RE: [hlcoders] Get a Player's SteamID?
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 > > -- > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _ Shed those extra pounds with MSN and The Biggest Loser! http://biggestloser.msn.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Host_Error: Overflow error writing string table baseline Scenes
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, >>> 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 >>> >>> >> >> >> -- >> ~skidz >> >> -- >> >> ___ >>
[hlcoders] Animated Decals on Models
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 _ Watch “Cause Effect,” a show about real people making a real difference. http://im.live.com/Messenger/IM/MTV/?source=text_watchcause ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Maximize view key needed for hammer.
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? >>> >>> ___ >>> 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 >> > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _ Windows Live Hotmail and Microsoft Office Outlook – together at last. Get it now. http://office.microsoft.com/en-us/outlook/HA102225181033.aspx?pid=CL100626971033 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Broken custom sound scripts?
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?
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?
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 > > > > _ > http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Local listings, incredible imagery, and driving directions - all in one place! http://maps.live.com/?wip=69&FORM=MGAC01 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Broken custom sound scripts?
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 _ http://im.live.com/messenger/im/home/?source=hmtextlinkjuly07 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crashing on Debug
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ http://liveearth.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] disappearing turret_floor
-- [ 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> >> > ___> > 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> >> > > ___> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders>> > _> > 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> >> >> > > > ___> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _ Discover the new Windows Vista http://search.msn.com/results.aspx?q=windows+vista&mkt=en-US&form=QBRE -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] disappearing turret_floor
-- [ 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> >> > > ___> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _ 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
[hlcoders] Movetype Problem
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" _ Visit MSN Holiday Challenge for your chance to win up to $50,000 in Holiday cash from MSN today! http://www.msnholidaychallenge.com/index.aspx?ocid=tagline&locale=en-us ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sending entities to the client that only a bot can see
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? > > > ___ > 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 _ Get free, personalized commercial-free online radio with MSN Radio powered by Pandora http://radio.msn.com/?icid=T002MSN03A07001 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] missing activity ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: Strange Bullet Impact Sound Problem
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Strange Bullet Impact Sound Problem
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: modelinfo == NULL crashes
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. > > > > > > > > ___ > > 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 > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] modelinfo == NULL crashes
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders