Re: [hlcoders] Incorrect Game.dll

2006-07-18 Thread Jose Luis Gonzalez
One moment, another time fails

i use your dltest and i see this:

"Segmentation Fault".

What happens?

 Mensaje original 
> De: [EMAIL PROTECTED]
> Enviado: domingo, 16 de julio de 2006 13:31
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Incorrect Game.dll
>
> Try this...
>
> // gcc misc-files/dltest.c -o dltest -ldl
> // LD_LIBRARY_PATH=~/source/bin ./dltest ~/source/aoa/bin/server_i486.so 
> CreateInterface
> #include 
> #include 
>
> int main(int argc, char* argv[]) {
> void* handle = dlopen(argv[1], RTLD_LAZY);
> printf("handle %x %s\n", handle, dlerror());
> if (!handle) {
> printf("no handle - skipping sym\n");
> return 1;
> }
>
> void* sym = dlsym(handle, argv[2]);
> if (!sym) {
> printf("no sym - skipping sym\n");
> return 1;
> }
>
> printf("sym %x %s\n", sym, dlerror());
>
> return 0;
> }
>
>
> At 2006/07/16 01:31 PM, Jose Luis Gonzalez wrote:
> >Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some 
> >linux servers.
> >
> >
> >
> > Mensaje original 
> >
> >> De: "Scott Loyd" <[EMAIL PROTECTED]>
> >
> >> Enviado: sábado, 15 de julio de 2006 10:20
> >
> >> Para: hlcoders@list.valvesoftware.com
> >
> >> Asunto: Re: [hlcoders] Incorrect Game.dll
> >
> >>
> >
> >> --
> >
> >> [ Picked text/plain from multipart/alternative ]
> >
> >> find  const char *GetGameDescription()  in *_client.cpp.
> >
> >>
> >
> >> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
> >
> >> >
> >
> >> > Hi, i recently compiled my Mod in linux and works well in local.
> >
> >> >
> >
> >> > But, when i upload to a linux dedicated server, i have some problems. The
> >
> >> > major problem is in the start, that shows:
> >
> >> >
> >
> >> > Game.dll loaded for "Half-life 2 Deathmatch"
> >
> >> >
> >
> >> > instead of:
> >
> >> >
> >
> >> > Game.dll loaded for "MyMod"
> >
> >> >
> >
> >> > What's the problem?. Is related to GCLIB or GCC versions of the linux
> >
> >> > compilation?.
> >
> >> >
> >
> >> > Thanks.
> >
> >> >
> >
> >> >  Mensaje original 
> >
> >> > > De: Marcel <[EMAIL PROTECTED]>
> >
> >> > > Enviado: viernes, 14 de julio de 2006 18:47
> >
> >> > > Para: hlds_linux@list.valvesoftware.com
> >
> >> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from
> >
> >> > filtered steam content servers
> >
> >> > >
> >
> >> > > Hi,
> >
> >> > >
> >
> >> > > I also had the same problem with my windows steam client on my pc (but
> >
> >> > > not only with csarena servers). It just didn't update the client (the
> >
> >> > > Jul 5 update).
> >
> >> > > I just tried it several times and did a tcpdump on my router. I saw 
> >> > > some
> >
> >> > > packets to the csarena steam servers, but also some other steam servers
> >
> >> > > which I don't remember any more. Sadly I haven't checked if they were
> >
> >> > > filtered servers.
> >
> >> > >
> >
> >> > > - Marcel
> >
> >> > >
> >
> >> > > Alfred Reynolds schrieb:
> >
> >> > > > We will look into this, thanks for the info.
> >
> >> > > >
> >
> >> > > > Timo Hilbertz wrote:
> >
> >> > > >> hi alfred,
> >
> >> > > >>
> >
> >> > > >> this is my first time posting in this list, i'm not sure if this is
> >
> >> > > >> the
> >
> >> > > >> right place for my question, but i did not find any other adequate
> >
> >> > > >> list.
> >
> >> > > >> since two days our cs/css/dods servers try to update from steam
> >
> &g

Re: [hlcoders] Incorrect Game.dll

2006-07-18 Thread Jose Luis Gonzalez
Solved. The problem was i used this:

LD_LIBRARY_EXPORT=.

when i made the .so file.

Sorry for waste your time, thanks.

 Mensaje original 
> De: [EMAIL PROTECTED]
> Enviado: domingo, 16 de julio de 2006 13:31
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Incorrect Game.dll
>
> Try this...
>
> // gcc misc-files/dltest.c -o dltest -ldl
> // LD_LIBRARY_PATH=~/source/bin ./dltest ~/source/aoa/bin/server_i486.so 
> CreateInterface
> #include 
> #include 
>
> int main(int argc, char* argv[]) {
> void* handle = dlopen(argv[1], RTLD_LAZY);
> printf("handle %x %s\n", handle, dlerror());
> if (!handle) {
> printf("no handle - skipping sym\n");
> return 1;
> }
>
> void* sym = dlsym(handle, argv[2]);
> if (!sym) {
> printf("no sym - skipping sym\n");
> return 1;
>     }
>
> printf("sym %x %s\n", sym, dlerror());
>
> return 0;
> }
>
>
> At 2006/07/16 01:31 PM, Jose Luis Gonzalez wrote:
> >Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some 
> >linux servers.
> >
> >
> >
> > Mensaje original 
> >
> >> De: "Scott Loyd" <[EMAIL PROTECTED]>
> >
> >> Enviado: sábado, 15 de julio de 2006 10:20
> >
> >> Para: hlcoders@list.valvesoftware.com
> >
> >> Asunto: Re: [hlcoders] Incorrect Game.dll
> >
> >>
> >
> >> --
> >
> >> [ Picked text/plain from multipart/alternative ]
> >
> >> find  const char *GetGameDescription()  in *_client.cpp.
> >
> >>
> >
> >> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
> >
> >> >
> >
> >> > Hi, i recently compiled my Mod in linux and works well in local.
> >
> >> >
> >
> >> > But, when i upload to a linux dedicated server, i have some problems. The
> >
> >> > major problem is in the start, that shows:
> >
> >> >
> >
> >> > Game.dll loaded for "Half-life 2 Deathmatch"
> >
> >> >
> >
> >> > instead of:
> >
> >> >
> >
> >> > Game.dll loaded for "MyMod"
> >
> >> >
> >
> >> > What's the problem?. Is related to GCLIB or GCC versions of the linux
> >
> >> > compilation?.
> >
> >> >
> >
> >> > Thanks.
> >
> >> >
> >
> >> >  Mensaje original 
> >
> >> > > De: Marcel <[EMAIL PROTECTED]>
> >
> >> > > Enviado: viernes, 14 de julio de 2006 18:47
> >
> >> > > Para: hlds_linux@list.valvesoftware.com
> >
> >> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from
> >
> >> > filtered steam content servers
> >
> >> > >
> >
> >> > > Hi,
> >
> >> > >
> >
> >> > > I also had the same problem with my windows steam client on my pc (but
> >
> >> > > not only with csarena servers). It just didn't update the client (the
> >
> >> > > Jul 5 update).
> >
> >> > > I just tried it several times and did a tcpdump on my router. I saw 
> >> > > some
> >
> >> > > packets to the csarena steam servers, but also some other steam servers
> >
> >> > > which I don't remember any more. Sadly I haven't checked if they were
> >
> >> > > filtered servers.
> >
> >> > >
> >
> >> > > - Marcel
> >
> >> > >
> >
> >> > > Alfred Reynolds schrieb:
> >
> >> > > > We will look into this, thanks for the info.
> >
> >> > > >
> >
> >> > > > Timo Hilbertz wrote:
> >
> >> > > >> hi alfred,
> >
> >> > > >>
> >
> >> > > >> this is my first time posting in this list, i'm not sure if this is
> >
> >> > > >> the
> >
> >> > > >> right place for my question, but i did not find any other adequate
> >
> >> > > >> list.
> >
> >> > > >> since two days our cs/css/dods servers try to update from steam
> >
> >> >

Re: [hlcoders] Incorrect Game.dll

2006-07-16 Thread Jose Luis Gonzalez
Is correct, get's "MyMod", but still show "Half life 2 Deathmatch" in some 
linux servers.

 Mensaje original 
> De: "Scott Loyd" <[EMAIL PROTECTED]>
> Enviado: sábado, 15 de julio de 2006 10:20
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Incorrect Game.dll
>
> --
> [ Picked text/plain from multipart/alternative ]
> find  const char *GetGameDescription()  in *_client.cpp.
>
> On 7/15/06, Jose Luis Gonzalez <[EMAIL PROTECTED]> wrote:
> >
> > Hi, i recently compiled my Mod in linux and works well in local.
> >
> > But, when i upload to a linux dedicated server, i have some problems. The
> > major problem is in the start, that shows:
> >
> > Game.dll loaded for "Half-life 2 Deathmatch"
> >
> > instead of:
> >
> > Game.dll loaded for "MyMod"
> >
> > What's the problem?. Is related to GCLIB or GCC versions of the linux
> > compilation?.
> >
> > Thanks.
> >
> >  Mensaje original 
> > > De: Marcel <[EMAIL PROTECTED]>
> > > Enviado: viernes, 14 de julio de 2006 18:47
> > > Para: hlds_linux@list.valvesoftware.com
> > > Asunto: Re: [hlds_linux] alfred: steam client trying to update from
> > filtered steam content servers
> > >
> > > Hi,
> > >
> > > I also had the same problem with my windows steam client on my pc (but
> > > not only with csarena servers). It just didn't update the client (the
> > > Jul 5 update).
> > > I just tried it several times and did a tcpdump on my router. I saw some
> > > packets to the csarena steam servers, but also some other steam servers
> > > which I don't remember any more. Sadly I haven't checked if they were
> > > filtered servers.
> > >
> > > - Marcel
> > >
> > > Alfred Reynolds schrieb:
> > > > We will look into this, thanks for the info.
> > > >
> > > > Timo Hilbertz wrote:
> > > >> hi alfred,
> > > >>
> > > >> this is my first time posting in this list, i'm not sure if this is
> > > >> the
> > > >> right place for my question, but i did not find any other adequate
> > > >> list.
> > > >> since two days our cs/css/dods servers try to update from steam
> > > >> content
> > > >> servers located at cs-arena.com. as you can see in the steam content
> > > >> servers
> > > >> status page at
> > > >> http://www.steampowered.com/status/content_servers.html ,
> > > >> these servers are filtered - so it's impossible for our servers to
> > > >> get an
> > > >> update. the only solution was to edit our hosts files so all request
> > > >> pointing at cs-arena.com are redirected to unfiltered servers from
> > > >> other
> > > >> providers located in germany.
> > > >>
> > > >> it seems that this problem is not limited to us as we also tried to
> > > >> update
> > > >> temp servers located in other data centers which are not related to
> > > >> us. our assumption is that steam clients simply do not know that
> > > >> content servers
> > > >> from cs-arena are filtered and block all update requests from servers
> > > >> that
> > > >> do not belong to the cs-arena IP pool. can you confirm that? can you
> > > >> tell
> > > >> somebody to fix it? :o)
> > > >>
> > > >> by the way: we'd like to get our own steam content servers (bandwidth
> > > >> is no problem), is there any way to speed up the application?
> > > >>
> > > >> kind regards,
> > > >> timo
> > > >> XG1.net
> > > >>
> > > >>
> > > >> ___
> > > >> To unsubscribe, edit your list preferences, or view the list
> > > >> archives, please visit:
> > > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > > >
> > > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> >
> >
> > ___
> > 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] Incorrect Game.dll

2006-07-15 Thread Jose Luis Gonzalez
Hi, i recently compiled my Mod in linux and works well in local.

But, when i upload to a linux dedicated server, i have some problems. The major 
problem is in the start, that shows:

Game.dll loaded for "Half-life 2 Deathmatch"

instead of:

Game.dll loaded for "MyMod"

What's the problem?. Is related to GCLIB or GCC versions of the linux 
compilation?.

Thanks.

 Mensaje original 
> De: Marcel <[EMAIL PROTECTED]>
> Enviado: viernes, 14 de julio de 2006 18:47
> Para: hlds_linux@list.valvesoftware.com
> Asunto: Re: [hlds_linux] alfred: steam client trying to update from filtered 
> steam content servers
>
> Hi,
>
> I also had the same problem with my windows steam client on my pc (but
> not only with csarena servers). It just didn't update the client (the
> Jul 5 update).
> I just tried it several times and did a tcpdump on my router. I saw some
> packets to the csarena steam servers, but also some other steam servers
> which I don't remember any more. Sadly I haven't checked if they were
> filtered servers.
>
> - Marcel
>
> Alfred Reynolds schrieb:
> > We will look into this, thanks for the info.
> >
> > Timo Hilbertz wrote:
> >> hi alfred,
> >>
> >> this is my first time posting in this list, i'm not sure if this is
> >> the
> >> right place for my question, but i did not find any other adequate
> >> list.
> >> since two days our cs/css/dods servers try to update from steam
> >> content
> >> servers located at cs-arena.com. as you can see in the steam content
> >> servers
> >> status page at
> >> http://www.steampowered.com/status/content_servers.html ,
> >> these servers are filtered - so it's impossible for our servers to
> >> get an
> >> update. the only solution was to edit our hosts files so all request
> >> pointing at cs-arena.com are redirected to unfiltered servers from
> >> other
> >> providers located in germany.
> >>
> >> it seems that this problem is not limited to us as we also tried to
> >> update
> >> temp servers located in other data centers which are not related to
> >> us. our assumption is that steam clients simply do not know that
> >> content servers
> >> from cs-arena are filtered and block all update requests from servers
> >> that
> >> do not belong to the cs-arena IP pool. can you confirm that? can you
> >> tell
> >> somebody to fix it? :o)
> >>
> >> by the way: we'd like to get our own steam content servers (bandwidth
> >> is no problem), is there any way to speed up the application?
> >>
> >> kind regards,
> >> timo
> >> XG1.net
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list
> >> archives, please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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[hlcoders] BuildTransformations for own bone code

2006-06-15 Thread Jose Luis Gonzalez

Sorry for posting another time, but still don't work, i need some help with
this, if someone can help me.

Please, i need some help with this, any idea?

I don't know if this is correct (don't work). I use it in the
BuildTransformations Code with boneSimulated[i]=true for
i=(Arrayoftargetbones);

I'm in sequence "idle" and i call this in the hacked code into my client
project for my model. Please, i need some help with this. What i'm doing
bad?

Quaternion q2;
Vector pos2;
mstudioseqdesc_t &pSeqDesc = hdr->pSeqdesc( LookupSequence("run_all"));
mstudioanimdesc_t &animdesc=hdr->pAnimdesc(pSeqDesc.anim(0,0));
mstudioanim_t *panim = animdesc.pAnim();
studiohdr_t *hdr2= pSeqDesc.pStudiohdr();
mstudiobone_t *pbone2=hdr2->pBone(0);
CalcBoneQuaternion( hdr2, 0, s, pbone2[i], panim, q2 );
CalcBonePosition  ( hdr2, 0, s, pbone2[i], panim, pos2 );
QuaternionMatrix(q2,pos2, OtherSequenceBoneMatrix);

-- jl wrote :
Hi everybody. I'm using BuildTransformations to get bone control using code
from any model.

No problem to modify the matrix from any bone into the actual sequence, but
i want to mix bone positions from two different sequences in my animations
only with code (without pose parameters or overlayed sequences).

My question is:

How can i access to bone matrix from a different sequence in
BuildTransformations() function to use it on the actual sequence?. (or how
can i pass the quaternion and position variables from a different sequence
to put it in a specific bone of the actual sequence).

For example, this image (bones from lower body in idle sequence and bones
from upper body in run_all sequence from combine model):

http://img153.imageshack.us/my.php?image=buildtransformations8wf.jpg


--
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RE: [hlcoders] Dog model problem in HL2DM SDK.

2006-06-07 Thread Jose Luis Gonzalez
Solved !!

A little problem in client code and GetRenderBounds override

Thanks Jay !!!

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Jose Luis
Gonzalez
Enviado el: jueves, 08 de junio de 2006 0:35
Para: hlcoders@list.valvesoftware.com
Asunto: RE: [hlcoders] Dog model problem in HL2DM SDK.

Yeah ! no purple box in dog:

http://img406.imageshack.us/img406/801/dognobox9re.jpg

Maybe a spawn problem?. Is a CBaseAnimating character, any flag?.

I'm using this in the Spawn function:

Precache();
BaseClass::Spawn();
SetModel( DOG_ENTITY_MODEL );

SetCollisionGroup(COLLISION_GROUP_VEHICLE);

SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );

//EnableServerIK();

InitBoneControllers( );
CreateVPhysics();


UTIL_SetSize(this,Vector(-36,-36,0),Vector(36, 36, 86));

m_takedamage= DAMAGE_YES;
m_flRespawnTime=gpGlobals->curtime+7.0f;
m_bSpawn=false;
//CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );

SetActivity( ACT_IDLE );
SetThink( &MyDog::Think );
SetNextThink( gpGlobals->curtime);

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Jay Stelly
Enviado el: miércoles, 07 de junio de 2006 23:41
Para: hlcoders@list.valvesoftware.com
Asunto: RE: [hlcoders] Dog model problem in HL2DM SDK.

first I would use cl_ent_rbox (or r_drawrenderbounds 1) to visualize the
render box for the model.  Maybe it's really small or something?  Could be a
problem with the entity you're using.

It's hard to debug without more information, but it seems like the most
likely issue is with culling.  If setting r_portaltestents 0 fixes the
problem, then you've got some kind of areaportal problem in the map.

It could be a lot of other things, but those are my first two guesses
anyway.

Jay





> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jose Luis Gonzalez
> Sent: Wednesday, June 07, 2006 11:02 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Dog model problem in HL2DM SDK.
>
> Here is the problem. Will be better if i show it with images:
>
> Dog Model rendered:
>
> http://img353.imageshack.us/my.php?image=dog17rz.jpg
>
> View raised:
>
> http://img414.imageshack.us/img414/9800/dog28oc.jpg
>
>
>
> -Mensaje original-
> De: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] En nombre de
> Aaron Schiff Enviado el: miércoles, 07 de junio de 2006 19:39
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Dog model problem in HL2DM SDK.
>
> --
> [ Picked text/plain from multipart/alternative ] I think it's
> because dog's hull cuts short...
> I've seen in Garry's Mod if you shoot a crossbow at the top
> part of Dog, it goes through to the wall behind
>
> --
> ts2do
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list
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>
>
>
>
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>

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RE: [hlcoders] Dog model problem in HL2DM SDK.

2006-06-07 Thread Jose Luis Gonzalez
Yeah ! no purple box in dog:

http://img406.imageshack.us/img406/801/dognobox9re.jpg

Maybe a spawn problem?. Is a CBaseAnimating character, any flag?.

I'm using this in the Spawn function:

Precache();
BaseClass::Spawn();
SetModel( DOG_ENTITY_MODEL );

SetCollisionGroup(COLLISION_GROUP_VEHICLE);

SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetMoveType( MOVETYPE_STEP );
AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );

//EnableServerIK();

InitBoneControllers( );
CreateVPhysics();


UTIL_SetSize(this,Vector(-36,-36,0),Vector(36, 36, 86));

m_takedamage= DAMAGE_YES;
m_flRespawnTime=gpGlobals->curtime+7.0f;
m_bSpawn=false;
//CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );

SetActivity( ACT_IDLE );
SetThink( &MyDog::Think );
SetNextThink( gpGlobals->curtime);

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Jay Stelly
Enviado el: miércoles, 07 de junio de 2006 23:41
Para: hlcoders@list.valvesoftware.com
Asunto: RE: [hlcoders] Dog model problem in HL2DM SDK.

first I would use cl_ent_rbox (or r_drawrenderbounds 1) to visualize the
render box for the model.  Maybe it's really small or something?  Could be a
problem with the entity you're using.

It's hard to debug without more information, but it seems like the most
likely issue is with culling.  If setting r_portaltestents 0 fixes the
problem, then you've got some kind of areaportal problem in the map.

It could be a lot of other things, but those are my first two guesses
anyway.

Jay





> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Jose Luis Gonzalez
> Sent: Wednesday, June 07, 2006 11:02 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] Dog model problem in HL2DM SDK.
>
> Here is the problem. Will be better if i show it with images:
>
> Dog Model rendered:
>
> http://img353.imageshack.us/my.php?image=dog17rz.jpg
>
> View raised:
>
> http://img414.imageshack.us/img414/9800/dog28oc.jpg
>
>
>
> -Mensaje original-
> De: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] En nombre de
> Aaron Schiff Enviado el: miércoles, 07 de junio de 2006 19:39
> Para: hlcoders@list.valvesoftware.com
> Asunto: Re: [hlcoders] Dog model problem in HL2DM SDK.
>
> --
> [ Picked text/plain from multipart/alternative ] I think it's
> because dog's hull cuts short...
> I've seen in Garry's Mod if you shoot a crossbow at the top
> part of Dog, it goes through to the wall behind
>
> --
> ts2do
> --
>
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RE: [hlcoders] Dog model problem in HL2DM SDK.

2006-06-07 Thread Jose Luis Gonzalez
Here is the problem. Will be better if i show it with images:

Dog Model rendered:

http://img353.imageshack.us/my.php?image=dog17rz.jpg

View raised:

http://img414.imageshack.us/img414/9800/dog28oc.jpg



-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Aaron Schiff
Enviado el: miércoles, 07 de junio de 2006 19:39
Para: hlcoders@list.valvesoftware.com
Asunto: Re: [hlcoders] Dog model problem in HL2DM SDK.

--
[ Picked text/plain from multipart/alternative ]
I think it's because dog's hull cuts short...
I've seen in Garry's Mod if you shoot a crossbow at the top part of Dog, it
goes through to the wall behind

--
ts2do
--

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RE: [hlcoders] Dog model problem in HL2DM SDK.

2006-06-07 Thread Jose Luis Gonzalez
I use UTIL_SetSize to make a huge HULL, but still the same problem.

Also, is not related when you center the view in Dog, is always when you
raise the view. If you don't center the view in Dog (for example, some
meters left), Dog disappears too, and appears when you down the view.

What I'm doing bad putting Dog model?

-Mensaje original-
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Aaron Schiff
Enviado el: miércoles, 07 de junio de 2006 19:39
Para: hlcoders@list.valvesoftware.com
Asunto: Re: [hlcoders] Dog model problem in HL2DM SDK.

--
[ Picked text/plain from multipart/alternative ]
I think it's because dog's hull cuts short...
I've seen in Garry's Mod if you shoot a crossbow at the top part of Dog, it
goes through to the wall behind

--
ts2do
--

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[hlcoders] Fast question about the weapon view model !!

2005-03-04 Thread Jose Luis Gonzalez
HI. I'm working now in a sniper rifle for my mod. I have all the code now 
implemented. Only one one one thing to finish him!!!.(Help,Help)

In the Zoom code for the sniper rifle, i need to make disappear the weapon view 
model whe user turns on the zoom, and make it appear when user turns off the 
zoom.

I tried HIDE_WEAPONSELECTION, but this also makes disappear the weapon 
selection and the weapon ammo.
I want to show the ammo and the weapon selection when the player is in zoom 
mode of the sniper.

What's the best way to do it?. (Something like EF_NODRAW for the client??).

This is (like) the code:

if (m_bSniperZoom) {
  // Zoom in code (implemented)
 // HUD Sniper (implemented)
 // Here code to make disappear the view model of the weapon (not implemented)
} else {
 // Zoom out code (implemented)
 // HIDE HUD Sniper (implemented)
 // Here code to make apper the view model of the weapon (not implemented).
}

Thanks for your help!!.



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[hlcoders] HL2DM models doesn't animate sometimes!!!. animstate don't work.

2005-03-03 Thread Jose Luis Gonzalez
Hi everybody. Sometimes, in my mod, players anim states don't work and you show 
all players always like a static ragdoll, sliding along the floor.
Somebody tells me that this bug also happens in other HL2DM mods. This needs a 
fix???

Someone have the same problem??.

Only happens rare times, but happens.

Thanks to all

Sorry if my english is no good.



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[hlcoders] Using "Dissolve" to make disappear a ragdoll.

2005-03-02 Thread Jose Luis Gonzalez
Hi. I'm now using the dissolve function to make disappear a ragdoll:

pRagdoll->Dissolve( ... );

When entity disolves, disappear. But, in memory too??

Do ragdoll disappear in memory too or only becomes invisible and untouchable 
after dissolve?.

Thanks.

Sorry for my english



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[hlcoders] RE: Making code compatable with converted HLDM models

2005-02-25 Thread Jose Luis Gonzalez
Look here:

http://forums.thewavelength.net/index.php?showtopic=11309

You need to extract the model_anims.mdl from Half life 2 Deathmatch CGF.

Put in your mod like HL2DM, i hope it works too for gman :)



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[hlcoders] "Create Server" option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
sv_lan 0 don’t works. Always showed in LAN games. Do I need a .cfg or
something else like serverconfig.cfg ?¿?



>sv_lan 0
>
>>Hi, in a mod created with the HL2DM SDK, when you press "create server",
>>this only shows in LAN, never on Internet master server.
>>But, if i put in console "map ", when i open the map the first time i
start the mod
>>it showed in Internet master server.
>>
>>Why "Create server" don't work like HL2DM, where you create a server and
>>it showed always in inet??. Thanks



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[hlcoders] "Create Server" option in HL2DM SDK mod only works on LAN??

2005-02-24 Thread Jose Luis Gonzalez
Hi, in a mod created with the HL2DM SDK, when you press "create server",
this only shows in LAN, never on Internet master server.
But, if i put in console "map ", when i open the map the first time i start 
the mod
it showed in Internet master server.

Why "Create server" don't work like HL2DM, where you create a server and
it showed always in inet??. Thanks



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[hlcoders] Best way to make disappear a ragdoll after x seconds

2005-02-22 Thread Jose Luis Gonzalez
Hi everybody. I have a vulnerable entity that become ragdoll when i kill him. 
In the code i make first the ragdoll entity and destroy the entity.

The ragdoll appears and mantain always in the map, but i want to dissolve or 
make disappear this ragdoll after four or five seconds. Do you know a function 
or method to tell this to the ragdoll?.

This is the funcion i use (i just created the ragdoll).

BecomeRagdoll(void) {
   pRagdoll->CreateServerRagdoll(this);
  UTIL_REMOVE(this);
  // function to make disappear ragdoll after x seconds <-- something like 
pRagdoll->dissolveAfter(x).
}

Or i need some handler to make disappear this, or some specific flag??

Thanks everybody.



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[hlcoders] RE: CreateServerRagdoll, please i need help with this. To Jay

2005-02-18 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Fine!. I solve it!. Now i have a vehicle_Strider derived from Iservervehicle
and Works fine!!. Also CreateServerRagdoll works too.



This solve some minor bugs too I finded when other vehicles pass through the
Spawn point. The invisible physics strider was here, and the engine always
tell me :"Vphysics penetration error". Now is solved.



Thanks Jay for your help. No physics error now in any vehicle of my mod. Now
I have other minor bugs, but I will solve them.



P.D: Works perfect too in HL2DM SDK :-)

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[hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-17 Thread Jose Luis Gonzalez
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[ Picked text/plain from multipart/alternative ]
It's true, Jay, very very thanks. The problem is the derived class.

When I comment the SyncAnimation function, the problem solved (Although the
game crass when I disconnect, but

I will debug this, I don't want to disturb you with this).



Yes, I use MOVETYPE_STEP instead maintain the PHYSICS move.



I have another vehicle_strider.cpp derived from CBaseAnimating with the
Iservervehicle interface derived.



I will put this vehicle in my mod instead the other.



One question, what's the better class to implement this type of vehicle? I'm
thinking in BaseCombatCharacter

Instead CBaseAnimating, with the Iservervehicle interface. What do you
recommended me?



Another time, thanks Jay for your help. I congratule you for the help to the
HL2 community.



Sorry for my English. :-).

--



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[hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-16 Thread Jose Luis Gonzalez
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[ Picked text/plain from multipart/alternative ]
Thanks Jay, but don't work. If i call BecomeRagdollOnClient works perfectly.



I use InvalidateBoneCache before calling CreateServerRagdoll and don't work,
still appears in Spawn point.



I tell you what I'm doing. I create a driveable strider in my mod: Pilotable
Strider Mod.



I derived it from CPropVehicleDrivable and I use the calculateIKlocks
functions in npc_strider and c_strider.



The Strider works perfect, I control him like a vehicle, but the only
problem is when I call to CreateServerRagdoll.

I don't want to use the BecomeRagdollOnClient instead CreateServerRagdoll. I
want to solve this, please.



What can I do now?.



The CPropVehicleDrivable class is a good class to create this vehicle??.
It's possible that this class calls InvalidateBoneCache or something like
this??.



Thanks.

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[hlcoders] CreateServerRagdoll, please i need help with this.

2005-02-16 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]


Please, can someone help in this???. What is the problem with
CreateServerRagdoll?



How I can create the ragdoll in the point I wanted??. When I call the
function, the ragdoll creates just in the spawn point



>Hi. I have problems when i kill a entity and the Server ragdoll.

>

>The problem is that when I kill this entity, become ragdoll in the point
that he spawned before, not in the point I killed it.

>

>For example. In my mod, (pilotable strider), i drive the strider forward
about 10 meters.

>

>When I kill them, I call CreateServerRagdoll function, and this create a
ragdoll, but in the point I spawned him before.

>

>How I can tell the ragdoll to create in the point the entity is at this
moment???. What I'm doing bad?. Thanks.

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[hlcoders] CreateServerRagdoll

2005-02-14 Thread Jose Luis Gonzalez
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[ Picked text/plain from multipart/alternative ]
Hi. I have problems when i kill a entity and the Server ragdoll.



The problem is that when I kill this entity, become ragdoll in the point
that he spawned before, not in the point I killed it.



For example. In my mod, (pilotable strider), i drive the strider forward
about 10 meters.



When I kill them, I call CreateServerRagdoll function, and this create a
ragdoll, but in the point I spawned him before.



How I can tell the ragdoll to create in the point the entity is at this
moment???. What I'm doing bad?. Thanks.

--



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[hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-11 Thread Jose Luis Gonzalez
Thanks Mike, i used InvalidateBoneCache and it works!.
I have released the pilotable strider mod v0.2.75, you can find the result 
here. But in the forums, someone told me that now, when the strider is smoking 
(low health), the same error happens in the NPC Strider, and the c_strider.cpp 
is clean as source SDK give me. It's my fault, no?.

One thing more. What's the purpose of invalidatebonecache and why we need to 
use it?.

Thanks.



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[hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-08 Thread Jose Luis Gonzalez
Hi. Somebody understand my mail?. Sorry, my english is no good.

I only want a way to call GetAttachment in the client side of the entity,
without touch setupbones.

I only added a ViewSmoothing function in the client side of the strider
for my vehicle purposes. This funcion gets the "vehicle_driver_eyes"
attachment, and calls SetupBone.

When clientthink function of the strider calls the bone cache, this may
be corrupted, because don't get well the cache. The view of the
strider shows bad the bones.

Only wanted a best way to do this. InvalidateBoneCache or something else???.

Thanks, please i need some help.



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[hlcoders] GetAttachment in client side and SetupBones (Strider)

2005-02-08 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
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[ Picked text/plain from multipart/alternative ]
Hi everybody. I'm having problems with the strider legs and i found what's
the problem.



In the client side of the strider entity, I get the "vehicle_driver_eyes"
attachment for use it in my Strider Mod.

But the problem is that when I call to the GetAttachment function , this
function calls too SetupBone in client side.

When the strider's ClientThink calls to the bonecache to update the bones of
the legs of the strider, calls badly to this function

Because GetAttachment has call 3 times before the SetupBones function. The
result is a bad leg bone positions every

4 frames



How I can call the bonecache in clientthink function and use the
GetAttachment in the client side too

(Without call setupbones).



Thanks to all

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[hlcoders] Matt, Adrian, i found the pitch problem

2005-01-18 Thread Jose Luis Gonzalez
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>What happens when you step through it? Does it successfully get the
>index of the pose parameter? Is the pitch correct? Does
>SetOuterPoseParameter do the right thing?



Not in the Pose Parameter. I debug the SDK, I find the problem in the

C_SDKPlayer:UpdateClientSideAnimation()



In this condition:



if ( this == C_SDKPlayer::GetLocalSDKPlayer() )

m_PlayerAnimState->Update( EyeAngles()[YAW],
m_angEyeAngles[PITCH] );

else

m_PlayerAnimState->Update( m_angEyeAngles[YAW],
m_angEyeAngles[PITCH] );



Ok, I changed the first to:



  m_PlayerAnimState->Update( EyeAngles()[YAW], EyeAngles()[PITCH] );



When I change the m_angEyeAngles[PITCH] to EyeAngles()[PITCH], HL2DM now

always change the pose parameter ("aim_pitch").



UpdateClientSideAnimation always returned in m_angEyeAngles a Vector(0,0,0)

in pitch parameter.



Thanks for the help, now the HL2DM models works perfect!!.



Also works with the terror.mdl!!.



This is a SDK bug or the condition works for other models???.



Thanks to all. I'm happy now!! :-)





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[hlcoders] RE: HL2DM SDK in January or February? Matt, i discovered something

2005-01-18 Thread Jose Luis Gonzalez
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One note, Matt.



First:

I fixed the physics bugs with the code in  
www.sourcewiki.org



Well, when I walk in a room and touch a physics object (a chair or a table),

the pitch parameter turns, but only one time.



I used cl_showanimstate to see it.



The aim_pitch turns from 0.0 to random number and the HL2DM model

change the pose animation



Why this change??



Sorry for my English.



>I change the pose parameter in this function in base_playeranimstate.cpp,

>Using HL2DM animations.



>void CBasePlayerAnimState::ComputePoseParam_BodyPitch()

>{

>  // Get pitch from v_angle

>  float flPitch = m_flEyePitch;

>  if ( flPitch > 180.0f )

>  {

>flPitch -= 360.0f;

>  }

>  flPitch = clamp( flPitch, -90, 90 );

>

>  // See if we have a blender for pitch

>  int pitch = GetOuter()->LookupPoseParameter( "aim_pitch" );

>  if ( pitch < 0 )

>return;

>  SetOuterPoseParameter( pitch, flPitch );

>  g_flLastBodyPitch = flPitch;

>}

>

>I changed LookupPoseParameter("body_pitch")

>with LookupPoseParameter( "aim_pitch"). But don't work.

>

>Can this be a pitch bug in SDK??

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[hlcoders] RE: HL2DM SDK in January or February? Matt

2005-01-18 Thread Jose Luis Gonzalez
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I change the pose parameter in this function in base_playeranimstate.cpp,

Using HL2DM animations.



void CBasePlayerAnimState::ComputePoseParam_BodyPitch()

{

  // Get pitch from v_angle

  float flPitch = m_flEyePitch;

  if ( flPitch > 180.0f )

  {

flPitch -= 360.0f;

  }

  flPitch = clamp( flPitch, -90, 90 );



  // See if we have a blender for pitch

  int pitch = GetOuter()->LookupPoseParameter( "aim_pitch" );

  if ( pitch < 0 )

return;



  SetOuterPoseParameter( pitch, flPitch );

  g_flLastBodyPitch = flPitch;

}



I changed LookupPoseParameter("body_pitch")

with LookupPoseParameter( "aim_pitch"). But don't work.



Can this be a pitch bug in SDK??

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[hlcoders] Re: HL2DM SDK in January or February??

2005-01-18 Thread Jose Luis Gonzalez
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I want the HL2DM SDK because my mod plans are a little modifications in DM.



But also I wanted to learn more and more with the basics things like create

HUDS, gamerules, etc. So I'm learning too. So I repeat my question:



Alfred, the area I asked you about HL2DM body_pitch?. Do you have any idea

About it?.



I want only help in this specific area.



I changed the Leg anims to 8 WAYS, and all of the animations of HL2DM works,

But only body_pitch don't work. What can I do? (I changed body_pitch to

Aim_pitch), but don't work



Thanks all.

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[hlcoders] RE: HL2DM SDK in January or February?? Alfred (better redacted).

2005-01-18 Thread Jose Luis Gonzalez
Sorry for the previous e-mail.

>Oh, and please tell us what areas you are having trouble coding so we
>can add more/better examples for you.

>- Alfred

Ok, i tell you:

First Area: HL2DM animations

I have imported succesfully the HL2DM models into the SDK. Using LEG_8ANIM 
LegAnimparameter instead
LEG_9ANIM, the HL2DM model use the "move_yaw" parameter instead "move_x" and 
"move_y".
The problem is in the body_pitch parameter,it doesn't work. (In HL2DM, the pose 
parameter is "aim_pitch", but also "head_pitch"). How i can make it work?.
Also, how i can make the "take damage according to weapon" gestures work?

Second Area: HL2 weapons.

Ok, following the SDK examples, you can create more weapons, but, How i can 
make a predictable
weapon like HL2 RPG or PHYSGUN?.

Third Area: Joining teams.

I had followed all the tutorial in internet about Teams, but is difficult to 
get it work.I want
some basic knowledge to:

A: Init the team HUD when player SPAWN. Player must be in spectator mode until 
he joins a team.
B: When player joins a team, he needs to spawn in a certain info_team

Fourth Area: IServerVehicle

How i can implement succesfully the Iservervehicle interface with a 
non-drivable object(example, a
basic box with a vehicle_driver_eyes attached). I followed the example into 
vehicle_crane.cpp,
but always crash for me.




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[hlcoders] RE: HL2DM SDK in January or February?? Alfred

2005-01-17 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
 >Alfred wrote: >Oh, and please tell us what areas you are having trouble 
 >coding so we >can add more/better examples for you. >- Alfred Ok, let's see: 
 >First Area: HL2DM animations I have imported succesfully the HL2DM models 
 >into the SDK. Using LEG_8ANIM LegAnimparameter instead LEG_9ANIM, the HL2DM 
 >model use the "move_yaw" parameter instead "move_x" and "move_y". The problem 
 >is in the body_pitch parameter,it doesn't work. (In HL2DM, the pose parameter 
 >is "aim_pitch",also "head_pitch"). How i can make it work?. Also, how i can 
 >make the "take damage according to weapon" gestures work? Second Area: HL2 
 >weapons. Ok, following the SDK examples, you can create more weapons, but, 
 >How i can make a predictable weapon like HL2 RPG or PHYSGUN?. Third Area: 
 >Joining teams. I had followed all the tutorial in internet about Teams, but 
 >is difficult to get it work.I want some basic knowledge to: A: Init the team 
 >HUD when player SPAWN. Player must be in spectator mode until he joins a 
 >team. B: When player joins a team, he needs to spawn in a certain info_team 
 >Fourth Area: IServerVehicle How i can implement succesfully the 
 >Iservervehicle interface with a non-drivable objec(example, a basic box with 
 >a vehicle_driver_eyes attached). I followed the example into 
 >vehicle_crane.cpp, but always crash for me. I need more documentation about 
 >drivable objects. Thanks to all. Sorry for my english. Original 
 >Message From: Alfred Reynolds Sent: Monday, January 17, 2005 8:28 PM To: 
 >'hlcoders@list.valvesoftware.com' Subject: RE: [hlcoders] HL2DM SDK in 
 >January or February? > The code for HL2DM won't be until February at the 
 >earliest. I am > interested as to why people want it. It doesn't contain 
 >anything more > that the current SDK. > > The only real difference is has 
 >some HL2 weapons predicted (the > current SDK has all its weapons predicted 
 >also) and it has a some > more examples to work from. If you want to make a 
 >HL2DM clone or get > more examples then it will be useful, otherwise...
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[hlcoders] How can i make a Multiplayer option in my Single Player Mod??

2005-01-17 Thread Jose Luis Gonzalez
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Hi all. I'm working in my SP project, Pilotable Strider.
I exported the Strider into the MP from scratch and it works, but is very 
limited.
I want to make a multiplayer option on it. I made a new gamerules for Halflife2 
in SP,
,with new player animstates, and it works, i can create a server in teamplay in 
the SP project
, but doesn't work in internet, only works in a LAN.

But, there's another question. When i list my mod in servers, i only can see it 
in
LAN games,showing this "Game:Half-life, type:Teamplay, map:test,players:1/32".

In MP from Scrath,i show my mod in internet like:
"Game:myMod, type:Teamplay, map:test,players:1/32".

How can i add a multiplayer option in my single player MOD to make it 
multiplayer too??

Thanks.
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[hlcoders] HL2DM SDK in January or February?

2005-01-16 Thread Jose Luis Gonzalez
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The one million dollar question. Will Valve release HL2DM this month ??, any 
news about it??

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[hlcoders] Question about creating no four wheels vehicle entities. please help!

2005-01-12 Thread Jose Luis Gonzalez
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Hi. I want to make a vehicle like a vehicle_crane.cpp. In this code,
I want to rotate a model using the same controls of the vehicle_crane, and
i don't want the game_ui interface to do it, i want to use the same interface
used in vehicle_crane to rotate a model and one arm attached to him.

The problem is that my code always crash. I think the problem is because
i didn't make an entry animation.

That's because i change GetServerVehicle()->HandlePassangerEntry(pPlayer, 
(value>0)),
with pPlayer->GetInVehicle(this, VEHICLE_DRIVER).

Debugging the code, pass with any problem, but, in the next frame, when ends 
all the calls in
player_command.cpp (and execute all the pVehicle code conditions), HL2 crash 
somewhere in memory.
Visual C++ don't tell me the exact fail in the code. Only tellsme the 
disassembly fail.

What can i do to make a no Four wheels vehicle with no entry animation and only 
a vehicle_driver_eyes attachment?,
HL2 needs a script for this?. I only want to rotate the model with a code using
the SetupMove function of the Class BaseServerVehicle

Thanks.

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RE: [hlcoders] Player animation ? Interesant Discussion

2005-01-11 Thread Jose Luis Gonzalez
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This is interesant. Can we use the HL2DM models in the SDK?. What is the 
correct way to do?, cloning the HL2DM weapons to the SDK and using the 
animation layer sequences of the HL2DM??.

Looking in the Model viewer, a lot of models have the weapon activity 
sequences, like GMAN. Can we use this model with the SDK, for example?.

This code is the correct way to do the animation sequences??. Can you post an 
example using a HL2 model or a HL2DM model ??. Thanks.

-Original Message-
From: [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Adrian Finol
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

Actually, it looks like he's not loading the HL2DM models but the HL2
ones. In HL2DM Humans and Combine share the same animations.

Make sure you are loading from the right *_animations.mdl animation
files. Both set of models should have the same animation and activity
names.

Other than that Major Boone speaks the truth. Using the Weapon's
activity translation table is the cleanest way to handle different
animations per weapon.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Matt Boone
Sent: Tuesday, January 11, 2005 2:05 PM
To:  hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Player animation ?

HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

Shooting is done by adding the fire animation as a gesture over top of
the base sequence.

For Dod we're doing a hybird, with the activities on base sequence and
fire/reload/hand signal gestures over top, but non-networked like the
sdk does it to reduce net traffic.

I would recommend moving at least to using activities for your player
animations so avoid all the nasty string construction and comparing.

As far as your animations only playing the first and last frame, this
function doesn't appear to be causing that. I would check with a a
different model/sequence to see if it's a problem in your model.

-Original Message-
From:  [EMAIL PROTECTED]
[mailto: [EMAIL PROTECTED] ] On Behalf Of Patrick
Flanagan
Sent: Tuesday, January 11, 2005 11:33 AM
To:  hlcoders@list.valvesoftware.com
Subject: [hlcoders] Player animation ?

I'm trying to get player animation working with some non-CS models.
Specifically, I'd like to get animations working with the models used in
HL2DM. I used model viewer to load up the combine models from HL2DM and
some of the resistance models from HL2DM.

Not only are their animations totally different from CS, they're
different from each other. The combine models have different animations
than the resistance models. I've been working on converting the
animation names in sdk_playeranimstate.cpp to call the animations in
combine_solder.mdl, which I think is the one used in HL2DM.

I've run into some problems with this though.

First off, there's doesn't seem to be any walking or running shooting
animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
the CS models. There doesn't seem to be any animation to be running and
shooting at the same time.

Second, the animations seem to only play the first frame and then stop.
For example, I changed CalcFireLayerSequence to look like this:

int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
{
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = "Gren";
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( "%s%s",
DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( "ShootSMG1s" );
//FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( "%s%s",
DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( "ShootSMG1s" );
//FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( "%s%s",
DEFAULT_FIRE_CROUCH_NAME, pSuffix );

 case ACT_PLAYER_CROUCH_WALK_FIRE:
 case ACT_RUN_CROUCH:
 return CalcSequenceIndex( "%s%s",
DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );

 default:
 case ACT_PLAYER_IDLE_FIRE:
 //return CalcSequenceIndex( "%s%s",
DEFAULT_FIRE_IDLE_NAME, pSuffix );
 return CalcSequenceIndex

[hlcoders] About Pose Parameters (NOTE)

2005-01-09 Thread Jose Luis Gonzalez
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  _

De: Jose Luis Gonzalez [mailto:[EMAIL PROTECTED]
Enviado el: domingo, 09 de enero de 2005 15:10
Para: 'hlcoders@list.valvesoftware.com'
Asunto: About Pose Parameters



Note: I'm building it in MP Mod (from Scratch)



Hi all.



 I'm working in a custom strider model using CBaseanimating class.



I have the next problem.



The sequence for ACT_IDLE (Idle01) have a pose parameter called
"body_height".



If you change this parameter in NPC_Strider, you can adjust the height of
the head.



But, I have problem, in the custom model, calling the Idle sequence, the
"body_height" parameter don't work.



I call SetPoseParameter with a custom float value and never
works.(SetPoseParameter(LookupPoseParameter("body_height"),400.00))  The
custom strider plays always the Idle sequence with the head in crouch
position. (Default in Idle01 sequence).



In the HLMV, you can adjust this parameter from 200.0 to 500.0 without
problem



What am I doing wrong?.



It would be possible that the CBaseAnimating class is not the correct class?
Any suggestions?.



Thanks to all.



TheQuartz

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[hlcoders] About Pose Parameters

2005-01-09 Thread Jose Luis Gonzalez
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Hi all.



 I'm working in a custom strider model using CBaseanimating class.



I have the next problem.



The sequence for ACT_IDLE (Idle01) have a pose parameter called
"body_height".



If you change this parameter in NPC_Strider, you can adjust the height of
the head.



But, I have problem, in the custom model, calling the Idle sequence, the
"body_height" parameter don't work.



I call SetPoseParameter with a custom float value and never
works.(SetPoseParameter(LookupPoseParameter("body_height"),400.00))  The
custom strider plays always the Idle sequence with the head in crouch
position. (Default in Idle01 sequence).



In the HLMV, you can adjust this parameter from 200.0 to 500.0 without
problem



What am I doing wrong?.



It would be possible that the CBaseAnimating class is not the correct class?
Any suggestions?.



Thanks to all.



TheQuartz

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[hlcoders] Re: vehicle_driver_eyes in Strider. Shake!!

2004-12-17 Thread Jose Luis Gonzalez
Thanks for your greetings. V0.2 of the mood will be released this weekend or
Monday. Stay tuned :).

The minimum to get Strider Work is gpGlobals->curtime+0.05, and stills
shake. (minor shake than 0.1, but not good).

Any feature to make the player follow the strider at gpGlobals->curtime?

Thanks to all and sorry for my English.



-

>From: "Adam \"amckern\" Mckern" <[EMAIL PROTECTED]>
>Subject: Re: [hlcoders] vehicle_driver_eyes in Strider. Shake!!
>To: [EMAIL PROTECTED]
>Reply-To: [EMAIL PROTECTED]
>
>first of all, i'm only knowing what the tool code is
>all about, and not the game play code, but if you take
>the 0.1 down lower to say 0.0001 will it work?
>
>
>also, good work on the mod, i'm downloading it now
>(though cant find the 0.2 any where)
>
>
>--- [EMAIL PROTECTED] wrote:
>
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>>
>>
>> First, my english no good.
>>
>> Hi, i'm making a drivable strider using the
>> npc_strider code. (i know is better to create a
>> entire new class to make it). I have the next
>> problem:
>>
>> I set the player view to vehicle_driver_eyes
>> attachment of the strider.
>>
>> Ok, it works, but the player view shake.
>>
>> I see Think time in Strider is set to
>> gpGlobals->curtime+0.1. This is the problem.
>>
>> If i set the Think function to gpGlobals->curtime
>> works!!. But Strider don't walk. Problems with
>> navigation paths.
>>
>> How i can make the player view don't shake when i
>> set the player view to the vehicle_driver_eyes
>> attachment in Strider???.
>>
>> Strider movement is softly, but SDK only returns me
>> vehicle_driver_eyes position every
>> gpGlobals->curtime+0.1, although i refresh view
>> player position to a timer variable with
>> gpGlobals->curtime set. shake view always!!.
>>
>> Any idea? Thanks a lot and sorry for my english.
>> --
>>
>
>
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>
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>
>


=
http://ammahls.com




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Message: 3
From: "HoundDawg" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Subject: RE: [hlcoders] FileFarm - Community File Mirror Network
Date: Fri, 17 Dec 2004 04:36:56 -0800
Organization: DawgPaw Gaming Network
Reply-To: [EMAIL PROTECTED]

Yes, I have to agree, that WoW downloader is one of the worst solutions I've
seen to date.

One of the slickest file download/update systems I've seen, it he GuildWars
one.  The initial game download is very, very small and quick.  Then, it
downloads what it thinks you need just before you need it, while you are
playing what has already been downloaded.  Any game updates are sent in the
background and are implemented while you keep playing.  I really never would
have believed it or liked the concept if I hadn't experienced it.  Lag?  I
never noticed any, at all.  This is coming from an MMORPG that hasn't even
released yet.

- HoundDawg


> Yea, lets have a rerun of the Blizzard downloader, where it
> works in the
> torrent scheme and you upload more then you download (which actually
> counts when your upload is metered [damn australia]).
> The whole p2p thing has most likely been discussed and it definately
> would cause a rather large uproar in the community.  I heard somewhere
> that the original creator of bittorrent is working for valve now?  I'm
> not sure how true that claim is, but aside from that, it probably
> wouldn't go so great for Official downloads.  Sure, for mods it'd be
> good, but CS updates and stuff should remain on fast servers :/
> And STEAM uses VGUI2 afaik.. so you won't be getting windows widgets
> anytime soon =)
>
> - Bruce "Bahamut" Andrews



--__--__--

Message: 4
Date: Fri, 17 Dec 2004 23:50:49 +1100
From: "Bruce \"Bahamut\" Andrews" <[EMAIL PROTECTED]>
To:  [EMAIL PROTECTED]
Subject: Re: [hlcoders] FileFarm - Community File Mirror Network
Reply-To: [EMAIL PROTECTED]

Doesn't sound entirely 56k friendly, though that's an awesome idea.
Luckily they designed the engine to be that flexible, hey =)
I'd love to see a mmorpg on the HL2 engine, though that random company
that leased it doesn't sound entirely too promising, and there's no way
in hell a 'mod' team could work one together :(
Ah well, forcing users to upload more data then they have to will cause
them to complain if they know about it, and if they don't, someone will
find out and bring on the conspiracy theories.

- Bruce "Bahamut" Andrews



HoundDawg wrote:

>Yes, I have to agree, that WoW downloader is one of the worst solutions
I've
>seen to date.
>
>One of the slickest file download/update systems I've seen, it he GuildWars
>one.  The initial game download is very, very small a

[hlcoders] Move Player Angle

2004-12-12 Thread Jose Luis Gonzalez
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Hi, i'm trying to move player view angle about 2 degree.



For example, player enters in a room and I want to automatically turn the
player from 2 to 45 degrees, how can i do that?

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