the Material Proxy is unable to find
the variable "$selfillum". I can define it 0 in the vmt or 1 and no matter
what it will always say that var does not exist. According to IMaterial.h
the SelfIllum is part of a group of vars that have this comment:

 

// NOTE: Only add flags here that either should be read from

// .vmts or can be set directly from client code. Other,
internal

// flags should to into the flag enum in IMaterialInternal.h

 

So I assume that the var is able to be used this way, but I am not sure why
my proxy keeps saying the var was not found.

 

Chris

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[hlcoders] Material Proxy not finding a known existing variable, $selfillum

2008-10-18 Thread Christopher Harris
Hey,

 

I am trying to write a proxy that enables and disables $selfillum based on
the game's state. The problem is that the Material Proxy is unable to find
the variable "$selfillum". I can define it 0 in the vmt or 1 and no matter
what it will always say that var does not exist. According to IMaterial.h
the SelfIllum is part of a group of vars that have this comment:

 

// NOTE: Only add flags here that either should be read from

// .vmts or can be set directly from client code. Other,
internal

// flags should to into the flag enum in IMaterialInternal.h

 

So I assume that the var is able to be used this way, but I am not sure why
my proxy keeps saying the var was not found.

 

Chris

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Re: [hlcoders] Scrolling Textures

2008-10-13 Thread Christopher Harris
I don't think a basetexture2transform exists maybe It is saying the Proxy
was unable to initialize meaning it probably could not find that variable in
the shader. Valve has done a foam/wave texture in the past using an overlay
on their oceans that is animated. So it may work that you can just have the
overlay scrolling and then in the map apply the overlay over the water
texture.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman
Sent: Monday, October 13, 2008 8:12 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Scrolling Textures

No luck there, just shows the basetexture. (Using Chris's code)

Error: Material "test/scrollingwatertest" : proxy "TextureScroll" unable to
initialize!
Warning: using WorldTwoTextureBlend on a non-displacement surface.
Support for this will go away soon.
   - Material   : test/scrollingwatertest
   - Surface center : -234 -938 16
Warning: WorldTwoTextureBlend found on a non-displacement surface (material:
test/scrollingwatertest). This wastes perf for no benefit.


On Mon, Oct 13, 2008 at 5:05 PM, Christopher Harris
<[EMAIL PROTECTED]>wrote:

> The basetexturetransform is probably a matrix that is used to move/rotate
> the basetexture when rendering it in the vertex/pixel shader. So since you
> want it to scroll you pass It as the var so that it will change ever time
> the proxy is called resulting in a moving textures.
>
> Chris
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman
> Sent: Monday, October 13, 2008 7:52 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Scrolling Textures
>
> I'm not sure what $basetexture2transform is used for. I thought
> "textureScrollVar" defined which variable to read for which material.
>
> On Sun, Oct 12, 2008 at 11:11 PM, Maarten De Meyer
> <[EMAIL PROTECTED]>wrote:
>
> > What I would *expect* logically is
> >
> > "LightmappedGeneric"
> > {
> >$basetexture "test/basewatertexture01"
> >$basetexture2 "base/basewavetexture01"
> >$surfaceprop "metal"
> >
> >"Proxies"
> >{
> >"TextureScroll"
> >{
> >"textureScrollVar" "$basetexture2transform"
> >"textureScrollAngle" "90"
> >"textureScrollRate" "10"
> >}
> >}
> > }
> >
> > Can't verify it now though, I'm at work. If you don't have it up and
> > running when I'm at home I'll take a look.
> >
> > -- Maarten
> >
> >
> >
> > > Well yeah I know about the model with the animation, but I don't want
> to
> > > have to have two copies of the waves (and render 2x the triangles)
with
> > > the
> > > top layer being foam.
> > >
> > > How would you overlay an animated material ontop of a $basetexture?
> > >
> > > On Sun, Oct 12, 2008 at 7:08 PM, Josh Hollander <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > >> The puddle should be easy enough to do, but I'm not so sure about the
> > >> water... Model with animation could be best, if you're up to it.
> > >>
> > >> On Sun, Oct 12, 2008 at 9:12 PM, Matt Hoffman
> > >> <[EMAIL PROTECTED]>wrote:
> > >>
> > >> > Well what I'm trying to do is re-create Wetwork from COD4. (First
> > >> level
> > >> > really, with the cargoship, etc)
> > >> >
> > >> > I'm trying to re-create the water, which appears to be a moving
> plane
> > >> > (animated vertexes) with a base water texture, then an animated
> > >> 'wave/foam'
> > >> > texture on top.
> > >> >
> > >> > I'm also trying to re-create the puddles on the deck plating. This
I
> > >> think
> > >> > could be done with a base texture, and then an animated (water
> droplet
> > >> > animation) refract texture, which is overlayed onto the deckplating
> > >> > material.
> > >> >
> > >> > On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander <[EMAIL PROTECTED]
> >
> > >> > wrote:
> > >> >
> > >> > > I believe so... I'm not quite sure as to what you are trying to
> > >> achieve,
> > >> > > but
> > >> > > if it's just a single

Re: [hlcoders] Using vectors to offset.

2008-10-13 Thread Christopher Harris
To do any offset of a vector to a new location you take the direction you
wish to go. Forward, -forward(back), right, -right(left), up, -up(down) and
you multiply it times the distance to offset and then add it to the vector,
so the negative directions are really just subtractions.

So examples:

GetAbsOrigin() + (forward * 200.0f) - Gives you the entity origin offset
forward 200 units.
vecShotSrc - (up * 32.0f) - Gives you the source of the shot offset down by
32 units.

GetAbsOrigin() + (forward * 10.0f) - (right * 25.2f) - This one offsets the
vector forward 10 units and 25.2 units to the left.

There are also more complex ways to do offsets using trigonometric functions
(sine, cosine, tangent) which give you the benefit of generating forward and
right vectors based on the angle you wish to move in. It is basically
solving a right triangle where the right vector is opposite the angle and
the forward vector is adjacent to the angle and the directional vector is
the hypotenuse.

Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonas 'Sortie'
Termansen
Sent: Monday, October 13, 2008 7:48 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Using vectors to offset.

If you want to lower a vector, simply decrease the .z value?

- Original Message - 
From: "Luke Smith" <[EMAIL PROTECTED]>
To: 
Sent: Tuesday, October 14, 2008 1:23 AM
Subject: [hlcoders] Using vectors to offset.


> Can someone explain to me how to use vectors to offset things like
> attachments.
> The code I'm looking at looks like this;
>
>
> Vector forward, right;
>
> CBasePlayer *pPlayer = ToBasePlayer( this );
>
> pPlayer->EyeVectors( &forward, &right, NULL );
>
> *pVecTracerStart = vecShotSrc + Vector ( 0 , 0 , -4 ) + right * -5 + 
> forward
> * 45;
>
>
>
> So adjusting the number on the bottom like "45"  has an effect and offsets
> the attachment forwards. But what if I want to move it down for instance?
> Ive tried putting Vector forward, right, down; and so on but it has no
> effect. Anyone?
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Re: [hlcoders] Scrolling Textures

2008-10-13 Thread Christopher Harris
The basetexturetransform is probably a matrix that is used to move/rotate
the basetexture when rendering it in the vertex/pixel shader. So since you
want it to scroll you pass It as the var so that it will change ever time
the proxy is called resulting in a moving textures.

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Hoffman
Sent: Monday, October 13, 2008 7:52 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Scrolling Textures

I'm not sure what $basetexture2transform is used for. I thought
"textureScrollVar" defined which variable to read for which material.

On Sun, Oct 12, 2008 at 11:11 PM, Maarten De Meyer
<[EMAIL PROTECTED]>wrote:

> What I would *expect* logically is
>
> "LightmappedGeneric"
> {
>$basetexture "test/basewatertexture01"
>$basetexture2 "base/basewavetexture01"
>$surfaceprop "metal"
>
>"Proxies"
>{
>"TextureScroll"
>{
>"textureScrollVar" "$basetexture2transform"
>"textureScrollAngle" "90"
>"textureScrollRate" "10"
>}
>}
> }
>
> Can't verify it now though, I'm at work. If you don't have it up and
> running when I'm at home I'll take a look.
>
> -- Maarten
>
>
>
> > Well yeah I know about the model with the animation, but I don't want to
> > have to have two copies of the waves (and render 2x the triangles) with
> > the
> > top layer being foam.
> >
> > How would you overlay an animated material ontop of a $basetexture?
> >
> > On Sun, Oct 12, 2008 at 7:08 PM, Josh Hollander <[EMAIL PROTECTED]>
> > wrote:
> >
> >> The puddle should be easy enough to do, but I'm not so sure about the
> >> water... Model with animation could be best, if you're up to it.
> >>
> >> On Sun, Oct 12, 2008 at 9:12 PM, Matt Hoffman
> >> <[EMAIL PROTECTED]>wrote:
> >>
> >> > Well what I'm trying to do is re-create Wetwork from COD4. (First
> >> level
> >> > really, with the cargoship, etc)
> >> >
> >> > I'm trying to re-create the water, which appears to be a moving plane
> >> > (animated vertexes) with a base water texture, then an animated
> >> 'wave/foam'
> >> > texture on top.
> >> >
> >> > I'm also trying to re-create the puddles on the deck plating. This I
> >> think
> >> > could be done with a base texture, and then an animated (water
droplet
> >> > animation) refract texture, which is overlayed onto the deckplating
> >> > material.
> >> >
> >> > On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander <[EMAIL PROTECTED]>
> >> > wrote:
> >> >
> >> > > I believe so... I'm not quite sure as to what you are trying to
> >> achieve,
> >> > > but
> >> > > if it's just a single texture I got mine working with Maarten's
> >> help.
> >> > >
> >> > > On Sun, Oct 12, 2008 at 8:53 PM, Matt Hoffman
> >> > > <[EMAIL PROTECTED]>wrote:
> >> > >
> >> > > > All I know is the code I posted doesn't do anything. :P
> >> > > >
> >> > > > Would I remove $basetexture2 (at the start of the vmt) and
replace
> >> it
> >> > > with
> >> > > > $basetexturetransform?
> >> > > >
> >> > > > On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander
> >> <[EMAIL PROTECTED]>
> >> > > > wrote:
> >> > > >
> >> > > > > I believe you have to change the line
> >> > > > >
> >> > > > > "textureScrollVar" "$basetexture2"
> >> > > > >
> >> > > > > to
> >> > > > >
> >> > > > > "textureScrollVar" "$baseTextureTransform"
> >> > > > >
> >> > > > > Although I'm not sure if you're going for a different effect
> >> from
> >> > > > > scrolling.
> >> > > > >
> >> > > > > Josh
> >> > > > >
> >> > > > > On Sun, Oct 12, 2008 at 2:46 PM, Matt Hoffman
> >> > > > > <[EMAIL PROTECTED]>wrote:
> >> > > > >
> >> > > > > > Whoops that won't work, that's animated texture.
> >> > > > > > I meant to say:
> >> > > > > >
> >> > > > > > "LightmappedGeneric"
> >> > > > > > {
> >> > > > > >$basetexture "test/basewatertexture01"
> >> > > > > >$basetexture "base/basewavetexture01"
> >> > > > > >$surfaceprop "metal"
> >> > > > > >
> >> > > > > >"Proxies"
> >> > > > > >{
> >> > > > > >"TextureScroll"
> >> > > > > >{
> >> > > > > >"textureScrollVar" "$basetexture2"
> >> > > > > >"textureScrollAngle" "90"
> >> > > > > >"textureScrollRate" "10"
> >> > > > > >}
> >> > > > > >}
> >> > > > > >
> >> > > > > >
> >> > > > > > }
> >> > > > > >
> >> > > > > > On Sun, Oct 12, 2008 at 11:25 AM, Matt Hoffman
> >> > > > > > <[EMAIL PROTECTED]>wrote:
> >> > > > > >
> >> > > > > > > What would my code look like, something like this? (Typed
> >> off
> >> > > memory,
> >> > > > > so
> >> > > > > > > the commands may be iffy)
> >> > > > > > >
> >> > > > > > > "LightmappedGeneric"
> >> > > > > > > {
> >> > > > > > > $basetexture "base/basetexture1"
> >> > > > > > > $basetexture "base/basetexture1overlay"
> >> > > > > > > $surfaceprop "metal"
> >> > > > > > > $surfaceprop2 "water" //Does source support
> >> SurfaceProp2?
> >> > > > > > >
> >> > > > > > > "Proxies"

Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Christopher Harris
I've seen out of hammer tools that let you create different shapes with
displacements that you can load in as a vmf.

They should exist somewhere on the VDC

Chris

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Lech
Sent: Sunday, October 12, 2008 2:45 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Archways as a displacement?

That video was extremely helpful in explaining the subdivide function
a little more clearly and some of it's uses, but it didn't seem to
answer my question entirely. The displacement which makes up the
tunnel arches in Hydro appears to be using a displacement power of 3
and are bent ever so slightly to form a perfectly flat rise toward the
center.

I guess what I'm asking exactly is: how is it possible to neatly bend
a displacement along a vertex without it wrinkling? I think I've tried
everything fwithout much luck and was wondering if there is a way to
manually edit the vertices in the top/front/side views instead of
simply painting them in just the 3D viewport.


On Sat, Oct 11, 2008 at 11:49 PM, bl4nk <[EMAIL PROTECTED]> wrote:
> http://www.louisfortier.ca/upload/displacement_tut.7z
> There's a good video tutorial on displacements. It's a 20.8mb download,
> so it should go by relatively fast.
>
> I got the link from this thread on the NS2 forums:
> http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102859
>
> They're currently having some web problems so I had to pull it off
> of the WayBack machine, but that thread should be there still when they
> resolve their issues with their website.
>
>
> Matt Hoffman wrote:
>> All a displacement face has to be is four sided, so a default arch should
>> work. Then just select the outer faces, create a displacement, hit
>> Sub-Division if you wish and check that?
>>
>> --You could try smoothing groups too.
>>
>> On Sat, Oct 11, 2008 at 9:00 PM, Lech <[EMAIL PROTECTED]> wrote:
>>
>>
>>> Recently upon inspecting TF2 hydro in an attempt to find a way to
>>> create a nicer archway, I noticed that some of the tunnel entrances
>>> had a nicely smoothed archway that capped the entrance. At first they
>>> look like complex BSP arrangements or props, but upon closer
>>> inspection with mat_wireframe 1 it appears that they're sculpted
>>> entirely out of displacements. Now I'm a bit curious as to how it's
>>> possible to create a similar displacement since all attempts I've made
>>> at replicating it have been pretty ugly and very challenging. Is there
>>> an easier way to do this?
>>>
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>>>
>>>
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>>
>>
>
>
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