RE: [hlcoders] Get a Player's SteamID?

2008-02-17 Thread Hyperjag 3

All you need to do is get a pointer to the player and call the 
GetNetworkIDString() function.  It returns the full SteamID of the client.

Jory

> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Get a Player's SteamID?
> Date: Sun, 17 Feb 2008 14:46:23 -0500
>
> This is a multipart message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is there a way preferably on the server side to get a client's SteamID?
>
>
>
> Thanks
>
> Chris
>
> --
>
>
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RE: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes

2008-01-29 Thread Hyperjag 3

We do mount a lot of other games' gcfs in our mod as you do in GMod, so it 
sounds like that's what is causing it.  Thanks for your help, hopefully we can 
get it fixed up!

Jory

> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Host_Error: Overflow error writing string table 
> baseline Scenes
> Date: Tue, 29 Jan 2008 23:04:58 +
>
> You should be ok. I don't ship any edited engine binaries with GMod,
> so I'm really in the same boat as normal modders.
>
> Are you adding new string tables or something (Maybe adding a lot to
> the downloadables table)? Hard to imagine how you're overflowing
> unless you're doing some out of the ordinary stuff..
>
> garry
>
> On Jan 29, 2008 7:32 PM, Ryan Sheffer  wrote:
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Thanks for the advice, looks like we have some work to do. :)
>> I would say the question now is, will we end up running into any problems
>> not having engine access?
>>
>> Thanks again
>>
>> Ryan
>>
>>
>> On Jan 29, 2008 6:23 AM, Garry Newman  wrote:
>>
>>> The problem is there's too much info in the string tables. You can see
>>> the contents of the string tables using dumstringtables - but I've
>>> found that to be unreliable, so here's a couple of commands I made:
>>>
>>> http://pastebin.ca/878546
>>>
>>> Basically you want to keep the total string table size quite a bit
>>> under 96000 bytes.
>>>
>>> There's a bunch of ways I've tried to do this:
>>>
>>> Sounds aren't precached anymore, so they don't get added to the string
>>> table until they're actually used.
>>>
>>> Same with particles.
>>>
>>> Same with scenes.
>>>
>>> The models seem to take an entry even if they don't exist now. And it
>>> doesn't correct backslashes in the model name etc (so models/error.mdl
>>> and models\error.mdl are stored as seperate entries, doubling the
>>> space it uses). So I hacked a function to try to correct this in
>>> CBaseEntity:PrecacheModel().
>>>
>>> That's all I can remember. I don't think most of these things would be
>>> an issue unless you were like GMod and mounting a bunch of other
>>> content (like sounds from cs, dod, tf2, ep2, portal etc).. but
>>> something must be going wrong for you to be overflowing.
>>>
>>> Hope that helps
>>>
>>> garry
>>>
>>> On Jan 29, 2008 6:59 AM, Ryan Sheffer  wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hey

 I hope everyone is having fun with the new sdk, it's been ok to us so
>>> far
 but there is a massive issue we are experiencing with the new engine.
>>> This
 problem existed before, but now it's out of control.

 The dreaded!
 BING*
 Host_Error: Overflow error writing string table baseline Scenes

 I was attempting to make the various Breencast and Kleiner monitor
>>> scenes
 work again, as I had fixed it in the previous codebase. When I tried to
>>> do
 my fix again in the new engine, I receive that error upon every server
 join. The exact code I changed was in sceneentity.cpp, in the
 DispatchStartSpeak function. I made the

 CPASAttenuationFilter filter( actor );

 into

 CBroadcastRecipientFilter filter( actor );

 I realize that's not the most efficient way to do it, but we want users
>>> to
 be able to play the Half-Life series' maps in our mod and scenes are
>>> pretty
 important. I thought that this might just be too many scenes to send
>>> across
 the wire in some cases though, so I made a more specific fix by checking
>>> for
 microphones in the world and basing the attenuation checks off of them.
 However, having the CPASAttenuationFilter call AddAllPlayers (skipping
>>> the
 engine call to Message_DetermineMulticastRecipients), I receive the same
 error. It seems like it's not only caused by sounds in scenes, but
>>> sounds
 in general. I've run out of ideas as I can't really tell what's going
>>> on
 here, it's all locked away in the engine. I would hate to have to leave
>>> the
 monitor scenes broken in my mod, it just wouldn't be the same in those
>>> maps
 anymore. And unfortunately, we get this error outside of those maps from
 time to time as well.

 I recently noticed that Garry Newman had corrected an issue like this,
>>> and I
 hope it is possible for us to correct this without engine access.

 Thanks for any help :)
 --
 Ryan
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
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>>>
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>>>
>>
>>
>> --
>> ~skidz
>>
>> --
>>
>> ___
>>

[hlcoders] Animated Decals on Models

2008-01-11 Thread Hyperjag 3

Hello,

I have been trying to add a custom impact effect that replaces the blood decals 
when players are shot while they have a shield.  I got it to apply the animated 
decal to the model fine, however there seems to be no way to only have the 
decal play its animation once and then die.  I have tried writing a new 
material proxy based on the AnimatedTexture proxy, but ran into a lot of 
problems.  First of all, there seems to be no way to remove a single decal on a 
model after a certain amount of time, from the proxy or otherwise.  This led me 
to try adding a timer and various other ways of detecting whether the animation 
has played once, but it appears that a single proxy class is used for all 
materials set to use that proxy.  That means that any class member variables to 
keep track of whether the animation has completed apply to all of the decals 
created in the future as well, preventing them from showing at all.  The ideal 
solution would be a way to remove the decal from the model after it's finished 
with its animation, but even a way to hide it until it gets removed by the 
model decal limit would be sufficient.  I've run out of ideas except for using 
a quad effect instead, but that doesn't look nearly as good.

Thanks for any help,
Jory
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RE: [hlcoders] Maximize view key needed for hammer.

2007-11-12 Thread Hyperjag 3

You can already center on an object in the 3d view by selecting it and pressing 
Ctrl+Shift+E.

> From: [EMAIL PROTECTED]
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Maximize view key needed for hammer.
> Date: Mon, 12 Nov 2007 13:35:30 -0800
>
> --
> [ Picked text/plain from multipart/alternative ]
> Shift + Z maximizes my viewport in the old Hammer.. Did they accidently
> remove this in the new one?
>
> And yea, making Hammer open source could be nice as it could really use some
> new features (such as the ability to center on an object in the 3d view).
>
> - Original Message -
> From: "Joel R."
> To:
> Sent: Monday, November 12, 2007 1:19 PM
> Subject: Re: [hlcoders] Maximize view key needed for hammer.
>
>
>> It be neat if they made Hammer open source, that way a bunch of us
>> awesome and bored programmers can improve and add features, and share
>> with the community. Doesn't seem they have anyone working on Valve
>> Hammer anymore, and its got a plethora of bugs.
>>
>> On Nov 12, 2007 2:59 PM, Ryan ---  wrote:
>>> Ctrl+A returns the view ports to their original sizes but there is an
>>> absense of a maximize key.
>>>
>>> Any chance of this being added?
>>>
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>>>
>>
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RE: [hlcoders] Broken custom sound scripts?

2007-08-28 Thread Hyperjag 3

Hi Mike,

1. Both the dedicated and listen server had sv_pure set to 0.

2. Value was already 0, but I enabled and disabled it and reloaded the map
to see if anything else would happen, but it still could not find the sound
script entires.

3. I set sv_pure to 1 and edited the pure_server_whitelist.txt file to allow
all content from disk (including scripts\...), but the sounds still would
not load on the listen server.  The script entries that replaced (overwrote)
other entries still worked on the dedicated server with sv_pure set to 1,
but new entries didn't seem to.

Thanks for looking into this,

- Jory



From: "Mike Durand" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: 
Subject: RE: [hlcoders] Broken custom sound scripts?
Date: Tue, 28 Aug 2007 20:21:01 -0700

We're pretty sure that these files are restricted due to the new sv_pure
convar introduced around the time this issue was reported. We have all
been too busy on shipping The Orange Box to look into this. Sorry about
that.

Please try this experiment:

1. Check the value of 'sv_pure' on the dedicated and listen servers; I'm
guessing the value will be '0' on the server that is working
2. If 'sv_pure' is '1' on the listen server then set it to '0' and try
reloading the level
3. If custom sounds now work, set it back to '1' and make sure that the
'pure_server_whitelist.txt' file has the location of your sound files
with the 'allow_from_disk' attribute associated with that path. Refer to
http://developer.valvesoftware.com/wiki/Pure_Servers for more info on
that file.

Please let me know if this problem is fixed by modifying the whitelist
file.

-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
Sent: Tuesday, August 28, 2007 7:55 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Broken custom sound scripts?

I did more testing on this myself after the last series of emails, and
the
only thing I found was that the custom soundscripts still seem to work
on
dedicated servers, just not listen servers.  I don't know if this is
something about my mod or not though, but I figured it might be able to
help
pinpoint the problem.


>From: Jeremy <[EMAIL PROTECTED]>
>Reply-To: hlcoders@list.valvesoftware.com
>To: hlcoders@list.valvesoftware.com
>Subject: Re: [hlcoders] Broken custom sound scripts?
>Date: Tue, 28 Aug 2007 18:21:41 -0700
>
>--
>[ Picked text/plain from multipart/alternative ]
>Any followup to this? It looks like we're going to have to release our
mod
>with the sounds for all maps pre-cached all the time for now by
referencing
>them all in the manifest. It's not ideal, especially once the influx of
3rd
>party maps start coming in. It's not very workable to expect users to
edit
>their manifest files to add references to new 3rd party maps they
download,
>or even overwrite their manifest file. Would be great if this issue
were
>addressed asap.
>
>Jeremy
>
>On 7/30/07, Mike Durand <[EMAIL PROTECTED]> wrote:
> >
> > We think it may have something to do with the sv_pure changes to the
> > engine that we've made in the last month. We are investigating more
-
> > thanks for bringing this to our attention.
> >
> > -Mike
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> > Sent: Sunday, July 29, 2007 5:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Broken custom sound scripts?
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Valve, can you please comment on this being broken?
> >
> > On 7/28/07, Jeremy <[EMAIL PROTECTED]> wrote:
> > >
> > > Right. Including them in the manifest is a bad solution. You can't
> > expect
> > > all 3rd party maps to keep building up on the global sound cache,
or
> > require
> > > the user to add include lines to their manifest. Sounds like they
are
> > > broken. That sucks. According to some forum history for our mod
they
> > worked
> > > at some point.
> > >
> > > Jeremy
> > >
> > > On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > > >
> > > > No, the whole point of the custom level soundscripts is that you
> > don't
> > > > have
> > > > to include them in the manifest, they only load for a specific
map,
> > and
> > > > are
> > > > removed/reverted when the map changes.  The normal soundscripts
> > still
> > > > work
> > > > fine.
> > > >
> > > >
>

Re: [hlcoders] Broken custom sound scripts?

2007-08-28 Thread Hyperjag 3

I did more testing on this myself after the last series of emails, and the
only thing I found was that the custom soundscripts still seem to work on
dedicated servers, just not listen servers.  I don't know if this is
something about my mod or not though, but I figured it might be able to help
pinpoint the problem.



From: Jeremy <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Broken custom sound scripts?
Date: Tue, 28 Aug 2007 18:21:41 -0700

--
[ Picked text/plain from multipart/alternative ]
Any followup to this? It looks like we're going to have to release our mod
with the sounds for all maps pre-cached all the time for now by referencing
them all in the manifest. It's not ideal, especially once the influx of 3rd
party maps start coming in. It's not very workable to expect users to edit
their manifest files to add references to new 3rd party maps they download,
or even overwrite their manifest file. Would be great if this issue were
addressed asap.

Jeremy

On 7/30/07, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> We think it may have something to do with the sv_pure changes to the
> engine that we've made in the last month. We are investigating more -
> thanks for bringing this to our attention.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Sent: Sunday, July 29, 2007 5:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Broken custom sound scripts?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Valve, can you please comment on this being broken?
>
> On 7/28/07, Jeremy <[EMAIL PROTECTED]> wrote:
> >
> > Right. Including them in the manifest is a bad solution. You can't
> expect
> > all 3rd party maps to keep building up on the global sound cache, or
> require
> > the user to add include lines to their manifest. Sounds like they are
> > broken. That sucks. According to some forum history for our mod they
> worked
> > at some point.
> >
> > Jeremy
> >
> > On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> > >
> > > No, the whole point of the custom level soundscripts is that you
> don't
> > > have
> > > to include them in the manifest, they only load for a specific map,
> and
> > > are
> > > removed/reverted when the map changes.  The normal soundscripts
> still
> > > work
> > > fine.
> > >
> > >
> > > >From: "Matt Stafford" <[EMAIL PROTECTED]>
> > > >Reply-To: hlcoders@list.valvesoftware.com
> > > >To: hlcoders@list.valvesoftware.com
> > > >Subject: Re: [hlcoders] Broken custom sound scripts?
> > > >Date: Sat, 28 Jul 2007 18:02:09 +1000
> > > >
> > > >--
> > > >[ Picked text/plain from multipart/alternative ]
> > > >I don't think we've had a problem with them. You are including them
> in
> > > the
> > > >sound manifest files, right?
> > > >
> > > >On 7/28/07, Hyperjag 3 < [EMAIL PROTECTED]> wrote:
> > > > >
> > > > > I can confirm this.  I had used some custom soundscripts in a
> map a
> > > >while
> > > > > ago, and they worked fine, but when I tried the map again a week
> or
> > > so
> > > > > ago,
> > > > > the sounds weren't loaded.  I however did see a devmessage the
> first
> > > >time
> > > > > a
> > > > > sound from a custom script was called, but it was just a generic
> "
> > > > > sound.name
> > > > > entry not found" message.
> > > > >
> > > > >
> > > > > >From: Jeremy <[EMAIL PROTECTED]>
> > > > > >Reply-To: hlcoders@list.valvesoftware.com
> > > > > >To: hlcoders@list.valvesoftware.com
> > > > > >Subject: [hlcoders] Broken custom sound scripts?
> > > > > >Date: Fri, 27 Jul 2007 22:05:49 -0700
> > > > > >
> > > > > >--
> > > > > >[ Picked text/plain from multipart/alternative ]
> > > > > >Can anyone else confirm if the custom sound scripts are broken
> for
> > > them
> > > > > or
> > > > > >if it is just us.
> > > > > >
> > > > > >Sounds definitions in maps/mapname_level_sounds.txt should
> work,
> > > but is
> > > > > not
&g

Re: [hlcoders] Broken custom sound scripts?

2007-07-28 Thread Hyperjag 3

No, the whole point of the custom level soundscripts is that you don't have
to include them in the manifest, they only load for a specific map, and are
removed/reverted when the map changes.  The normal soundscripts still work
fine.



From: "Matt Stafford" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Broken custom sound scripts?
Date: Sat, 28 Jul 2007 18:02:09 +1000

--
[ Picked text/plain from multipart/alternative ]
I don't think we've had a problem with them. You are including them in the
sound manifest files, right?

On 7/28/07, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
>
> I can confirm this.  I had used some custom soundscripts in a map a
while
> ago, and they worked fine, but when I tried the map again a week or so
> ago,
> the sounds weren't loaded.  I however did see a devmessage the first
time
> a
> sound from a custom script was called, but it was just a generic "
> sound.name
> entry not found" message.
>
>
> >From: Jeremy <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: [hlcoders] Broken custom sound scripts?
> >Date: Fri, 27 Jul 2007 22:05:49 -0700
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Can anyone else confirm if the custom sound scripts are broken for them
> or
> >if it is just us.
> >
> >Sounds definitions in maps/mapname_level_sounds.txt should work, but is
> not
> >in our mod. Apparently it did at one time for us.
> >
> >I can confirm the file is being found in LevelInitPreEntity, and being
> >passed to soundemitterbase->AddSoundOverrides( scriptfile ); The
> >ShouldPreload check after that fails on every iteration of the loop(if
> that
> >matters), and we don't hear the sounds we're defining.
> >
> >We're precaching them, and there are no devmessages about the sound
when
> >EmitSound is called, so in theory it looks like its loaded in some
form.
> >It's not on the soundlist (console command)
> >
> >Thanks
> >Jeremy
> >--
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> >please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
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>
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>


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RE: [hlcoders] Broken custom sound scripts?

2007-07-27 Thread Hyperjag 3

I can confirm this.  I had used some custom soundscripts in a map a while
ago, and they worked fine, but when I tried the map again a week or so ago,
the sounds weren't loaded.  I however did see a devmessage the first time a
sound from a custom script was called, but it was just a generic "sound.name
entry not found" message.



From: Jeremy <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Broken custom sound scripts?
Date: Fri, 27 Jul 2007 22:05:49 -0700

--
[ Picked text/plain from multipart/alternative ]
Can anyone else confirm if the custom sound scripts are broken for them or
if it is just us.

Sounds definitions in maps/mapname_level_sounds.txt should work, but is not
in our mod. Apparently it did at one time for us.

I can confirm the file is being found in LevelInitPreEntity, and being
passed to soundemitterbase->AddSoundOverrides( scriptfile ); The
ShouldPreload check after that fails on every iteration of the loop(if that
matters), and we don't hear the sounds we're defining.

We're precaching them, and there are no devmessages about the sound when
EmitSound is called, so in theory it looks like its loaded in some form.
It's not on the soundlist (console command)

Thanks
Jeremy
--

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RE: [hlcoders] Crashing on Debug

2007-07-04 Thread Hyperjag 3

I think there has always been a problem launching a mod to debug directly
through hl2.exe since mods started being based on the source sdk base
instead of hl2/hl2dm.  I found a way around it on the wiki, and that is to
use steam.exe to -applaunch 215 with the -game as your mod, then manually
attach the visual studio debugger to hl2.exe once it starts.  Working
directory is still set to source sdk base.  In the debugging properties, I
have command set to "e:\program files\valve\steam\steam.exe", and arguments
set to "-applaunch 215 -dev -insecure -game "e:\program
files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2 %3 %4
%5 %6 %7 %8 %9"



From: "Ben Everett" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: 
Subject: [hlcoders] Crashing on Debug
Date: Wed, 4 Jul 2007 19:07:46 -0500

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Steam.exe is crashing whenever I attempt to debug our modification, it's
before hl2.exe even launches.



I'm launching source sdk base\hl2.exe with the working directory set to
source sdk base. Command line arguments are: -dev -windowed -sw -game
"c:\games\steam\steamapps\SourceMods\Forsaken" -insecure



This is under VS2005, Vista x64. Any suggestions guys?

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RE: [hlcoders] disappearing turret_floor

2007-04-23 Thread Hyperjag 3
--
[ Picked text/plain from multipart/alternative ]

I just have them commented out in my mod, I'm pretty sure the only
purpose of it is so that when you get stuck inside an npc doing a
script, you don't see their model from the inside out.> From: [EMAIL 
PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] 
disappearing turret_floor> Date: Mon, 23 Apr 2007 21:06:47 +0100> > Ah superb, 
that's exactly where it was happening.> I've just commented out where it sets 
the NODRAWs and it seems to work> fine for now.> Is this safe, or does the 
NODRAW flag have wider implications than> simply not drawing an object? I 
suppose it would probably be safer to> simply make sure the turret has no 
NODRAW flags set in a think function> in the turret class itself.> Cheers,> > 
Rich> > Hyperjag 3 wrote:> > --> > [ Picked text/plain from 
multipart/alternative ]> >> > I had a similar problem with actor npcs in my 
multiplayer mod (not the turret though, so this may not work), and it was 
caused by the C_BaseHLPlayer::PerformClientSideObstacleAvoidance function.  
With the latency in multiplayer, this function doesn't seem to work right, and 
only applies the nodraw to npcs, while almost never removes it.  Try taking a 
look at where it sets nodraw in there and see if it could be the problem.> 
From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: 
[hlcoders] disappearing turret_floor> Date: Sun, 22 Apr 2007 23:15:07 +0100> > 
That's what I was looking for, but I've yet to find any EF_NODRAW flags> being 
set or similar.> > Rich> > Dest Romano wrote:> > Try checking if any nodraw 
flags are set on the turret.> >> > Original Message Follows> > From: 
Richard <[EMAIL PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: 
hlcoders@list.valvesoftware.com> > Subject: [hlcoders] disappearing 
turret_floor> > Date: Sun, 22 Apr 2007 19:35:05 +0100> >> > Hi,> >> > I've been 
working on getting the turret_floor working in multiplayer,> > and on the whole 
it is working well.> >> > One final issue I keep on encountering is the 
turret's model> > disappearing in game. You can still see the turret is there 
as it's> > 'eye' is still glowing, and it will still shoot at you, but other 
than> > that, it's invisible.> >> > It seems to happen quite randomly, but is 
possibly related to it being> > moved around a lot, i.e. it only seems to 
happen when being picked up,> > dropped etc.> >> > Does anyone have any idea 
where I should to look to see why this is> > happening? Looking at 
npc_turret_floor I can't see anything that would> > stop the model from 
drawing, am I being blind? Is there anything I> > should look out for that 
would cause an entity not to be drawn, any> > behaviour that would hide it that 
I don't know about?> > Thanks,> >> > Rich> >> > 
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RE: [hlcoders] disappearing turret_floor

2007-04-22 Thread Hyperjag 3
--
[ Picked text/plain from multipart/alternative ]

I had a similar problem with actor npcs in my multiplayer mod (not the turret 
though, so this may not work), and it was caused by the 
C_BaseHLPlayer::PerformClientSideObstacleAvoidance function.  With the latency 
in multiplayer, this function doesn't seem to work right, and only applies the 
nodraw to npcs, while almost never removes it.  Try taking a look at where it 
sets nodraw in there and see if it could be the problem.> From: [EMAIL 
PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] 
disappearing turret_floor> Date: Sun, 22 Apr 2007 23:15:07 +0100> > That's what 
I was looking for, but I've yet to find any EF_NODRAW flags> being set or 
similar.> > Rich> > Dest Romano wrote:> > Try checking if any nodraw flags are 
set on the turret.> >> > Original Message Follows> > From: Richard 
<[EMAIL PROTECTED]>> > Reply-To: hlcoders@list.valvesoftware.com> > To: 
hlcoders@list.valvesoftware.com> > Subject: [hlcoders] disappearing 
turret_floor> > Date: Sun, 22 Apr 2007 19:35:05 +0100> >> > Hi,> >> > I've been 
working on getting the turret_floor working in multiplayer,> > and on the whole 
it is working well.> >> > One final issue I keep on encountering is the 
turret's model> > disappearing in game. You can still see the turret is there 
as it's> > 'eye' is still glowing, and it will still shoot at you, but other 
than> > that, it's invisible.> >> > It seems to happen quite randomly, but is 
possibly related to it being> > moved around a lot, i.e. it only seems to 
happen when being picked up,> > dropped etc.> >> > Does anyone have any idea 
where I should to look to see why this is> > happening? Looking at 
npc_turret_floor I can't see anything that would> > stop the model from 
drawing, am I being blind? Is there anything I> > should look out for that 
would cause an entity not to be drawn, any> > behaviour that would hide it that 
I don't know about?> > Thanks,> >> > Rich> >> > 
___> > To unsubscribe, edit your 
list preferences, or view the list archives,> > please visit:> > 
http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> > 
_> > Mortgage 
refinance is Hot. *Terms. Get a 5.375%* fix rate. Check savings> > 
https://www2.nextag.com/goto.jsp?product=10035&url=%2fst.jsp&tm=y&search=mortgage_text_links_88_h2bbb&disc=y&vers=925&s=4056&p=5117>
 >> >> >> > ___> > 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] Movetype Problem

2006-12-11 Thread Hyperjag 3

Hello,

My mod has recently started encountering a problem with movetypes.  It seems
that the movetypes of some entities (so far I have observed it happening to
env_beam, trigger_once, trigger_hurt, func_door, and func_door_rotating) are
getting forcibly changed to random numbers and triggering a warning and an
assert in physics_main_shared.cpp.  These seem to occur every server think
and really take a toll on the server's performance.  One example of what the
warning prints is: PhysicsSimulate: trigger_hurt bad movetype 170.  I have
seen almost any number up to 254 as the movetype, and sometimes I am able to
watch the console and see the number change every few thinks, growing until
it reaches 254 and then starting over again from 0.  The assert seems to
only start happening once a player (or possibly other entities, I have not
tested) touch the beam/trigger/door.  I have tried to debug this problem
myself, but I just can't figure out what is changing the movetype.  I have
put breakpoints in CBaseEntity::SetMoveType, but they never trigger as the
movetype on the entity changes and causes the asserts.  Any help that anyone
can give is appreciated.

Jory - "Hyperjag3"

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Re: [hlcoders] Sending entities to the client that only a bot can see

2006-11-28 Thread Hyperjag 3

You guys should take a look at how the camera/monitor code does it, as that
adds another viewpoint to be rendered that is potentially far from the
client.  I haven't looked myself, so I can't offer any more than that
suggestion right now.



From: "Joel R." <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sending entities to the client that only a bot can
see
Date: Tue, 28 Nov 2006 13:48:01 -0600

--
[ Picked text/plain from multipart/alternative ]
I too have been looking for something similar.  I have entities that I
render on the client that aren't in the client's view according to the
server so the entity model flickers in and out when it drags just out of my
view and back in.  I need to set it to be shown even if its not in the PVS.

On 11/28/06, TheLazy1 <[EMAIL PROTECTED]> wrote:
>
> What I'm trying to do is add split screen play to half-life deathmatch,
> currently I have the client rendering from the view of a bot which in
> the future will be controlled by additional players through player 1.
> The problem is that once player one leaves the area of the player two
> bot, the entities in the bot's view disappear.
>
> // Ignore if not the host and not touching a PVS/PAS leaf
> // If pSet is NULL, then the test will always succeed and the entity
> will be added to the update
> if ( ent != host )
> {
> if ( !ENGINE_CHECK_VISIBILITY( (const struct edict_s *)ent, pSet
)
> )
> {
> return 0;
> }
> }
>
> Commenting that code "fixes" the problem but also causes the client to
> render every entity in the level causing a noticable drop in
performance.
> Are there any ways around this?
>
>
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RE: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

2006-09-17 Thread Hyperjag 3

This error happens because Valve never made crossbow reload animations for
the playermodels, but told it to use ACT_HL2MP_GESTURE_RELOAD_CROSSBOW in
the acttable anyway.  In my mod, I just changed the acttable so that it uses
ACT_HL2MP_GESTURE_RELOAD_AR2 like most of the other weapons do.  It has
nothing to do with episodic content as far as I know.



From: [EMAIL PROTECTED]
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
Date: Sun, 17 Sep 2006 13:23:56 -0500

I thought this came up before, but maybe not.  Anyone know how to get rid
of these?

CBaseAnimatingOverlay::AddGesture:  model models/humans/Group03/Male_01.mdl
missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
CBaseAnimatingOverlay::AddGesture:  model
models/humans/Group03/female_03.mdl missing activity
ACT_HL2MP_GESTURE_RELOAD_CROSSBOW

Is this an Episodic vs non-Episodic model issue maybe?




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[hlcoders] RE: Strange Bullet Impact Sound Problem

2006-08-22 Thread Hyperjag 3

I did more work on fixing this problem myself, and I found out that it was
caused by a very minor change Valve made to the PlayImpactSound function in
fx_impact.cpp.  The actual call to emitsound had been changed to
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName,
pdata->soundhandles.bulletImpact, &vecOrigin );  Apparently the list of
soundhandles always has every member as 0 on the client, which was causing
no bullet impact sounds to be played to clients.  I was able to fix it by
reverting this line to the way it was before the update:
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName, &vecOrigin );
 I'll also add this issue and fix to the SDK Known Issues List on the
developer wiki.

On 8/21/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:


Hello,

I have encountered a very strange problem since the last major SDK update.
It is actually two similar issues, and happens both in my mod and a blank
mod with no changes at all.  The first issue only happens when you're
hosting a listen server in a map with level-specific soundscripts:  when
you
shoot at a weapon on the ground (any model with the "weapon" surfaceprop),
it plays an ichthyosaur sound instead of the normal one.  Using
sv_soundemitter_trace, I got this: (cl) EmitSound:  'weapon.bulletimpact'
emitted as 'npc/ichthyosaur/water_growl1.wav' (ent 0).  However, I was able
to determine that the actual script entry it was playing was
WateryDeath.Warn, and by changing that script, I could change the sound
emitted from shooting at weapons.  This isn't a very good solution though.
The second issue only happens when you're a client playing on a listen
server or dedicated server: in a blank mod, in all maps, ALL bullet impact
sounds sound like cardboard or possibly no actual impact sound at all, I
haven't been able to trace the wav it is emitting since I don't think there
is anything similar to sv_soundemitter_trace on the client.  In my mod, the
second issue plays an ichthyosaur sound instead of the cardboard sound,
however that seems to be some problem with our soundscripts since it does
not happen in a blank mod.  Since this is occurring in a blank mod too
(including a plain folder in SourceMods), I don't see how it can be totally
related to my mod.  The only places any ichthyosaur sound are emitted is in
npc_ichthyosaur.cpp, and there are definately no ichthyosaurs in any of the
maps I tested in.  All of this leads me to believe these sounds are somehow
getting changed in one of the closed dlls, however if anyone has ideas or
has encountered the problem themselves, I'd be interested to hear from you.

Thanks.




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[hlcoders] Strange Bullet Impact Sound Problem

2006-08-21 Thread Hyperjag 3

Hello,

I have encountered a very strange problem since the last major SDK update.
It is actually two similar issues, and happens both in my mod and a blank
mod with no changes at all.  The first issue only happens when you're
hosting a listen server in a map with level-specific soundscripts:  when you
shoot at a weapon on the ground (any model with the "weapon" surfaceprop),
it plays an ichthyosaur sound instead of the normal one.  Using
sv_soundemitter_trace, I got this: (cl) EmitSound:  'weapon.bulletimpact'
emitted as 'npc/ichthyosaur/water_growl1.wav' (ent 0).  However, I was able
to determine that the actual script entry it was playing was
WateryDeath.Warn, and by changing that script, I could change the sound
emitted from shooting at weapons.  This isn't a very good solution though.
The second issue only happens when you're a client playing on a listen
server or dedicated server: in a blank mod, in all maps, ALL bullet impact
sounds sound like cardboard or possibly no actual impact sound at all, I
haven't been able to trace the wav it is emitting since I don't think there
is anything similar to sv_soundemitter_trace on the client.  In my mod, the
second issue plays an ichthyosaur sound instead of the cardboard sound,
however that seems to be some problem with our soundscripts since it does
not happen in a blank mod.  Since this is occurring in a blank mod too
(including a plain folder in SourceMods), I don't see how it can be totally
related to my mod.  The only places any ichthyosaur sound are emitted is in
npc_ichthyosaur.cpp, and there are definately no ichthyosaurs in any of the
maps I tested in.  All of this leads me to believe these sounds are somehow
getting changed in one of the closed dlls, however if anyone has ideas or
has encountered the problem themselves, I'd be interested to hear from you.

Thanks.



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[hlcoders] Re: modelinfo == NULL crashes

2006-07-27 Thread Hyperjag 3

Thanks, I'll try that out.


On 7/26/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]
From a random forum thread.

Fixed. Adding (to c_baseanimating.h):

inline int C_BaseAnimating::GetSequence()
{
if (m_nSequence == -1 || m_nSequence == 1023)
m_nSequence = 0;
//Assert( false );

return m_nSequence;
}

On 7/26/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I had these crashes also when players didn't had any valid models.
> I can't really read memory dumps at the moment but I suggest you look in
> the
> tracestack and look from which entity this comes and find out if it
always
> has a good model. Maybe the model-files are corrupt.. Maybe add a little
> extra check so when it fails, it uses error.mdl.
>
> On 7/26/06, Hyperjag 3 <[EMAIL PROTECTED]> wrote:
> >
> > Hello, I program for a mod that was just released as a public beta,
and
> > I've
> > been getting a few memory dumps with crashes in:
> >
> > model_t *CBaseEntity::GetModel( void )
> > {
> > return (model_t *)modelinfo->GetModel( GetModelIndex() );
> > }
> >
> > and I've gotten one with a crash in:
> >
> > const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> > {
> > return modelinfo->FindModel( this->cache );
> > }
> >
> > In both cases modelinfo is a NULL pointer.  The memory dumps don't
> really
> > tell me anything that I can use, so I was wondering if anyone here or
> > possibly someone at Valve could help me out with this.  Here's a link
to
> > the
> > memory dumps I've gotten, I don't know if anyone can use them or not:
> > http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar
> >
> > Thanks for any help.
> >
> >
> >
> > ___
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> > please visit:
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> >
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[hlcoders] modelinfo == NULL crashes

2006-07-25 Thread Hyperjag 3

Hello, I program for a mod that was just released as a public beta, and I've
been getting a few memory dumps with crashes in:

model_t *CBaseEntity::GetModel( void )
{
return (model_t *)modelinfo->GetModel( GetModelIndex() );
}

and I've gotten one with a crash in:

const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
{
return modelinfo->FindModel( this->cache );
}

In both cases modelinfo is a NULL pointer.  The memory dumps don't really
tell me anything that I can use, so I was wondering if anyone here or
possibly someone at Valve could help me out with this.  Here's a link to the
memory dumps I've gotten, I don't know if anyone can use them or not:
http://www.obsidianconflict.com/hyperjag3/memory_dumps.rar

Thanks for any help.



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