Re: [hlcoders] Any ideas on how to get thought bubbles to appear above character heads?

2011-04-26 Thread Maarten De Meyer
Just look at the code that shows something above the player's head for 
voice communication. We copied that for speech bubbles when typing for 
instance.


On 26/04/2011 19:38, Saul Rennison wrote:
You'd be best off creating a sprite (CSpriteOriented) at player 
creation, then making it visible when you want to show it, and then 
hiding it a few seconds later.


All that's server-side, by the way.

Thanks,
- Saul


On 26 April 2011 17:54, Secretive Loon secretivel...@gmail.com 
mailto:secretivel...@gmail.com wrote:


Apologies if this is posted more than once. I was unsubscribed
from this list for some reason.

I'm going to make characters that have little thought bubbles like
how characters do in The Sims. I know that I'm probably going to
use billboards (so the thought image always faces the camera) but
I have no idea where to start.

Could anyone give me any advice as to how I might have an image
that appears in game (the thought) and then disappears a few
seconds later? Perhaps I create a wall, set the image as the
wallpaper, billboard it and stick on a timer? What classes do you
think could help me?

Thanks in advance.


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Re: [hlcoders] CUtlVector crash ( screenshake )

2011-04-02 Thread Maarten De Meyer

Orangebox. Yeah, my next move was online debug play, hope I get lucky :)

On 2/04/2011 21:16, Psy_Commando wrote:
You could test the game online compiled in debug, you should get a 
more precise error or assertion. Remove any breakpoints before :)


You can also put a breakpoint before the purge of that particular 
vector, and try to see if it crashes at the same position in the 
vector. Also, check what is actually contained at that particular 
position in the vector, and in the container object if the pointer's 
not null. That should give a few more hints.


What version of the codebase are you using by the way ?

On Fri, Apr 1, 2011 at 12:26 AM, joshua simmons simmons...@gmail.com 
mailto:simmons...@gmail.com wrote:


Just a note that memcpy_s doesn't do much other than make your
code non-portable. You're better off avoiding malloc in the first
place than using a slightly slower version of it that's just as
unsafe.

On Fri, Apr 1, 2011 at 3:14 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

No, both windows and linux. I suspected it was a valid
construction. Still, that leaves me out of ideas :P

From: Adam amckern McKern
Sent: vrijdag 1 april 2011 3:25

To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CUtlVector crash ( screenshake )

You might want to upgrade to memcpy_s if your windows server
only (GCC has a dislike to microsoft non ISO code).


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

--- On *Fri, 1/4/11, Tony omega Sergi /omegal...@gmail.com
mailto:omegal...@gmail.com/* wrote:


From: Tony omega Sergi omegal...@gmail.com
mailto:omegal...@gmail.com
Subject: Re: [hlcoders] CUtlVector crash ( screenshake )
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
Cc: Tony Paloma drunkenf...@hotmail.com
mailto:drunkenf...@hotmail.com
Received: Friday, 1 April, 2011, 12:10 PM

It's destructing the container the pointer to your object
is stored in, not the object itself.
PurgeAndDelete on the other hand will destroy the object
itself as well.




On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma
drunkenf...@hotmail.com

http://au.mc335.mail.yahoo.com/mc/compose?to=drunkenf...@hotmail.com
wrote:

Your point about #3 does indeed look fishy. I'm not
sure why they're calling
the destructor on their own anyways.

Try this:
// Retire this shake.
void *shake = m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
delete shake;
continue;

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com

http://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com

http://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders-boun...@list.valvesoftware.com]
On Behalf Of Maarten De
Meyer
Sent: Thursday, March 31, 2011 11:38 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] CUtlVector crash ( screenshake )

Hi List!

So, we're finally out there in closed beta. One of the
most annyoing issues
is a client side crash. The call stack doesn't say all
that much, but still:
it always happens in the Purge command in the
destructor of
CUtlVector:

template typename T, class A 
inline CUtlVectorT, A::~CUtlVector()
{
Purge();
}

more precisely, in the CUtlVector screenshake_t *  .
[ There's only one of
those, in CViewEffects ].

Now, some questions:

1) any idea why this happens? [ had to ask :D ]
2) if no, any idea on how to debug?
3) Is the following normal? :

// Retire this shake.
delete m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
continue;

where:

template typename T, class A 
void CUtlVectorT, A::FastRemove( int elem ) {
Assert( IsValidIndex(elem) );

Destruct( Element(elem

[hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Maarten De Meyer

Hi List!

So, we're finally out there in closed beta. One of the most annyoing 
issues is a client side crash. The call stack doesn't say all that much, 
but still: it always happens in the Purge command in the destructor of 
CUtlVector:


template typename T, class A 
inline CUtlVectorT, A::~CUtlVector()
{
Purge();
}

more precisely, in the CUtlVector screenshake_t *  . [ There's only 
one of those, in CViewEffects ].


Now, some questions:

1) any idea why this happens? [ had to ask :D ]
2) if no, any idea on how to debug?
3) Is the following normal? :

// Retire this shake.
delete m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
continue;

where:

template typename T, class A 
void CUtlVectorT, A::FastRemove( int elem )
{
Assert( IsValidIndex(elem) );

Destruct( Element(elem) );
if (m_Size  0)
{
memcpy( Element(elem), Element(m_Size-1), sizeof(T) );
--m_Size;
}
}

and

template class T
inline void Destruct( T* pMemory )
{
pMemory-~T();

#ifdef _DEBUG
memset( pMemory, 0xDD, sizeof(T) );
#endif
}

Concretely: how come it is allowed to first delete a pointer, and 
afterwards still call the destructor on it? Is that not dangerous? [ 
Probably a c++ finesse I'm missing ]
Shake works fine most of the time though ( I tried with the console 
cheat command ), so it's not a reproducible crash yet - but happens very 
often in online games.


Thanks in advance for any lights shed in the darkness!

-- Maarten

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Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Maarten De Meyer
No, both windows and linux. I suspected it was a valid construction. Still, 
that leaves me out of ideas :P

-Original Message-
From: Adam amckern McKern
Sent: vrijdag 1 april 2011 3:25
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CUtlVector crash ( screenshake )

You might want to upgrade to memcpy_s if your windows server only (GCC has a 
dislike to microsoft non ISO code).
 


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

--- On Fri, 1/4/11, Tony omega Sergi omegal...@gmail.com wrote:


From: Tony omega Sergi omegal...@gmail.com
Subject: Re: [hlcoders] CUtlVector crash ( screenshake )
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Cc: Tony Paloma drunkenf...@hotmail.com
Received: Friday, 1 April, 2011, 12:10 PM


It's destructing the container the pointer to your object is stored in, not the 
object itself.
PurgeAndDelete on the other hand will destroy the object itself as well.





On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma drunkenf...@hotmail.com wrote:

Your point about #3 does indeed look fishy. I'm not sure why they're calling
the destructor on their own anyways.

Try this:
// Retire this shake.
void *shake = m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
delete shake;
continue;




-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De
Meyer
Sent: Thursday, March 31, 2011 11:38 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] CUtlVector crash ( screenshake )

Hi List!

So, we're finally out there in closed beta. One of the most annyoing issues
is a client side crash. The call stack doesn't say all that much, but still:
it always happens in the Purge command in the destructor of
CUtlVector:

template typename T, class A 
inline CUtlVectorT, A::~CUtlVector()
{
    Purge();
}

more precisely, in the CUtlVector screenshake_t *  . [ There's only one of
those, in CViewEffects ].

Now, some questions:

1) any idea why this happens? [ had to ask :D ]
2) if no, any idea on how to debug?
3) Is the following normal? :

// Retire this shake.
delete m_ShakeList.Element( nShake );
m_ShakeList.FastRemove( nShake );
continue;

where:

template typename T, class A 
void CUtlVectorT, A::FastRemove( int elem ) {
    Assert( IsValidIndex(elem) );

    Destruct( Element(elem) );
    if (m_Size  0)
    {
        memcpy( Element(elem), Element(m_Size-1), sizeof(T) );
        --m_Size;
    }
}

and

template class T
inline void Destruct( T* pMemory )
{
    pMemory-~T();

#ifdef _DEBUG
    memset( pMemory, 0xDD, sizeof(T) ); #endif }

Concretely: how come it is allowed to first delete a pointer, and afterwards
still call the destructor on it? Is that not dangerous? [ Probably a c++
finesse I'm missing ] Shake works fine most of the time though ( I tried
with the console cheat command ), so it's not a reproducible crash yet - but
happens very often in online games.

Thanks in advance for any lights shed in the darkness!

-- Maarten

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-- 
-Tony


-Inline Attachment Follows-


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[hlcoders] Linux vphysics infinite NaN m_vecAbsVelocity IS_NAN grenade PhysicsToss PhysicsCheckVelocity grrr

2011-03-24 Thread Maarten De Meyer
there, that should do it as far as keywords go for future generations, 
might save someone a good night's sleep.


FYI: The IS_NAN macro doesn't work on all platforms. Or the extern
const int nanmask; is. Or it's wrong somewhere. But don't depend on 
IS_NAN on linux, it gives false positives. If anyone has an intelligent 
explanation on this, it'd be nice. My hypothesis is that the internal 
representation of floating points may differ on different platforms?


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[hlcoders] View model transform @ mouselook

2011-03-03 Thread Maarten De Meyer
Hi list,

As a fix for a previously posted issue we seriously scaled down all our view 
models. As a consequence i've had to change quite a few things in code ( eg 
muzzle flashes, sprint bob code,...) One thing still escapes me: when turning 
around quickly using the mouse, the view model gets distorted. I assume this is 
a voluntary effect in source somewhere to make looking around more dynamic. 
Problem is, with the new weapon scales this deformation is way too big so I'd 
need to modify it, and I have no idea where in the code this effect is applied.

Anyone know where to look?

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Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Maarten De Meyer
Thanks. Bob I know too well, it's sway I was looking for :)

-Original Message-
From: Garry Newman
Sent: donderdag 3 maart 2011 11:06
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] View model transform @ mouselook

It's called view bob and view sway. That should help you find it :)

garry



On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer maar...@off-limits.be wrote:
 Hi list,

 As a fix for a previously posted issue we seriously scaled down all our view
 models. As a consequence i've had to change quite a few things in code ( eg
 muzzle flashes, sprint bob code,...) One thing still escapes me: when
 turning around quickly using the mouse, the view model gets distorted. I
 assume this is a voluntary effect in source somewhere to make looking around
 more dynamic. Problem is, with the new weapon scales this deformation is way
 too big so I'd need to modify it, and I have no idea where in the code this
 effect is applied.

 Anyone know where to look?

 Maarten
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Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-25 Thread Maarten De Meyer
It depends what you put in your part of the combo and what you keep. We 
wanted to keep the existing shader behavior and add a desaturation at 
the end that can be dynamically toggled on and off. Desaturation is not 
very costly, it's only a few instructions, but adding those already 
pushed us over the limit of a lot of combos. Since I didnt want to 
increase the shader model I cut out a few combos - left out some 
variables we didn't use anyway in our maps, until the lot compiled. 
Depending on what you want in your vision you won't have a problem - if 
it's very stylised you don't need to keep all the existing shader code 
and you won't have a problem.


-- Maarten

On 25/02/2011 19:37, Zach Brockway wrote:
Good info. Tony also suggested using a material proxy on #hlcoders. 
I'll hopefully have time to look into it some this weekend. However, 
your mention of instruction limits is cause for concern. If the 
alternate vision mode behavior is controlled by a combo variable, 
wouldn't the compiler optimization of the static branching prevent the 
normal behavior of the shader from eating up instruction limit?


I'll also look into replacing the materials, but that sounds even 
harder to implement cleanly.


Thanks.

On Tue, Feb 22, 2011 at 9:23 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Wasnt there a replacematerial method? I remember something like
that. For our alternate vision i ended up making a custom version
of all the stock shaders with a material proxy allowing me to
switch between vision modes in the shader itself. Advantages there
are the switch is immediate and you can change the effects outcome
per material, contrary to a postprocess. Disadvantages are that
you have to be able to do it in a shader ofcourse, and that the
stock shaders leave very little room for modification before you
hit the limits of the shader model.

From: Zach Brockway
Sent: woensdag 23 februari 2011 0:23

To: hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
Subject: [hlcoders] Overriding materials, especially while
rendering world (BSP) geometry

Hi list,

I've been investigating the possibility of being able to do
across-the-board material overriding. Motivated by an idea for
implementing an alternate vision mode, it would also entail a few
other things like rendering alternate view setups into render
targets; however, all of that seems to be well-supported and you
even get the benefit of examples of how to do it. The part that
I'm really stuck on is the fact that there doesn't seem to be a
way to affect the material used for rendering BSP geometry, since
it's all blackboxed away in the engine.

Things I've tried:

   1. Calling ForcedMaterialOverride on modelrender, studiorender,
  and g_pStudioRender, before render-DrawWorldLists is
  called. This had no effect.
   2. Installing an IBrushRenderer using
  render-InstallBrushSurfaceRenderer. My implementation of
  RenderBrushModelSurface was never called, so I suspect this
  only affects brush-based entities.

Of course, I still have to worry about how to handle the rendering
of *everything else* if I manage to figure this out, but this
particular problem struck me as the biggest stretch for the engine.

Thanks in advance for any advice.

-- 
They've penetrated our code walls. They're stealing the Internet!

We'll need to hack all IPs simultaneously.

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--
They've penetrated our code walls. They're stealing the Internet!
We'll need to hack all IPs simultaneously.


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Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-25 Thread Maarten De Meyer

oh, you smartass [ not a bad quality in a programmer ;) ]
I know, but I also tweak brightness/contrast and some other minor things 
in the shader, so I needed 'a few' :p


On 25/02/2011 20:36, Zach Brockway wrote:

That makes sense. Thanks again for the quick reply.

(As an aside, it seems like desaturation could be done in one 
instruction, e.g. color.rgb = dot(color.rgb, float3(0.2126, 0.7152, 
0.0722)); :)


On Fri, Feb 25, 2011 at 11:13 AM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


It depends what you put in your part of the combo and what you
keep. We wanted to keep the existing shader behavior and add a
desaturation at the end that can be dynamically toggled on and
off. Desaturation is not very costly, it's only a few
instructions, but adding those already pushed us over the limit of
a lot of combos. Since I didnt want to increase the shader model I
cut out a few combos - left out some variables we didn't use
anyway in our maps, until the lot compiled. Depending on what you
want in your vision you won't have a problem - if it's very
stylised you don't need to keep all the existing shader code and
you won't have a problem.

-- Maarten


On 25/02/2011 19:37, Zach Brockway wrote:

Good info. Tony also suggested using a material proxy on
#hlcoders. I'll hopefully have time to look into it some this
weekend. However, your mention of instruction limits is cause for
concern. If the alternate vision mode behavior is controlled by a
combo variable, wouldn't the compiler optimization of the static
branching prevent the normal behavior of the shader from eating
up instruction limit?

I'll also look into replacing the materials, but that sounds even
harder to implement cleanly.

Thanks.

On Tue, Feb 22, 2011 at 9:23 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

Wasnt there a replacematerial method? I remember something
like that. For our alternate vision i ended up making a
custom version of all the stock shaders with a material proxy
allowing me to switch between vision modes in the shader
itself. Advantages there are the switch is immediate and you
can change the effects outcome per material, contrary to a
postprocess. Disadvantages are that you have to be able to do
it in a shader ofcourse, and that the stock shaders leave
very little room for modification before you hit the limits
of the shader model.

From: Zach Brockway
Sent: woensdag 23 februari 2011 0:23

To: hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
Subject: [hlcoders] Overriding materials, especially while
rendering world (BSP) geometry

Hi list,

I've been investigating the possibility of being able to do
across-the-board material overriding. Motivated by an idea
for implementing an alternate vision mode, it would also
entail a few other things like rendering alternate view
setups into render targets; however, all of that seems to be
well-supported and you even get the benefit of examples of
how to do it. The part that I'm really stuck on is the fact
that there doesn't seem to be a way to affect the material
used for rendering BSP geometry, since it's all blackboxed
away in the engine.

Things I've tried:

   1. Calling ForcedMaterialOverride on modelrender,
  studiorender, and g_pStudioRender, before
  render-DrawWorldLists is called. This had no effect.
   2. Installing an IBrushRenderer using
  render-InstallBrushSurfaceRenderer. My implementation
  of RenderBrushModelSurface was never called, so I
  suspect this only affects brush-based entities.

Of course, I still have to worry about how to handle the
rendering of *everything else* if I manage to figure this
out, but this particular problem struck me as the biggest
stretch for the engine.

Thanks in advance for any advice.

-- 
They've penetrated our code walls. They're stealing the

Internet!
We'll need to hack all IPs simultaneously.

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We'll need to hack all IPs simultaneously.


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Re: [hlcoders] Shell eject issue

2011-02-22 Thread Maarten De Meyer
Scale does seem to be the issue alright, our view models are big. But indeed, 
scaling them wont be straightforward, and we have a lot of weapons to process. 
Anyone know of a fast method?

-Original Message-
From: Adam amckern McKern
Sent: dinsdag 22 februari 2011 7:30
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shell eject issue

$scale never seemed to work for me, it would only go to a lesser size of 0.5 - 
i had to manually adjust my view model in max, and then realign it, and export 
again.


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

--- On Tue, 22/2/11, Stephen Micheals stephen.miche...@gmail.com wrote:

From: Stephen Micheals stephen.miche...@gmail.com
Subject: Re: [hlcoders] Shell eject issue
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Tuesday, 22 February, 2011, 1:24 PM

being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that lighting
and other items may be applied to the viewmodel relative to the
worldspace coordinates.

i applied a small hack by adding $scale to the viewmodels qc and that
brought them within range of the hl2 sp/mp viewmodels in size/scale.


this is one of the viewmodels as it was originally.
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg

after it was scaled down to hl2 viewmodel size:
http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg


On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer maar...@off-limits.be wrote:
 hmm, any idea what the standard scale is ?


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Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-22 Thread Maarten De Meyer
Wasnt there a replacematerial method? I remember something like that. For our 
alternate vision i ended up making a custom version of all the stock shaders 
with a material proxy allowing me to switch between vision modes in the shader 
itself. Advantages there are the switch is immediate and you can change the 
effects outcome per material, contrary to a postprocess. Disadvantages are that 
you have to be able to do it in a shader ofcourse, and that the stock shaders 
leave very little room for modification before you hit the limits of the shader 
model.

-Original Message-
From: Zach Brockway
Sent: woensdag 23 februari 2011 0:23
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Overriding materials,   especially while rendering 
world (BSP) geometry

Hi list,

I've been investigating the possibility of being able to do across-the-board
material overriding. Motivated by an idea for implementing an alternate
vision mode, it would also entail a few other things like rendering
alternate view setups into render targets; however, all of that seems to be
well-supported and you even get the benefit of examples of how to do it. The
part that I'm really stuck on is the fact that there doesn't seem to be a
way to affect the material used for rendering BSP geometry, since it's all
blackboxed away in the engine.

Things I've tried:

   1. Calling ForcedMaterialOverride on modelrender, studiorender, and
   g_pStudioRender, before render-DrawWorldLists is called. This had no
   effect.
   2. Installing an IBrushRenderer using
   render-InstallBrushSurfaceRenderer. My implementation of
   RenderBrushModelSurface was never called, so I suspect this only affects
   brush-based entities.

Of course, I still have to worry about how to handle the rendering of
*everything else* if I manage to figure this out, but this particular
problem struck me as the biggest stretch for the engine.

Thanks in advance for any advice.

-- 
They've penetrated our code walls. They're stealing the Internet!
We'll need to hack all IPs simultaneously.
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-22 Thread Maarten De Meyer
For future reference: turns out it *was* the linux build. Source doesn't 
seem to like gcc 4.2.4 - built fine, but with a few vphysics quirks as 
said below. I rebuilt with gcc 4.1.2 and the 90° snap issue was gone.
Makes me fear though what other kind of bugs are due to the gcc version, 
and what gcc version finally is the way to go, if there is any :)


On 20/02/2011 16:04, Maarten De Meyer wrote:
No no, I'm fairly sure it's not me :D I beyond-compare'd anything 
between prop_physics and the engine, no relevant changes on my side. I 
still think it'll turn out to be an issue with the linux build - eg 
gcc version can be a factor too, although we're on 4.2.4 so we should 
be good. If I end up not finding it at all I'll compile a clean OB mod 
on my linux machine or something and work from there, but hope that 
won't be necessary.


On 20/02/2011 15:39, Tobias Kammersgaard wrote:
Sounds like you need to check previous revisions of your code to be 
honest.


- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


Found out another piece of interesting information. When we drop
weapons, we give them the direction of the player to make the
drop look realistic. This has always worked decently. On our
linux server, the dropped weapons - also physics objects ofcourse
- always have orientation 0 0 0, irrespective of the player
orientation.


On 19/02/2011 15:01, Tom Edwards wrote:

Without knowing how the debug code works it's hard to say what
that means. But it's still definitely a networking problem
rather than something that's happening on the server. What
happens when a predicted player walks around the affected
object, hugging it tightly?


*From:* Maarten De Meyer maar...@off-limits.be
mailto:maar...@off-limits.be
*To:* hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 11:14:39
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote:

If you look closely, the collision model doesn't change. It's
only the visual, client-side mesh that's out of place. Try
using vcollide_wireframe to see what's really going on.||


*From:* Jonathan Murphy nuclearfri...@gmail.com
mailto:nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 10:41:28
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)

In my experience it is unlikely to be a Linux specific issue,
and more of a prediction issue. Try introducing fake lag on a
listen server (net_fakelag 200) and seeing if the issue is
reproducable. That should make it much easier to debug.

On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

Yes, they are.

From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue
- (linux?)


Would be a interesting clue to know if all players are
seeing exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R.
joelru...@gmail.com mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as dedicated

servers.  It appears like the angle of the physics
object is updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be
wrote:

As great as Noir Desir's song is, obviously it's
not what I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know
where to start to debug. Basically, in all of our
maps, some physics props have an issue where the
orientation of their model snaps at 90° angles
instantaneously. This is not only with props, but
also eg with our vehicles, so I'm looking
suspicously at vphysics :). In addition, this only
seems

Re: [hlcoders] Shell eject issue

2011-02-22 Thread Maarten De Meyer
Thanks a lot list!! Problem solved. I can confirm that $scale works, byt 
indeed only you do it before the SMD references ( if not it screws up 
the model ), and that my problems with shell eject  muzzle flash were 
due to viewmodel size.


/me happy, 2 bugs to go :)

On 22/02/2011 12:52, Tom Edwards wrote:
$scale *is* the method. In theory you should be able to apply the same 
value for each weapon. Just remember to define it before any SMD 
references.


On 22/02/2011 11:33, Maarten De Meyer wrote:
Scale does seem to be the issue alright, our view models are big. But 
indeed, scaling them wont be straightforward, and we have a lot of 
weapons to process. Anyone know of a fast method?


From: Adam amckern McKern
Sent: dinsdag 22 februari 2011 7:30
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shell eject issue

$scale never seemed to work for me, it would only go to a lesser size 
of 0.5 - i had to manually adjust my view model in max, and then 
realign it, and export again.



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

--- On *Tue, 22/2/11, Stephen Micheals 
/stephen.miche...@gmail.com/* wrote:



From: Stephen Micheals stephen.miche...@gmail.com
Subject: Re: [hlcoders] Shell eject issue
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Received: Tuesday, 22 February, 2011, 1:24 PM

being a view model it can be created at any size, the way it looks
from the players viewpoint is what matters, but it seems that 
lighting

and other items may be applied to the viewmodel relative to the
worldspace coordinates.

i applied a small hack by adding $scale to the viewmodels qc and 
that

brought them within range of the hl2 sp/mp viewmodels in size/scale.


this is one of the viewmodels as it was originally.

http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg


after it was scaled down to hl2 viewmodel size:

http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg



On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer
maar...@off-limits.be /mc/compose?to=maar...@off-limits.be wrote:
 hmm, any idea what the standard scale is ?


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Re: [hlcoders] Shell eject issue

2011-02-21 Thread Maarten De Meyer

hmm, any idea what the standard scale is ?

On 21/02/2011 22:28, Stephen Micheals wrote:

with the old mod i worked on i noticed issues with the location of
effects attached to the view models as well as awkward lighting on the
viewmodels themselves.

as it turned out the viewmodels were created at a much larger scale
then the standard scale most viewmodels were made at and that was
causing problems.

On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyermaar...@off-limits.be  wrote:

Hi list!

I have a problem that I think is a common one. Some effects, like muzzle
flash and shell eject, take an attachment's position in view model space,
transform it to world space and act upon it. I have some issues with that:
if you are looking down ( even a little bit under the straight forward pose
), these effects don't play - I guess because the attachment position is
actually *below* the world surface when transformed. For the muzzle flashes
I can work around this by rendering the flash anyway, after the world has
been rendered. But for shell eject I'm not sure what the best solution is -
right now my shell ejection only works when looking up.

Is this a common problem? Or is it maybe related to the way our view models
are created ( eg, we place them at 0 0 0, is that correct or do they have to
be at eye-height in max, corrected with $origin in the .qc or something? )

-- Maarten

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[hlcoders] Shell eject issue

2011-02-20 Thread Maarten De Meyer

Hi list!

I have a problem that I think is a common one. Some effects, like muzzle 
flash and shell eject, take an attachment's position in view model 
space, transform it to world space and act upon it. I have some issues 
with that: if you are looking down ( even a little bit under the 
straight forward pose ), these effects don't play - I guess because the 
attachment position is actually *below* the world surface when 
transformed. For the muzzle flashes I can work around this by rendering 
the flash anyway, after the world has been rendered. But for shell eject 
I'm not sure what the best solution is - right now my shell ejection 
only works when looking up.


Is this a common problem? Or is it maybe related to the way our view 
models are created ( eg, we place them at 0 0 0, is that correct or do 
they have to be at eye-height in max, corrected with $origin in the .qc 
or something? )


-- Maarten

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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
Found out another piece of interesting information. When we drop 
weapons, we give them the direction of the player to make the drop look 
realistic. This has always worked decently. On our linux server, the 
dropped weapons - also physics objects ofcourse - always have 
orientation 0 0 0, irrespective of the player orientation.


On 19/02/2011 15:01, Tom Edwards wrote:
Without knowing how the debug code works it's hard to say what that 
means. But it's still definitely a networking problem rather than 
something that's happening on the server. What happens when a 
predicted player walks around the affected object, hugging it tightly?



*From:* Maarten De Meyer maar...@off-limits.be
*To:* hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 11:14:39
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote:
If you look closely, the collision model doesn't change. It's only 
the visual, client-side mesh that's out of place. Try using 
vcollide_wireframe to see what's really going on.||



*From:* Jonathan Murphy nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming 
hlcoders@list.valvesoftware.com

*Sent:* Saturday, 19 February, 2011 10:41:28
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

In my experience it is unlikely to be a Linux specific issue, and 
more of a prediction issue. Try introducing fake lag on a listen 
server (net_fakelag 200) and seeing if the issue is reproducable. 
That should make it much easier to debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Yes, they are.

From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)


Would be a interesting clue to know if all players are seeing
exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com
mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as dedicated

servers.  It appears like the angle of the physics object is
updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

As great as Noir Desir's song is, obviously it's not what
I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know where to
start to debug. Basically, in all of our maps, some
physics props have an issue where the orientation of
their model snaps at 90° angles instantaneously. This is
not only with props, but also eg with our vehicles, so
I'm looking suspicously at vphysics :). In addition,
this only seems to happen on our linux server. Not 100%
sure, since it does not happen consistently on all
props, but we've tried reproducing it a lot on a windows
listenserver without success, and on our linux dedicated
server it happens frequently. Here's a video of the issue:

*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still with a
driver in it, and it did a 'snap' at nearly fixed
intervals of several seconds. Player got out, it went
away, player stepped in, it was back ( another reason
for me to look at vphysics with the evil eye ).

I'm hoping someone has hit this issue before, or can at
least point me in the right direction, or, a method for
debugging this. Since I'm not sure if it's related to
vphysics linux internals, the linux build
machine/settings, networking tolerances, ... I'm not
sure where to start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
No no, I'm fairly sure it's not me :D I beyond-compare'd anything 
between prop_physics and the engine, no relevant changes on my side. I 
still think it'll turn out to be an issue with the linux build - eg gcc 
version can be a factor too, although we're on 4.2.4 so we should be 
good. If I end up not finding it at all I'll compile a clean OB mod on 
my linux machine or something and work from there, but hope that won't 
be necessary.


On 20/02/2011 15:39, Tobias Kammersgaard wrote:
Sounds like you need to check previous revisions of your code to be 
honest.


- ScarT


On 20 February 2011 14:18, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


Found out another piece of interesting information. When we drop
weapons, we give them the direction of the player to make the drop
look realistic. This has always worked decently. On our linux
server, the dropped weapons - also physics objects ofcourse -
always have orientation 0 0 0, irrespective of the player
orientation.


On 19/02/2011 15:01, Tom Edwards wrote:

Without knowing how the debug code works it's hard to say what
that means. But it's still definitely a networking problem rather
than something that's happening on the server. What happens when
a predicted player walks around the affected object, hugging it
tightly?


*From:* Maarten De Meyer maar...@off-limits.be
mailto:maar...@off-limits.be
*To:* hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 11:14:39
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote:

If you look closely, the collision model doesn't change. It's
only the visual, client-side mesh that's out of place. Try using
vcollide_wireframe to see what's really going on.||


*From:* Jonathan Murphy nuclearfri...@gmail.com
mailto:nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
*Sent:* Saturday, 19 February, 2011 10:41:28
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)

In my experience it is unlikely to be a Linux specific issue,
and more of a prediction issue. Try introducing fake lag on a
listen server (net_fakelag 200) and seeing if the issue is
reproducable. That should make it much easier to debug.

On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

Yes, they are.

From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue -
(linux?)


Would be a interesting clue to know if all players are
seeing exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R.
joelru...@gmail.com mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as dedicated

servers.  It appears like the angle of the physics
object is updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be
wrote:

As great as Noir Desir's song is, obviously it's not
what I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know
where to start to debug. Basically, in all of our
maps, some physics props have an issue where the
orientation of their model snaps at 90° angles
instantaneously. This is not only with props, but
also eg with our vehicles, so I'm looking
suspicously at vphysics :). In addition, this only
seems to happen on our linux server. Not 100% sure,
since it does not happen consistently on all props,
but we've tried reproducing it a lot on a windows
listenserver without success, and on our linux
dedicated server it happens frequently. Here's a
video of the issue:

*http://www.youtube.com/watch?v=NrgcRvBJYBE

[hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

Hi list,

we're facing an issue I don't immediately know where to start to debug. 
Basically, in all of our maps, some physics props have an issue where 
the orientation of their model snaps at 90° angles instantaneously. This 
is not only with props, but also eg with our vehicles, so I'm looking 
suspicously at vphysics :). In addition, this only seems to happen on 
our linux server. Not 100% sure, since it does not happen consistently 
on all props, but we've tried reproducing it a lot on a windows 
listenserver without success, and on our linux dedicated server it 
happens frequently. Here's a video of the issue:


*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still with a driver in it, and 
it did a 'snap' at nearly fixed intervals of several seconds. Player got 
out, it went away, player stepped in, it was back ( another reason for 
me to look at vphysics with the evil eye ).


I'm hoping someone has hit this issue before, or can at least point me 
in the right direction, or, a method for debugging this. Since I'm not 
sure if it's related to vphysics linux internals, the linux build 
machine/settings, networking tolerances, ... I'm not sure where to start 
looking.


Thanks for any feedback ( or sympathy :D ),

Maarten
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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
As great as Noir Desir's song is, obviously it's not what I wanted to 
show :D

Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.

On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know where to start to 
debug. Basically, in all of our maps, some physics props have an issue 
where the orientation of their model snaps at 90° angles 
instantaneously. This is not only with props, but also eg with our 
vehicles, so I'm looking suspicously at vphysics :). In addition, this 
only seems to happen on our linux server. Not 100% sure, since it does 
not happen consistently on all props, but we've tried reproducing it a 
lot on a windows listenserver without success, and on our linux 
dedicated server it happens frequently. Here's a video of the issue:


*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still with a driver in it, 
and it did a 'snap' at nearly fixed intervals of several seconds. 
Player got out, it went away, player stepped in, it was back ( another 
reason for me to look at vphysics with the evil eye ).


I'm hoping someone has hit this issue before, or can at least point me 
in the right direction, or, a method for debugging this. Since I'm not 
sure if it's related to vphysics linux internals, the linux build 
machine/settings, networking tolerances, ... I'm not sure where to 
start looking.


Thanks for any feedback ( or sympathy :D ),

Maarten


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[hlcoders] RE: Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
Yes, they are.

-Original Message-
From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

Would be a interesting clue to know if all players are seeing exactly the
same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com wrote:

 Have you tested it on a windows dedicated server?  Listenservers don't act
 entirely the same as dedicated servers.  It appears like the angle of the
 physics object is updating a bad networked angle value.


 On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer 
 maar...@off-limits.bewrote:

  As great as Noir Desir's song is, obviously it's not what I wanted to
 show :D
 Here's the real vid with the issue:

 *http://www.youtube.com/watch?v=QhmrP6eSAek*

 sorry for that.


 On 19/02/2011 9:15, Maarten De Meyer wrote:

 Hi list,

 we're facing an issue I don't immediately know where to start to debug.
 Basically, in all of our maps, some physics props have an issue where the
 orientation of their model snaps at 90° angles instantaneously. This is not
 only with props, but also eg with our vehicles, so I'm looking suspicously
 at vphysics :). In addition, this only seems to happen on our linux server.
 Not 100% sure, since it does not happen consistently on all props, but we've
 tried reproducing it a lot on a windows listenserver without success, and on
 our linux dedicated server it happens frequently. Here's a video of the
 issue:

 *http://www.youtube.com/watch?v=NrgcRvBJYBE*

 At one point we had a vehicle that stood still with a driver in it, and it
 did a 'snap' at nearly fixed intervals of several seconds. Player got out,
 it went away, player stepped in, it was back ( another reason for me to look
 at vphysics with the evil eye ).

 I'm hoping someone has hit this issue before, or can at least point me in
 the right direction, or, a method for debugging this. Since I'm not sure if
 it's related to vphysics linux internals, the linux build machine/settings,
 networking tolerances, ... I'm not sure where to start looking.

 Thanks for any feedback ( or sympathy :D ),

 Maarten


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 please visit:http://list.valvesoftware.com/mailman/listinfo/hlcoders



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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

vcollide_wireframe moves together with the mesh I'm afraid.

On 19/02/2011 11:52, Tom Edwards wrote:
If you look closely, the collision model doesn't change. It's only the 
visual, client-side mesh that's out of place. Try using 
vcollide_wireframe to see what's really going on.||



*From:* Jonathan Murphy nuclearfri...@gmail.com
*To:* Discussion of Half-Life Programming 
hlcoders@list.valvesoftware.com

*Sent:* Saturday, 19 February, 2011 10:41:28
*Subject:* Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

In my experience it is unlikely to be a Linux specific issue, and more 
of a prediction issue. Try introducing fake lag on a listen server 
(net_fakelag 200) and seeing if the issue is reproducable. That should 
make it much easier to debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Yes, they are.

From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)


Would be a interesting clue to know if all players are seeing
exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com
mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as dedicated

servers.  It appears like the angle of the physics object is
updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

As great as Noir Desir's song is, obviously it's not what
I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know where to
start to debug. Basically, in all of our maps, some
physics props have an issue where the orientation of
their model snaps at 90° angles instantaneously. This is
not only with props, but also eg with our vehicles, so
I'm looking suspicously at vphysics :). In addition, this
only seems to happen on our linux server. Not 100% sure,
since it does not happen consistently on all props, but
we've tried reproducing it a lot on a windows
listenserver without success, and on our linux dedicated
server it happens frequently. Here's a video of the issue:

*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still with a
driver in it, and it did a 'snap' at nearly fixed
intervals of several seconds. Player got out, it went
away, player stepped in, it was back ( another reason for
me to look at vphysics with the evil eye ).

I'm hoping someone has hit this issue before, or can at
least point me in the right direction, or, a method for
debugging this. Since I'm not sure if it's related to
vphysics linux internals, the linux build
machine/settings, networking tolerances, ... I'm not sure
where to start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer

That was my first try, but I can't reproduce it with net_fakelag.

On 19/02/2011 11:41, Jonathan Murphy wrote:
In my experience it is unlikely to be a Linux specific issue, and more 
of a prediction issue. Try introducing fake lag on a listen server 
(net_fakelag 200) and seeing if the issue is reproducable. That should 
make it much easier to debug.


On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Yes, they are.

From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap issue - (linux?)


Would be a interesting clue to know if all players are seeing
exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R. joelru...@gmail.com
mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as dedicated

servers.  It appears like the angle of the physics object is
updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

As great as Noir Desir's song is, obviously it's not what
I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know where to
start to debug. Basically, in all of our maps, some
physics props have an issue where the orientation of
their model snaps at 90° angles instantaneously. This is
not only with props, but also eg with our vehicles, so
I'm looking suspicously at vphysics :). In addition, this
only seems to happen on our linux server. Not 100% sure,
since it does not happen consistently on all props, but
we've tried reproducing it a lot on a windows
listenserver without success, and on our linux dedicated
server it happens frequently. Here's a video of the issue:

*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still with a
driver in it, and it did a 'snap' at nearly fixed
intervals of several seconds. Player got out, it went
away, player stepped in, it was back ( another reason for
me to look at vphysics with the evil eye ).

I'm hoping someone has hit this issue before, or can at
least point me in the right direction, or, a method for
debugging this. Since I'm not sure if it's related to
vphysics linux internals, the linux build
machine/settings, networking tolerances, ... I'm not sure
where to start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten


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Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
Well, I just tried playing with cl_predict 0, and it still happens, so I 
guess it's not prediction then.


On 19/02/2011 12:33, Tobias Kammersgaard wrote:
I'd say its related to the prediction. You say it doesn't happy with 
all props? Have you tried checking the difference between props that 
does it, and props that don't?


- ScarT


On 19 February 2011 12:17, Jonathan Murphy nuclearfri...@gmail.com 
mailto:nuclearfri...@gmail.com wrote:


How unusual.. I'm starting to feel for you. Hopefully someone can
come on here and shine some real light on the problem. :(


On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

That was my first try, but I can't reproduce it with net_fakelag.


On 19/02/2011 11:41, Jonathan Murphy wrote:

In my experience it is unlikely to be a Linux specific issue,
and more of a prediction issue. Try introducing fake lag on a
listen server (net_fakelag 200) and seeing if the issue is
reproducable. That should make it much easier to debug.

On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:

Yes, they are.


From: Jonathan Murphy
Sent: zaterdag 19 februari 2011 11:02
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Physics props 90° angle snap
issue - (linux?)


Would be a interesting clue to know if all players are
seeing exactly the same thing?

On Sat, Feb 19, 2011 at 7:42 PM, Joel R.
joelru...@gmail.com mailto:joelru...@gmail.com wrote:

Have you tested it on a windows dedicated server? 
Listenservers don't act entirely the same as

dedicated servers.  It appears like the angle of the
physics object is updating a bad networked angle value.


On Sat, Feb 19, 2011 at 2:22 AM, Maarten De Meyer
maar...@off-limits.be
mailto:maar...@off-limits.be wrote:

As great as Noir Desir's song is, obviously it's
not what I wanted to show :D
Here's the real vid with the issue:

*http://www.youtube.com/watch?v=QhmrP6eSAek*

sorry for that.


On 19/02/2011 9:15, Maarten De Meyer wrote:

Hi list,

we're facing an issue I don't immediately know
where to start to debug. Basically, in all of
our maps, some physics props have an issue where
the orientation of their model snaps at 90°
angles instantaneously. This is not only with
props, but also eg with our vehicles, so I'm
looking suspicously at vphysics :). In addition,
this only seems to happen on our linux server.
Not 100% sure, since it does not happen
consistently on all props, but we've tried
reproducing it a lot on a windows listenserver
without success, and on our linux dedicated
server it happens frequently. Here's a video of
the issue:

*http://www.youtube.com/watch?v=NrgcRvBJYBE*

At one point we had a vehicle that stood still
with a driver in it, and it did a 'snap' at
nearly fixed intervals of several seconds.
Player got out, it went away, player stepped in,
it was back ( another reason for me to look at
vphysics with the evil eye ).

I'm hoping someone has hit this issue before, or
can at least point me in the right direction,
or, a method for debugging this. Since I'm not
sure if it's related to vphysics linux
internals, the linux build machine/settings,
networking tolerances, ... I'm not sure where to
start looking.

Thanks for any feedback ( or sympathy :D ),

Maarten


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Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Maarten De Meyer
I did some checking, and you are right. My issue is unrelated to the 
linux build, it just didn't show on windows or listenserver cause the 
connection was way better. It is a generic prediction issue ( 
net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and 
it's gone )


I've also searched this list's archive, I think there is several threads 
on similar problems already. A suggestion by Yahn a short valve-time ago 
I think is relevant here. Basically, depending on network conditions, it 
is normal that a frame gets predicted several times, causing the same 
events to be re-fired clientside. If I grasped it correctly, putting 
this construction


#if defined( CLIENT_DLL )
if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() ) 
return;
#endif

before anything that shouldn't happen twice ( muzzle flashes, 
SendWeaponAnim, ... )


is a way to deal with this problem: the multiple predictions will still 
happen as should be the case, but the impact on what the client sees is 
minimised.


I guess that leaves me with the question: is this really what I'm 
hitting, and more importantly, is the above m.o. the way to go? Do I 
need to meticulously filter out things I want to be re-predicted and 
things I don't everywhere and if() with the above statement? Anyone else 
went through this? I'm no prediction expert, would like to hear from 
those that are :)


-- Maarten


On 24/01/2011 1:25, Andrew Ritchie wrote:
I had similar experiences with our port to orange box.  I had 
originally thought that it might be my own fault for handling a lot of 
our free look and weapon aiming client side but we even tracked the 
same issues in the base SDK on listen servers under fake ping.  I 
can't say it's identical since you mentioned only getting it under 
linux, we could recreate it on listen servers as well, but the 
symptoms are the same.  I tracked that prediction was rerunning the 
frames without ever indicating that it was actually a rerun frame, the 
frame counter would just drop X into he past and run from there. This 
was the biggest give away that either I'd botched up or something was 
a lower level had an issue that needed a fix beyond a check to make 
sure you don't repeat beyond the first prediction frame.  I was never 
able to figure out a real solution to the issue beyond client side 
absolute platform time checks, which didn't solve anything more than 
superficially.


I'd be interested in hearing if you find anything or anyone else has 
this and found a solution, as it essentially brought everything to a 
grinding halt over a year ago, since online play become unmanageable 
for a lot of players.


On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Hi list,

I've recently built our OB mod's linux server after a loong time
working windows only. I got it to compile  run fine, but there's
a serious general issue with the way the game acts when playing on
the linux server. It runs OK, but some things are clearly off,
like sprint behavior/animations, shoot animations etc. E.g., one
particular, reproducible issue is that if you click to shoot, the
shot goes well, but if you hold your mouse down for a while and
release it, a second shoot anim/muzzle flash happens, ammo gets
decremented, but immediately after that reincremented and that
second shot does not register on the server. I think that means
that client side is predicting a lot more than it should. I also
get some prediction errors wtih cl_showerrors 1. I don't get any
of this behavior with the same client, but on the windows server
[Which I find a bit odd, since prediction is client-side only, no?].

Anyone has any clue in what direction to look or has had similar
experiences?

Thanks in advance,

Maarten

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[hlcoders] Linux build prediction? issues

2011-01-23 Thread Maarten De Meyer

Hi list,

I've recently built our OB mod's linux server after a loong time working 
windows only. I got it to compile  run fine, but there's a serious 
general issue with the way the game acts when playing on the linux 
server. It runs OK, but some things are clearly off, like sprint 
behavior/animations, shoot animations etc. E.g., one particular, 
reproducible issue is that if you click to shoot, the shot goes well, 
but if you hold your mouse down for a while and release it, a second 
shoot anim/muzzle flash happens, ammo gets decremented, but immediately 
after that reincremented and that second shot does not register on the 
server. I think that means that client side is predicting a lot more 
than it should. I also get some prediction errors wtih cl_showerrors 1. 
I don't get any of this behavior with the same client, but on the 
windows server [Which I find a bit odd, since prediction is client-side 
only, no?].


Anyone has any clue in what direction to look or has had similar 
experiences?


Thanks in advance,

Maarten

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Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread Maarten De Meyer
God, I hope I'm not the only one left here that's still actually modding 
HL2 :)


On 27/12/2010 19:45, drgreen2003 wrote:


Its some sort of reverse Valve-Time 
(http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it 
to make the world spin in wrong direction (Must be related to the good 
christmas holiday sales). So we got back 3 years were we all still 
subscribed hlcoders :D


- /me starts playing HL2 again -

*Von:*hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von 
*Jamie Femia

*Gesendet:* Montag, 27. Dezember 2010 01:47
*An:* Discussion of Half-Life Programming
*Betreff:* Re: [hlcoders] SMG model affects player rendercolor

What I find stranger is that having also unsubscribed, that this email 
is getting through but no others are! Surely this can't be the only 
mail going through the hlcoders servers!


On 26 December 2010 23:09, Richard Hough richard.r.ho...@gmail.com 
mailto:richard.r.ho...@gmail.com wrote:


Same here, except my unsubscription was from about 3 years ago.  If 
they restored it from a backup that's an old backup.


On Sun, Dec 26, 2010 at 4:27 PM, Jorge Rodriguez bs.v...@gmail.com 
mailto:bs.v...@gmail.com wrote:


Valve probably just restored their single old mailing list server
from a backup or some other shenanigans. Just like old times eh
fellas?


-- 
Jorge Vino Rodriguez


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Re: [hlcoders] (no subject)

2009-03-06 Thread Maarten De Meyer
About 5 more and I'm gonna follow the OP I think.

 AFAIK the longest thread is What MSVC version do you use/have? by Alfred
 Reynolds, with 91 responses.

 That's 50 more to go :)


 2009/3/6 John Standish vold...@gmail.com

 Sir, I think that is happening.
 So this one time, at band camp.oh wait wrong thread :-P

 On Fri, Mar 6, 2009 at 10:25 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

  *anufa digital signature*
  Maybe we could make this thread an everlasting random thread?
 
  2009/3/6 John Standish vold...@gmail.com
  - Show quoted text -
 
   *digital signature*
  
   On Fri, Mar 6, 2009 at 10:18 AM, Saul Rennison 
 saul.renni...@gmail.com
   wrote:
  
Never! Petition against locking?
   
2009/3/6 Jorge Rodriguez bs.v...@gmail.com
- Show quoted text -
   
 I wish I could lock this thread.

 --
 Jorge Vino Rodriguez
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--
Thanks,
- Saul.
- Show quoted text -
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  Thanks,
  - Saul.
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Re: [hlcoders] Multi-Pass Shaders?

2009-01-17 Thread Maarten De Meyer
http://pastebin.com/m5d914966

 Well, thanks you Maarten's help, I've found the appropriate functions
 for changing the render target.  I just have one other problem: The
 shader needs to know how big a pixel is texture coordinates so that it
 can grab the adjacent pixels and blend them.  The only way I have
 figured out to do this so far is to call
 materials-GetRenderTargetDimensions() from within the shader's .cpp
 file, then pass them into the shader registers as constants.
 Unfortunately, this wont work without adding tier2.lib to the link
 libraries, and it seems like kind of a hack.

 Is there a better/prettier way to do this that doesn't involve adding in
 extra link libraries to the stdshader project?  I've looked around, but
 I can't seem to find any appropriate examples.  I expect I'm just
 looking in the wrong places.

 Maarten De Meyer wrote:
 I can give you some samples of my multipass post-process shaders, both
 code  shader-side, when I get home tonight, if you still need them.
 They're fairly easy to understand examples.

 -- Maarten



 Thanks! I'll take another look at it.

 Tony Sergi wrote:

 Core is multipass.


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter
 Gray
 Sent: January-16-09 3:13 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Multi-Pass Shaders?

 I'm trying to add a Kuwahara post-process shader into an ep1 mod, but
 sadly I'm a bit new to shader programming to be undertaking such a
 task
 and I've gotten a bit lost.  For a Kuwahara shader, or at least the
 sample implementation of it I've found, you need to have 5 passes, 4
 of
 which render to intermediate buffers, and a 5th one that combines the
 4
 buffers and renders to the screen.
 Unfortunately, I haven't been able to find any examples of a
 multi-pass
 shader in the SDK, or even any reference to functions that might
 enable
 that kind of behavior.  Does anyone have any hints on how to do this
 or
 places to look for examples?
 Even knowing if multiple render targets like this are supported would
 be
 a big help, as I suspect there may also a way to do it in a single
 pass.

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Re: [hlcoders] Multi-Pass Shaders?

2009-01-16 Thread Maarten De Meyer
I can give you some samples of my multipass post-process shaders, both
code  shader-side, when I get home tonight, if you still need them.
They're fairly easy to understand examples.

-- Maarten


 Thanks! I'll take another look at it.

 Tony Sergi wrote:
 Core is multipass.


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter
 Gray
 Sent: January-16-09 3:13 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Multi-Pass Shaders?

 I'm trying to add a Kuwahara post-process shader into an ep1 mod, but
 sadly I'm a bit new to shader programming to be undertaking such a task
 and I've gotten a bit lost.  For a Kuwahara shader, or at least the
 sample implementation of it I've found, you need to have 5 passes, 4 of
 which render to intermediate buffers, and a 5th one that combines the 4
 buffers and renders to the screen.
 Unfortunately, I haven't been able to find any examples of a multi-pass
 shader in the SDK, or even any reference to functions that might enable
 that kind of behavior.  Does anyone have any hints on how to do this or
 places to look for examples?
 Even knowing if multiple render targets like this are supported would be
 a big help, as I suspect there may also a way to do it in a single pass.

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[hlcoders] Round Restart wiki tutorial soundscapes

2009-01-02 Thread Maarten De Meyer
Hi list!

I followed the tutorial at
http://developer.valvesoftware.com/wiki/Resetting_Maps_and_Entities to do
round restarts. [ This code preserves certain entities, among which
env_soundscape, on restart ]

It specified the use of an event, and clientside, adds this to the handler
of the restart event:

enginesound-StopAllSounds( true );
Soundscape_OnStopAllSounds(); // Tell the soundscape system.

Those lines cause all my soundscapes to die, and they don't play at all
anymore after round restart. If I take them out of the handler, at first
glance it works OK, but I wonder if I'm not introducing any other bugs
that way like permanently looping sounds etc - I'll still remember
as_oilrig's elevator for that when I'm old and dying I think :)

Anyone here hit that particular bump  know the proper way to preserve
soundscapes ?

Thanks,

Maarten


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Re: [hlcoders] Simple question ? on mouse key bindings

2008-12-29 Thread Maarten De Meyer
As said, I'm trying to close the spectator menu. By default it closes with
the duck button, but doesnt work if duck is a mouse button. So I capture
mouse events in the specgui and see the user hit the right mouse button.
So then I need to check if that maps to duck. Tada.


 This seems like a very strange question.What are you trying to achieve
 with
 this?
 -Skyler Clark

 On Fri, Dec 26, 2008 at 6:57 AM, Maarten De Meyer
 maar...@off-limits.bewrote:

 Update

 I found out engine-Key_LookupBinding(duck); is returning MOUSE2,
 but
 only if it's the first bound key. I don't understand why this function
 doesn't return an array of strings, since a binding can map to any
 number
 of keys? Or at least supply an inverse function, which would allow you
 to
 access all information.

 Maarten

  Hi,
 
  How can I check if e.g. my right mouse button is bound to e.g. duck ?
 I'm
  trying to close the spectator menu. My duck is bound to F and right
 mouse
  button. I can catch the mousepressed, and see in the vgui::MouseCode
 it's
  right mouse button, but how can I find the mapping between a mousekey
 and
  it's bind?
 
  Thanks,
 
  Maarten
 
 
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[hlcoders] Simple question ? on mouse key bindings

2008-12-26 Thread Maarten De Meyer
Hi,

How can I check if e.g. my right mouse button is bound to e.g. duck ? I'm
trying to close the spectator menu. My duck is bound to F and right mouse
button. I can catch the mousepressed, and see in the vgui::MouseCode it's
right mouse button, but how can I find the mapping between a mousekey and
it's bind?

Thanks,

Maarten


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Re: [hlcoders] Simple question ? on mouse key bindings

2008-12-26 Thread Maarten De Meyer
Update

I found out engine-Key_LookupBinding(duck); is returning MOUSE2, but
only if it's the first bound key. I don't understand why this function
doesn't return an array of strings, since a binding can map to any number
of keys? Or at least supply an inverse function, which would allow you to
access all information.

Maarten

 Hi,

 How can I check if e.g. my right mouse button is bound to e.g. duck ? I'm
 trying to close the spectator menu. My duck is bound to F and right mouse
 button. I can catch the mousepressed, and see in the vgui::MouseCode it's
 right mouse button, but how can I find the mapping between a mousekey and
 it's bind?

 Thanks,

 Maarten


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Re: [hlcoders] rounds not ending and scoreboard?

2008-12-26 Thread Maarten De Meyer
Debug. Set a breakpoint. Press F10 repeatedly. Use watches. See what's not
how you expect it.

No offense but it is a bug in your own gameplay code probably. Just step
into it see what doesn't happen the way you want it and take it from
there. If there's something about Source that doesn't happen the way you'd
expect it and you want clarification or help on that, ok, post here with a
specific question, but if you write a bunch of nested if statements and
they don't work the way you expect, it is the kind of problem you need to
learn how to debug yourself.

Do not take this the wrong way, I'm a helpful guy really, but there's some
basic techniques you need to master yourself if you plan to make any kind
of modification, and debugging this kind of code is one of them.

 Ok since it was around christmass when I asked this I guess not too many
 people read this so I'm bringing it back up, see below! It's about
 rounds not ending when they should now and then, they're supposed to end
 when only 1 or less players left alive, but they dont and I don't see
 the problem

 Also second question below the quote.

 Yorg Kuijs wrote:
 alright here's how it continues after counting players:

 if ( iRounds  0 )
 {
 if( IsTeamplay() == true )
 {
 if ( combinecountertotal= 1  rebelcountertotal= 1 
 combinecounter = 1  rebelcounter = 0 )
 {
 GoToIntermission2();
 UTIL_ClientPrintAll( HUD_PRINTCENTER, Combine Wins);
 UTIL_ClientPrintAll( HUD_PRINTCONSOLE, Combine won the
 round );
 return;
 }
 else if ( combinecountertotal= 1  rebelcountertotal= 1
  combinecounter = 0  rebelcounter = 1 )
 {
 GoToIntermission2();
 UTIL_ClientPrintAll( HUD_PRINTCENTER, Rebels Win);
 UTIL_ClientPrintAll( HUD_PRINTCONSOLE, Rebels won the
 round );
 return;
 }
 else if ( combinecountertotal= 1  rebelcountertotal= 1
  combinecounter = 0  rebelcounter = 0 )
 {
 GoToIntermission2();
 UTIL_ClientPrintAll( HUD_PRINTCENTER, The round is a
 draw);
 UTIL_ClientPrintAll( HUD_PRINTCONSOLE, The round was a
 draw );
 return;
 }
 }
 else // not teamplay
 {
 if ( playercountertotal=2  playercounter == 1 )
 {
 GoToIntermission2();
 UTIL_ClientPrintAll( HUD_PRINTCENTER, Player X Wins);
 UTIL_ClientPrintAll( HUD_PRINTCONSOLE, Player X Won );
 return;
 }
 else if ( playercountertotal=2  playercounter = 0 )
 {
 GoToIntermission2();
 UTIL_ClientPrintAll( HUD_PRINTCENTER, The round is a
 draw);
 UTIL_ClientPrintAll( HUD_PRINTCONSOLE, The round was a
 draw );
 return;
 }
 }
 }
 else
 {
 GoToIntermission();
 }

 cheeseh-bu wrote:

 I think we'd also need to see what you do with the counter variables
 afater
 finding them, as I don't see much wrong with that code just looking at
 it.
 hope i can help with it..

 Secondly: How does the scoreboard gets it values? I don't understand how
 it does, does anyone know a tutorial on the multiplayer scoreboard of hl2?


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[hlcoders] Hud elements / specgui Z ordering

2008-12-24 Thread Maarten De Meyer
Hi list!

I think last year I swore it'd be my last christmas developing on Source.
Har har, how time flies. I guess I'll add it to my list of recurring new
year resolutions.

I'm trying to have some of my hud elements render before ( before in z
space, not in render order ) my specgui. I first tinkered with SetZPos,
but that apparently only works between siblings in the render hierarchy. I
tried setting the specgui's parent to the same as the hud elements, but
didn't succeed.

Any other ideas? I can make a hud element and copy parts of the specgui in
there, but that's so much of a hack, there must be a cleaner way?

Merry Xmas,

Maarten


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Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Maarten De Meyer
I fixed mine with

http://forums.thewavelength.net/index.php?showtopic=11140st=15

hth

 Hey list,

 my previous attemts at making a windnade turned out good :D
 so I'm now going back to fixing some bugs

 First bug is been in for a while and I've seen other mods that have it
 too:
 Now and then spectate is bugged, when you free view into a wall it will
 constantly fall down into the map and you can't stop it, or you are
 stuck on your dead body, though you can get loose if u try hard enough
 but then if u go into a wall again you are back to your own body.

 A long time ago I posted this problem and was told to set
 mp_forcerespawn to 1, which was already on 1 and to have the mapper add
 some entity to the map which was done as well, the problem has remained
 since and it wasn't too bad while the mod used deathmatch, but now my
 gametypes are last man standing and last team standing, when a player
 runs out of lives they are now forced to spectate and so they are
 confronted often with the bug, other spectate views work fine until you
 free view into a wall.

 Second bug is that rounds aren't ending sometimes, today I happened to
 notice that the last 2 guys alive died at the same time, though I'm not
 100% sure that's the problem, but the round is supposed to end when
 there's 2 or more players and 1 alive, or if 0 alive then its a draw and
 it ends the round as well.
 However like I said sometimes it doesn't do it.

 Players are counted like this:
 int playercountertotal = 0;
 int playercounter = 0;
 int rebelcountertotal = 0;
 int rebelcounter = 0;
 int combinecountertotal = 0;
 int combinecounter = 0;

 for ( int i = 1; i = gpGlobals-maxClients; i++ )
 {
 CHL2MP_Player *pPlayer = (CHL2MP_Player*) UTIL_PlayerByIndex( i );

 if ( !pPlayer || pPlayer-GetTeamNumber() == TEAM_SPECTATOR )
 continue;

 if( IsTeamplay() == true )
 {
 if( pPlayer  pPlayer-GetTeamNumber() == TEAM_COMBINE )
 combinecountertotal++;
 if( pPlayer  pPlayer-GetTeamNumber() == TEAM_REBELS )
 rebelcountertotal++;
 if( pPlayer  pPlayer-GetTeamNumber() == TEAM_COMBINE 
 ToHL2MPPlayer(pPlayer)-GetTeamPlayerLives()0 )
 combinecounter++;
 if( pPlayer  pPlayer-GetTeamNumber() == TEAM_REBELS 
 ToHL2MPPlayer(pPlayer)-GetTeamPlayerLives()0 )
 rebelcounter++;
 }
 else
 {
 if ( pPlayer )
 {
 //Total players
 playercountertotal++;

 //Alive players
 if( ToHL2MPPlayer(pPlayer)-GetPlayerLives()0)
 playercounter++;
 }
 }
 }

 any idea on how to fix these 2 things?

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Re: [hlcoders] Push Gun

2008-12-08 Thread Maarten De Meyer
If by push you mean blown back in a single blow, VelocityPunch?

 I would like to create a weapon that when fired pushes the other player
 backwards

 how would I go about applying a force to a player?




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Re: [hlcoders] .fxc Shaders not found

2008-11-22 Thread Maarten De Meyer
Are you sure your environment settings are correct for your mod? He's not
copying the files to another directory?

 I've recently attempted to run through the shader tutorials on the wiki
 and
 on wraith's website, and I seem to be running into an error in both.  I'm
 using the episode one engine, and I followed the tutorials to the letter
 as
 far as I can tell.  The Buildsdkshaders.bat seems to run with no problem,
 however i can find no reference at all to any of the shaders that are
 defined in .fxc files in my mod's shader directory when it completes, and
 I
 get a could not find shader error for them if they are used anywhere in
 a
 map.  This includes not just the post_sepia effect that I created
 following
 wraith's tutorial, but also some of the SDK shaders.  I recieve a message
 that looks like this:

 Couldn't load pixel shader sdk_lightmappedgeneric_ps20
 Couldn't load vertex shader sdk_lightmappedgeneric_vs20
 Couldn't load vertex shader SDK_lightmappedgeneric_flashlight_vs20
 Couldn't load pixel shader SDK_flashlight_ps20


 Am I missing something here?  There are .fxc files for all of these, but
 the
 compiler just seems to generate .inc files for them and nothing else.
 What's going on?
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[hlcoders] Custom shaders in hammer?

2008-11-15 Thread Maarten De Meyer
Hi list,

We've created custom shaders for our mod as a replacement for e.g.
VertexLitGeneric, LightmappedGeneric etc. However, Hammer doesn't seem to
like that change, and our mapper needs to revert his version to the
materials before the change to be able to develop  compile.

How can I let hammer  the compilation tools (if necessary) make use of
our own custom shader_dll's and shaders ?

Thanks for any help,

Maarten


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Re: [hlcoders] EmitSound not always emitting sound

2008-11-05 Thread Maarten De Meyer
 You don't have to use two different sounds. You can put the loop in the
 same sound with the windup, just set the cue points at the loopin part. It
 will play the start, and then loop the rest.

That's a cool mechanism, I didn't know it worked that way, but since I
want to switch between two sounds after the first part is done I still
need to do the timing myself - but I've already added code to take care of
that.

One main question remains: how does this class network? I have a
soundenvelopecontroller driven by my own statemachine without issues, but
entirely clientside at the moment. Consequently sounds are only played to
the local client. Can I just put this code serverside? I fear the timings
of the sounds over a network will introduce serious lag, I'm not sure what
the idea is. I could use this system client-side and a separate one to
play only a subset of the sounds to other players too, I'm not sure what
the best approach is?



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: November-01-08 8:14 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] EmitSound not always emitting sound

 I'm passing through the soundenvelopecontroller's
 createsound/play/shutdown now. Alternating seems to work better, but how
 do I determine when a sound is finished? The IsPlaying seems only to track
 status of whether or not the play/shutdown has been called, not of the
 actual sound duration. I need to transition from the end of my spinup
 sound to the looping or firing sound.

 Also, how should I use the SoundEnvelopeController class? I want smooth,
 immediate glitchfree transitions between sounds and no influence by lag.
 At the moment I'm using it completely client-side only, is that the way to
 go? Will it also emit sounds to other players or do I have to create a
 separate mechanism for that?

 Thanks in advance for some clarification - documentation on
 soundenvelope's is very sparse, or I'm missing it completely.

 Maarten

 Use a sound envelope for that sort of thing, instead of using emitsound.
 Do everything else you already did for maintaining it's state though.


 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: Wednesday, October 29, 2008 2:47 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] EmitSound not always emitting sound

 If no-one has any idea why EmitSound can be unreliable, is there
 another/better way to emit sounds? Anyone here implemented a minigun
 with
 alternating, looping sounds being played in sequence?


 Hi list,

 *if this is a duplicate mail, ignore it, I'm having mailhost problems*

 I'm doing sound for a minigun which requires a bit more effort than an
 average weapon
 since we have spinup /spindown / loop  loopfire sounds which have to
 transition
 seamlessly. I've done this by adding a little state machine clientside
 in ItemPostFrame
 that updates the weapon's soundstate depending on its actual state.
 That works fine, in
 that my states properly update. When I change state, I do a StopSound
 on the sounds that
 need to be stopped ( for the looping sounds ), and a WeaponSound on
 the weaponsound for
 the new state.

 Problem is, when I switch alternatingly between the loop_spin and
 loop_spin_fire
 states/sounds, occasionally the spinning sound does not play when I
 EmitSound() it. [Both
 sounds are mutually exclusive, I don't mix a shooting sound on top of
 the spinning sound,
 that's done in the wave. Both sounds I switch between that give issues
 are looping sounds
 with a cuepoint at the start and end]. The next time I switch states
 it's playing again,
 just every once in a while it doesn't play, and it really bothers.

 Things I've done to debug so far:

 - I've enabled sound emitter tracing ingame, and can see clearly that
 StopSound and
 EmitSound always do get called for the proper sounds, and StopSound is
 always before
 EmitSound. Just sometimes the sound in the last EmitSound is not
 audible.
 - I've done several experiments with the channels, but haven't found
 any combination that
 solves my issue ( although admittedly I don't know all about those
 channels,
 documentation is sparse/incomplete ).
 - I've called MakeReliable() on the filters in the WeaponSound
 function, that didn't help.

 Any ideas what the issue could be or how I could make sure my sounds
 are always played
 when they're EmitSound()'ed ?

 -- Maarten


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Re: [hlcoders] EmitSound not always emitting sound

2008-11-01 Thread Maarten De Meyer
I'm passing through the soundenvelopecontroller's
createsound/play/shutdown now. Alternating seems to work better, but how
do I determine when a sound is finished? The IsPlaying seems only to track
status of whether or not the play/shutdown has been called, not of the
actual sound duration. I need to transition from the end of my spinup
sound to the looping or firing sound.

Also, how should I use the SoundEnvelopeController class? I want smooth,
immediate glitchfree transitions between sounds and no influence by lag.
At the moment I'm using it completely client-side only, is that the way to
go? Will it also emit sounds to other players or do I have to create a
separate mechanism for that?

Thanks in advance for some clarification - documentation on
soundenvelope's is very sparse, or I'm missing it completely.

Maarten

 Use a sound envelope for that sort of thing, instead of using emitsound.
 Do everything else you already did for maintaining it's state though.


 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: Wednesday, October 29, 2008 2:47 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] EmitSound not always emitting sound

 If no-one has any idea why EmitSound can be unreliable, is there
 another/better way to emit sounds? Anyone here implemented a minigun with
 alternating, looping sounds being played in sequence?


 Hi list,

 *if this is a duplicate mail, ignore it, I'm having mailhost problems*

 I'm doing sound for a minigun which requires a bit more effort than an
 average weapon
 since we have spinup /spindown / loop  loopfire sounds which have to
 transition
 seamlessly. I've done this by adding a little state machine clientside
 in ItemPostFrame
 that updates the weapon's soundstate depending on its actual state.
 That works fine, in
 that my states properly update. When I change state, I do a StopSound
 on the sounds that
 need to be stopped ( for the looping sounds ), and a WeaponSound on
 the weaponsound for
 the new state.

 Problem is, when I switch alternatingly between the loop_spin and
 loop_spin_fire
 states/sounds, occasionally the spinning sound does not play when I
 EmitSound() it. [Both
 sounds are mutually exclusive, I don't mix a shooting sound on top of
 the spinning sound,
 that's done in the wave. Both sounds I switch between that give issues
 are looping sounds
 with a cuepoint at the start and end]. The next time I switch states
 it's playing again,
 just every once in a while it doesn't play, and it really bothers.

 Things I've done to debug so far:

 - I've enabled sound emitter tracing ingame, and can see clearly that
 StopSound and
 EmitSound always do get called for the proper sounds, and StopSound is
 always before
 EmitSound. Just sometimes the sound in the last EmitSound is not
 audible.
 - I've done several experiments with the channels, but haven't found
 any combination that
 solves my issue ( although admittedly I don't know all about those
 channels,
 documentation is sparse/incomplete ).
 - I've called MakeReliable() on the filters in the WeaponSound
 function, that didn't help.

 Any ideas what the issue could be or how I could make sure my sounds
 are always played
 when they're EmitSound()'ed ?

 -- Maarten


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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?


 Hi list,

 *if this is a duplicate mail, ignore it, I'm having mailhost problems*

 I'm doing sound for a minigun which requires a bit more effort than an
 average weapon
 since we have spinup /spindown / loop  loopfire sounds which have to
 transition
 seamlessly. I've done this by adding a little state machine clientside
 in ItemPostFrame
 that updates the weapon's soundstate depending on its actual state.
 That works fine, in
 that my states properly update. When I change state, I do a StopSound
 on the sounds that
 need to be stopped ( for the looping sounds ), and a WeaponSound on
 the weaponsound for
 the new state.

 Problem is, when I switch alternatingly between the loop_spin and
 loop_spin_fire
 states/sounds, occasionally the spinning sound does not play when I
 EmitSound() it. [Both
 sounds are mutually exclusive, I don't mix a shooting sound on top of
 the spinning sound,
 that's done in the wave. Both sounds I switch between that give issues
 are looping sounds
 with a cuepoint at the start and end]. The next time I switch states
 it's playing again,
 just every once in a while it doesn't play, and it really bothers.

 Things I've done to debug so far:

 - I've enabled sound emitter tracing ingame, and can see clearly that
 StopSound and
 EmitSound always do get called for the proper sounds, and StopSound is
 always before
 EmitSound. Just sometimes the sound in the last EmitSound is not audible.
 - I've done several experiments with the channels, but haven't found
 any combination that
 solves my issue ( although admittedly I don't know all about those
 channels,
 documentation is sparse/incomplete ).
 - I've called MakeReliable() on the filters in the WeaponSound
 function, that didn't help.

 Any ideas what the issue could be or how I could make sure my sounds
 are always played
 when they're EmitSound()'ed ?

 -- Maarten


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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
no, it's even on the same spot, it randomly doesn't play.

 Well EmitSound is unreliable for me when played from the viewmodel of
 grenades, another dev who helps test said it's because the map I was
 testing on uses looping ambient_generic sounds and the problem might go
 away.

 But from what I read the first time you mailed I didn't think it applies
 on what you're trying to cause it only happened in certain area's. I'm
 assuming you were shooting the gun on one place and it randomly didnt
 play?
 If it's only certain parts of the map then it may be the above problem...

 Maarten De Meyer wrote:
 If no-one has any idea why EmitSound can be unreliable, is there
 another/better way to emit sounds? Anyone here implemented a minigun
 with
 alternating, looping sounds being played in sequence?



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[hlcoders] background01_widescreen.vtf and 16:10 resolutions

2008-10-19 Thread Maarten De Meyer
Hi list,

since this seems basic to me, I risk asking a FAQ, but google didn't help,
so here goes.

Apparently, people playing in 16:10 ( tested on 1920*1200 ) get the
background01.vtf image in the main menu in stead of the
background01_widescreen.vtf image. 16:9 reso's display
background01_widescreen properly.

Any ideas/help to link 16:10 to a widescreen image?

-- Maarten


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Re: [hlcoders] Scrolling Textures

2008-10-13 Thread Maarten De Meyer
What I would *expect* logically is

LightmappedGeneric
{
$basetexture test/basewatertexture01
$basetexture2 base/basewavetexture01
$surfaceprop metal

Proxies
{
TextureScroll
{
textureScrollVar $basetexture2transform
textureScrollAngle 90
textureScrollRate 10
}
}
}

Can't verify it now though, I'm at work. If you don't have it up and
running when I'm at home I'll take a look.

-- Maarten



 Well yeah I know about the model with the animation, but I don't want to
 have to have two copies of the waves (and render 2x the triangles) with
 the
 top layer being foam.

 How would you overlay an animated material ontop of a $basetexture?

 On Sun, Oct 12, 2008 at 7:08 PM, Josh Hollander [EMAIL PROTECTED]
 wrote:

 The puddle should be easy enough to do, but I'm not so sure about the
 water... Model with animation could be best, if you're up to it.

 On Sun, Oct 12, 2008 at 9:12 PM, Matt Hoffman
 [EMAIL PROTECTED]wrote:

  Well what I'm trying to do is re-create Wetwork from COD4. (First
 level
  really, with the cargoship, etc)
 
  I'm trying to re-create the water, which appears to be a moving plane
  (animated vertexes) with a base water texture, then an animated
 'wave/foam'
  texture on top.
 
  I'm also trying to re-create the puddles on the deck plating. This I
 think
  could be done with a base texture, and then an animated (water droplet
  animation) refract texture, which is overlayed onto the deckplating
  material.
 
  On Sun, Oct 12, 2008 at 6:07 PM, Josh Hollander [EMAIL PROTECTED]
  wrote:
 
   I believe so... I'm not quite sure as to what you are trying to
 achieve,
   but
   if it's just a single texture I got mine working with Maarten's
 help.
  
   On Sun, Oct 12, 2008 at 8:53 PM, Matt Hoffman
   [EMAIL PROTECTED]wrote:
  
All I know is the code I posted doesn't do anything. :P
   
Would I remove $basetexture2 (at the start of the vmt) and replace
 it
   with
$basetexturetransform?
   
On Sun, Oct 12, 2008 at 5:49 PM, Josh Hollander
 [EMAIL PROTECTED]
wrote:
   
 I believe you have to change the line

 textureScrollVar $basetexture2

 to

 textureScrollVar $baseTextureTransform

 Although I'm not sure if you're going for a different effect
 from
 scrolling.

 Josh

 On Sun, Oct 12, 2008 at 2:46 PM, Matt Hoffman
 [EMAIL PROTECTED]wrote:

  Whoops that won't work, that's animated texture.
  I meant to say:
 
  LightmappedGeneric
  {
 $basetexture test/basewatertexture01
 $basetexture base/basewavetexture01
 $surfaceprop metal
 
 Proxies
 {
 TextureScroll
 {
 textureScrollVar $basetexture2
 textureScrollAngle 90
 textureScrollRate 10
 }
 }
 
 
  }
 
  On Sun, Oct 12, 2008 at 11:25 AM, Matt Hoffman
  [EMAIL PROTECTED]wrote:
 
   What would my code look like, something like this? (Typed
 off
   memory,
 so
   the commands may be iffy)
  
   LightmappedGeneric
   {
   $basetexture base/basetexture1
   $basetexture base/basetexture1overlay
   $surfaceprop metal
   $surfaceprop2 water //Does source support
 SurfaceProp2?
  
   Proxies
   {
   AnimatedTexture
   {
   animatedTextureVar $basetexture2
   animatedTextureFrameNumVar $frame
   animatedTextureFrameRate 10
   }
   }
  
   $frame 2
  
   }
  
   Would that work? Or where do I put $basetexture2transform.
  
  
   On Sun, Oct 12, 2008 at 11:08 AM, Maarten De Meyer 
  [EMAIL PROTECTED]wrote:
  
   Proxies operate on variables, I see no reason why the
   $basetexture2transform should be any different. What you
 want
   should
 be
   possible, yes.
  
In a related question, can you have your $basetexture2
 scroll?
  I
 wish
  to
have a basetexture, then a scrolling material overlayed
 ontop
  of
 this.
   Is
this possible?
   
On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer
[EMAIL PROTECTED]wrote:
   
try using $bumptransform in stead of
 $baseTextureTransform
 as
texturescrollvar. That help?
   
-- Maarten
   
 I'd like to know why my texture wont scroll. It
 refracts
  beautifully,
 but...
 well, it looks utterly fake. Can anybody figure out
 what
  I've
 done
wrong
 here?

 VMT CODE:
 Refract
 {
 $normalmap dvlstx/forcefield_normal
 $surfaceprop glass
 $bluramount 1
 $refractamount .100
 $scale [1 1]
 $envmap env_cubemap
 $envmaptint [.7 .7

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
try using $bumptransform in stead of $baseTextureTransform as
texturescrollvar. That help?

-- Maarten

 I'd like to know why my texture wont scroll. It refracts beautifully,
 but...
 well, it looks utterly fake. Can anybody figure out what I've done wrong
 here?

 VMT CODE:
 Refract
 {
 $normalmap dvlstx/forcefield_normal
 $surfaceprop glass
 $bluramount 1
 $refractamount .100
 $scale [1 1]
 $envmap env_cubemap
 $envmaptint [.7 .7 .7]
 $REFRACTTINTTEXTURE dvlstx/forcefield_a
 Proxies
 {
 TextureScroll
 {
 texturescrollvar $baseTextureTransform
 texturescrollrate 0.1
 texturescrollangle 30.00
 }
 }
 }

 I've indented with TAB where needed, (ie, after brackets) but have no idea
 what is wrong!! Somebody please help!

 Thanks!
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Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
Proxies operate on variables, I see no reason why the
$basetexture2transform should be any different. What you want should be
possible, yes.

 In a related question, can you have your $basetexture2 scroll? I wish to
 have a basetexture, then a scrolling material overlayed ontop of this. Is
 this possible?

 On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer
 [EMAIL PROTECTED]wrote:

 try using $bumptransform in stead of $baseTextureTransform as
 texturescrollvar. That help?

 -- Maarten

  I'd like to know why my texture wont scroll. It refracts beautifully,
  but...
  well, it looks utterly fake. Can anybody figure out what I've done
 wrong
  here?
 
  VMT CODE:
  Refract
  {
  $normalmap dvlstx/forcefield_normal
  $surfaceprop glass
  $bluramount 1
  $refractamount .100
  $scale [1 1]
  $envmap env_cubemap
  $envmaptint [.7 .7 .7]
  $REFRACTTINTTEXTURE dvlstx/forcefield_a
  Proxies
  {
  TextureScroll
  {
  texturescrollvar $baseTextureTransform
  texturescrollrate 0.1
  texturescrollangle 30.00
  }
  }
  }
 
  I've indented with TAB where needed, (ie, after brackets) but have no
 idea
  what is wrong!! Somebody please help!
 
  Thanks!
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Re: [hlcoders] Vector Math Wallwalking problem

2008-10-07 Thread Maarten De Meyer
Yup, that's why I changed the input reference. I'll mail you the
relevant parts of my code tonight when I get access.

-- Maarten

 Hey, thanks for your response.

 I have tried implementing the mouse movement change so that all movement
 when on the wall is from the right reference.

 I am having problems with Yaw'ing the mouse though, I am not sure how to
 actually adjust the yaw value properly because it 'rolls' (when you are on
 the wall) the camera around, instead of swiveling parallel to the surface
 of
 the wall like it does when your walking normally.

 I would love to see the math you used in your approach or any other help
 :)

 Mitchel

 On Sun, Oct 5, 2008 at 5:52 PM, Maarten De Meyer
 [EMAIL PROTECTED]wrote:

 Hi Mitchel,

 I implemented fully functional wallwalking about two years ago for the
 first implementation of our gameplay, when we still had an alien. I'm
 not
 sure which part you're referring to though. Personally, when players in
 my
 mod jumped to or walked over a new surface, I kept the current camera
 orientation, since changing your camera angle at that time gives a
 shocky
 experience and can be very disorienting. What I rather did, is modify
 the
 input classes so all mouse movement from that point on happened in the
 reference frame of the new surface ( with some interpolation over time
 to
 smooth things out ). This felt very natural and worked very well. I also
 touched problems that sound a lot like yours, I'm not sure if they're
 the
 same, but I can give you the math for my approach if you want.

 One word of caution though. I don't know your game's pitch, so for all I
 know you won't have this problem, but we eventually stepped away from
 wallwalking since you cannot do it properly (i.e. fully equivalent to
 upright walking ) without an oriented box shapecast, which Source
 doesn't
 support. I had something pretty decent using several points that I
 transformed ourselves, but this kind approach always has edge cases with
 certain geometry. One concession you can make to still have it working
 decently, is e.g. limiting the orientation and complexity of the
 surfaces
 you can walk on, but that was a sacrifice we chose not to make.

 Hope that helped a bit. Feel free to contact me on- or off-list if you
 want more info or parts of my code.

 -- Maarten


  Hi Everyone,
 
  Making a mod with a few others that has walkwalking - the actual
 physical
  walking along walls part has been implemented.
 
  Basically it uses the normal of the surface you are walking on and the
  viewing direction of the player to construct the correct 'right' and
  'forward' unit vectors, so that the players movement is constrained to
 the
  surface (using the cross product).
 
  The problem I am having now is that I want to change the camera angle
 to
  face the forward direction of the surface. I have hooked up the
  server-client code so that I can directly change the camera angle
 however
  my
  vector cross product calculations screw up because I am now changing
 the
  camera viewing angle and then using it to make a calculation which
 changes
  it again - e.g. circular madness.
 
  Thus I am sure it is possible because you see it done all of the time
 -
  but
  is there a way to construct at least one right angled vector from just
 one
  vector? The cross product requires 2 vectors, so I played with
 arbitrary
  vectors and rotations to the original direction of the normal to the
  surface
  - however I get problems where one wall's normal will eventually be
  co-linear to the vector I have chosen (which results in a zero
 vector).
 
  So I am not sure I really explained the problem all that well - I can
 go
  into more detail if anyone doesn't understand.
 
  Thanks
 
  Mitchel
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Re: [hlcoders] Vector Math Wallwalking problem

2008-10-05 Thread Maarten De Meyer
Hi Mitchel,

I implemented fully functional wallwalking about two years ago for the
first implementation of our gameplay, when we still had an alien. I'm not
sure which part you're referring to though. Personally, when players in my
mod jumped to or walked over a new surface, I kept the current camera
orientation, since changing your camera angle at that time gives a shocky
experience and can be very disorienting. What I rather did, is modify the
input classes so all mouse movement from that point on happened in the
reference frame of the new surface ( with some interpolation over time to
smooth things out ). This felt very natural and worked very well. I also
touched problems that sound a lot like yours, I'm not sure if they're the
same, but I can give you the math for my approach if you want.

One word of caution though. I don't know your game's pitch, so for all I
know you won't have this problem, but we eventually stepped away from
wallwalking since you cannot do it properly (i.e. fully equivalent to
upright walking ) without an oriented box shapecast, which Source doesn't
support. I had something pretty decent using several points that I
transformed ourselves, but this kind approach always has edge cases with
certain geometry. One concession you can make to still have it working
decently, is e.g. limiting the orientation and complexity of the surfaces
you can walk on, but that was a sacrifice we chose not to make.

Hope that helped a bit. Feel free to contact me on- or off-list if you
want more info or parts of my code.

-- Maarten


 Hi Everyone,

 Making a mod with a few others that has walkwalking - the actual physical
 walking along walls part has been implemented.

 Basically it uses the normal of the surface you are walking on and the
 viewing direction of the player to construct the correct 'right' and
 'forward' unit vectors, so that the players movement is constrained to the
 surface (using the cross product).

 The problem I am having now is that I want to change the camera angle to
 face the forward direction of the surface. I have hooked up the
 server-client code so that I can directly change the camera angle however
 my
 vector cross product calculations screw up because I am now changing the
 camera viewing angle and then using it to make a calculation which changes
 it again - e.g. circular madness.

 Thus I am sure it is possible because you see it done all of the time -
 but
 is there a way to construct at least one right angled vector from just one
 vector? The cross product requires 2 vectors, so I played with arbitrary
 vectors and rotations to the original direction of the normal to the
 surface
 - however I get problems where one wall's normal will eventually be
 co-linear to the vector I have chosen (which results in a zero vector).

 So I am not sure I really explained the problem all that well - I can go
 into more detail if anyone doesn't understand.

 Thanks

 Mitchel
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[hlcoders] Predicted variable override

2008-09-30 Thread Maarten De Meyer
Hi list!

I'm using a client-side concommand to directly set the value of a variable
that's predicted. My problem is that the prediction immediately overrides
this value. [ I've already used a recvproxy to disable network updates to
override this value, which works decently ]. How can I either invalidate
the current prediction, or update the value the prediction uses, so that
my value is not re-overwritten (all clientside ofcourse)?

Thanks for any insight,

Maarten


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Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?

2008-09-30 Thread Maarten De Meyer
Personally, as far as my mod is concerned, we want to get something
releaseworthy first, after that I'm probably gonna ask valve to do a
little playtest with us and give us some feedback. But I think
prerequisite one is releasing a public beta and get noticed. [ Which is an
art in itself. We're one of the few serious mods that have never ever been
mentioned in Steam news, but we're patient - our day will come :p ]

 How do mods get invovled with this? Who do we have to bribe to be
 included?




 bFriday, September 26, 2008/bbr
 br
  br
 br
 img
 src=http://storefront.steampowered.com/Steam/Marketing/message/1843/img/5mods.jpg;
 alt= class=img_tag border=0br
 br
 As a part of our continuing efforts to support the MOD community, we
 will begin hosting selected MODs directly on Steam starting next week.
 The first five MODs to ship on steam will be Age of Chivalry,
 D.I.P.R.I.P., Insurgency, Synergy, and Zombie Panic. As always, owners
 of a
 href=steam://openurl/http://store.steampowered.com/search/?category2=16;
 target=_blankany Source game/a will be able to download and play
 all of these MODs for free.br
 br
 Once installed, these MODs will appear in your My Games list and
 will receive automatic updates just like other games on Steam. Also,
 these MODs now take advantage of Steamworks, which provides stat
 tracking and tighter integration with the Steam community.br

 br
 We're excited to see MOD developers get wider recognition for the hard
 work they have done, and we hope to support more MOD teams in the
 future. Watch for the official release next week!





 On Mon, Aug 11, 2008 at 6:20 PM, Jonathan Murphy
 [EMAIL PROTECTED] wrote:
 I remember quite some time ago I was invited to a discussion on doing
 this
 (on a forum somewhere, can't remember where :( but Valve was involved).
 The
 questions were along the lines of What would you like Steam to do for
 mods? and someone from Valve said they were planning on a system to
 allow
 mods to release through Steam, so I guess Steamworks is a continuation
 of
 that idea.

 There was also talk of possibly allowing mods to charge people to
 download,
 wonder if that will ever come to fruition. It wasn't really a popular
 idea
 at the time but yeah, would certainly make things interesting. :p


 On Tue, Aug 12, 2008 at 7:47 AM, Adam amckern McKern
 [EMAIL PROTECTED]wrote:

 They where going to do SvenCoop back in the day, but never did, so i
 spose
 it will never happen, unless the mod goes retail.

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


 --- On Tue, 8/12/08, Wiktor Deresz [EMAIL PROTECTED] wrote:

  From: Wiktor Deresz [EMAIL PROTECTED]
  Subject: Re: [hlcoders] Which are the other 3 mods that get access to
 the
 steamworks sdk?
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  Date: Tuesday, August 12, 2008, 4:09 AM
  On Mon, Aug 11, 2008 at 7:47 PM, 1nsane
  [EMAIL PROTECTED] wrote:
 
   Zombie Panic Source and Age of Chivalry?
  
   It would be nice if Valve finally started distributing
  mods for ?free? over
   Steam... that would make updating much easier for
  everyone and less random
   disconnects when the versions differ.
  
   On Mon, Aug 11, 2008 at 9:52 AM, Wiktor Deresz
  [EMAIL PROTECTED] wrote:
  
On Mon, Aug 11, 2008 at 8:54 AM,
  [EMAIL PROTECTED] wrote:
   
 I noticed that Synergy is one of the first 4
  mods that get access to
   the
 steamworks sdk, so im wondering which are
  the other 3 mods that get
access,
 and if its possible that more mods will get
  access to the steamworks
   sdk
in
 the near future, as this would be a great
  benefit for the source
   modders
out
 there.
 --
 Der GMX SmartSurfer hilft bis zu 70% Ihrer
  Onlinekosten zu sparen!
 Ideal für Modem und ISDN:
  http://www.gmx.net/de/go/smartsurfer


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[hlcoders] WorldVertexTransition shader

2008-09-28 Thread Maarten De Meyer
Hi list,

I'm wrapping up some modifications to all the standard shaders for my mod
( LightmappedGeneric, VertexLitGeneric ). Works a charm so far ( thx for
the help Tony ), only thing is for my modifications to make sense I need
to apply them to the WorldVertexTransition shader as well, and I'm not
sure if it's a shader in itself, or an alias for another one, or where the
source code for that shader is located. I see references to
WorldVertexTransition in the flashlight shaders, but I don't see the
WorldVertexTransition shader used for displacements, or which pixel shader
is used so I can modify it.

Anyone have any clues on this? I hope to god the answer isn't that we just
don't get access to that particular shader's source - I'd hate to have to
re-write it from scratch.

Thanks!

-- Maarten


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Re: [hlcoders] problems with dedicated server and mod start (frontiers)

2008-09-25 Thread Maarten De Meyer
Do you have a steam.inf file in your mod directory? I didn't have the same
problem but related ones, see the thread at

http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23714.html


 hi,

 got here some problem with a source dedicated server(windows).
 The mod is called Frontiers.

 (1)
 The Frontiers-Gameserver is not listed in the Serverwindow in Steam.
 Using the filter for Frontiers and it says, no servers out there.
 Can add the IP in my favorites and join him.
 If i use no filters in the Steam Server window i can see the server. By
 game (sorted with the arrows on the top) it says Frontiers.

 (2)
 Second Problem is that when i join the Frontiers-Gameserver it launches
 hl2dm. But only says that it launches it.
 It shows the inrto of hl2dm. After the intro i am in Frontiers and not in
 hl2dm. The Task says it is the Mod-Game too.
 If i start my Mod via Steam it will only start the Mod. Not hl2dm.

 (1 additional infos)
 Installed with hldsupdatetool Hl2DM-Server (required for the mod).
 Installed the frontiers files in a new Folder called frontiers in the
 root directory of the gameserver.
 Started scrds with e:\Gameserver\Test1\srcds.exe  -game frontiers
 -applaunch 215 +map ceuta_beta_02a -maxplayers 16 -port 26015 -autoupdate
 Server cfg i reduced to the minimum now. hostname,rcon_password,
 sv_password, sv_lan 0, sv_region 3
 The Server console says that it is adding the server to the master server
 72.165.61.189:27011 and 69.28.151.162:27011.
 Server is started and vac is active.
 The server.dll is coded for Frontiers and is new. Server is updated to the
 newest version.
 The game dll files are the same version at client and server.
 The server ip is: 87.118.120.171:26015 and is running atm.

 (2 additional infos)
 The game dll files are the same version at client and server.
 The Gameinfo.txt is:
 GameInfo
 {
   gamefrontiers
   typemultiplayer_only
   nomodels 0
   nohimodel 1
   nocrosshair 1
   hidden_maps
   {
   test_speakers 1
   test_hardware 1
   }
   developer Gold Extra
   developer_url http://www.frontiers-game.com;
   manualhttp://www.frontiers-game.com/about.html;
   icon  frontiers

   FileSystem
   {
   SteamAppId  215
   ToolsAppId  211

   {
   Game|gameinfo_path|.
   Gamehl2mp
   Gamehl2
   }
   }
 }


 best regards jens
 _
 In 5 Schritten zur eigenen Homepage. Jetzt Domain sichern und gestalten!
 Nur 3,99 EUR/Monat! http://www.maildomain.web.de/?mc=021114


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Re: [hlcoders] How to do things

2008-09-17 Thread Maarten De Meyer
I'm very sorry but I can't help saying it:

Welcome to Source development.

 I've only just got into the plug-in scene but I've got several years
 experience in C++, C# and Java. Thing that I'm confused about, is if
 I'm missing something. I was looking at in-game menus and saw a
 tutorial on sdk source wiki site. It uses the user message ShowMenu.
 It works fine but how did the person figure it out when there's no
 example of it being used in the source code. In trying to figure it
 out I looked up UserMessageBegin function only to find that there's
 no code for the function. Instead I find a interface class for a DLL.
 So I can't see a working example (where the functions used) and I
 can't see the functions code, so how on earth does anyone figure out
 how to use the function?

 I was also looking at colouring in user messages. I think
 UTIL_SayText2Filter does that but it uses the user message
 SayText2. That hasn't been declared in the source although because
 there's SayText it might not matter. I across a forum where they
 figured out you can use escape characters like \1 for yellow and \2
 for green. Once again there's doesn't seem to any example of that in
 the source code.

 What I want is to be able to create in-game menus and user messages
 with colouring (like in mani plug-in) but from what I see, I can't see
 how you can figure that out. When you don't have access to the
 complete code (you get a bunch of interfaces with no explanation). Am
 I missing something that big, please tell me I am?

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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
Unless if I'm really very mistaken, I'm using just basic CNetworkVar's in
my gamerules class without any problem. I'm on the latst ep1 SDK btw,
created a mod from scratch if that's relevant.

 I read somewhere in the archive that rules arn't networked. They said it
 could be done (obviously or valve wouldnt have written the
 CTeamplayRoundBasedRules class
 to use client variables).
 I'm just wondering if anyone else has any ideas HOW to do it.

 2008/9/16 Marek Sieradzki [EMAIL PROTECTED]

 Just a hint not really related to networking: you have to remember that
 VS
 can show random values in debugger for Release build if the variable
 was optimized out.

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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
Yeah, but that should be transparent, no? since the send/recv table from
the proxy is referencing the one in gamerules:

BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
SendPropDataTable( offl_gamerules_data, 0, 
REFERENCE_SEND_TABLE(
DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()

Which leads me to ask; Olly, did you forget to add your variables to the
send/receive tables of DT_SDKGameRules ?

 The rules themselves aren't networked. That's why there's a gamerules
 proxy.
 In hl2mp:
 LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
 in 'scratch':
 LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy );

 Etc.

 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Olly
 Sent: September-16-08 10:27 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Networking Game Rules

 I read somewhere in the archive that rules arn't networked. They said it
 could be done (obviously or valve wouldnt have written the
 CTeamplayRoundBasedRules class
 to use client variables).
 I'm just wondering if anyone else has any ideas HOW to do it.

 2008/9/16 Marek Sieradzki [EMAIL PROTECTED]

 Just a hint not really related to networking: you have to remember
 that VS
 can show random values in debugger for Release build if the variable
 was optimized out.

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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
Weird, imo it should work then. You can try to add a receiveproxy to one
of the variables, change the variable server-side and see if the
receiveproxy hits clientside to check if you have basic networking
functionality or not, that should help you narrow down the problem.

 The values are added to the Data Table of the parent base rules class:
 CTeamplayRoundBasedRules (
 game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested )

 2008/9/16 Maarten De Meyer [EMAIL PROTECTED]

 Yeah, but that should be transparent, no? since the send/recv table from
 the proxy is referencing the one in gamerules:

 BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy )
SendPropDataTable( offl_gamerules_data, 0,
 REFERENCE_SEND_TABLE(
 DT_OffLGameRules ), SendProxy_OffLGameRules )
END_SEND_TABLE()

 Which leads me to ask; Olly, did you forget to add your variables to the
 send/receive tables of DT_SDKGameRules ?

  The rules themselves aren't networked. That's why there's a gamerules
  proxy.
  In hl2mp:
  LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
  in 'scratch':
  LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy );
 
  Etc.
 
  -Tony
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Olly
  Sent: September-16-08 10:27 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Networking Game Rules
 
  I read somewhere in the archive that rules arn't networked. They said
 it
  could be done (obviously or valve wouldnt have written the
  CTeamplayRoundBasedRules class
  to use client variables).
  I'm just wondering if anyone else has any ideas HOW to do it.
 
  2008/9/16 Marek Sieradzki [EMAIL PROTECTED]
 
  Just a hint not really related to networking: you have to remember
  that VS
  can show random values in debugger for Release build if the variable
  was optimized out.
 
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Re: [hlcoders] Basic HDR question

2008-09-05 Thread Maarten De Meyer
Yup, looks a lot like what I'm trying to do. I'm already rendering the
glowing models in a separate render target for my own techniques, I'll try
applying the modified HDR pass like you did in stead of my own glows/blurs
to see which one looks best. Id have loved to have combined the glow for
the HDR and those for the glowing objects in one pass ( we did a similar
thing in an engine I worked on ) since blurs are costly, but I'll
definately try this, thanks!

-- Maarten

 For reference, this is what it looked like. I meant to link this in the
 previous email, I'm having a very weird day.
 http://www.project-valkyrie.com/images/stories/ingame/glowpreview.jpg

 Is that the kind of thing you're trying to achieve?

 -Tony

 On Thu, Sep 4, 2008 at 4:03 PM, Tony omega Sergi
 [EMAIL PROTECTED]wrote:

 What I did in project valkyrie, was render all models that glow in a
 secondary pass (which rendered all the glowy bits), and then call a
 modified
 version of the HDR pass on that rendertarget, and then overlayed it all
 ontop in post process.
 I had some other minor things like using pixelvisibility and whatnot to
 determine if a model should render, it's not perfect, and at some angles
 big
 things will glow 'through' walls (ie: if you're looking through a
 doorway
 and someone is partially exposed, I didn't do any blocking with world
 geometry, only other players and the view model will block, so I used
 the
 pixelvisibility as a quick test, from the first normal render pass.
 There
 are probably some much better ways to do it, but that's how I did it
 anyway.
 -Tony


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[hlcoders] Basic HDR question

2008-09-04 Thread Maarten De Meyer
Hi list! (tm)

I'm wondering about something. HDR causes light areas to glow, with bloomy
edges and all. I'm looking for a way to have the same effect applied to
one of my dynamic models ( a specific model ). I've already implemented my
own post-process glow using custom blurs that does the trick, but I
wondered if there isn't a way to somehow use the HDR for this to economise
the extra blur ( there should already be a blurring pass in the HDR if I'm
not mistaken ), to make it seem as though a dynamic model emits light with
glow and everything ( mind you, I'm not talking about a dynamic light that
lights up the environment, just a glow from a player's viewpoint ).

Ugh. Sorry for my ( lack of decent ) punctuation. So basically, can I use
a heavy HDR bloom on one specific, dynamic model using the built-in hdr
techniques?

-- Maarten


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[hlcoders] Graphical Debugging

2008-09-02 Thread Maarten De Meyer
This mail is intended more for valve employees than the list I guess, but
you never know.

Simple question, as usual: is there a way to do some graphical debugging
in Source, similar to eg nvperfhud or the likes? [ where you can see
contents of rendertargets per drawcall etc ]?

I assume not, or at least not for us modders, but you never know :)

Maarten


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Re: [hlcoders] Graphical Debugging

2008-09-02 Thread Maarten De Meyer
/me hits myself in the head. Should've thought of that myself, I didn't
think it'd work out of the box with a random directx application. [
Although I have a habit of looking down on pix for windows, it's absolute
horror compared to the xbox version :p ]

Thanks!

 Maarten De Meyer wrote:
 This mail is intended more for valve employees than the list I guess,
 but
 you never know.

 Simple question, as usual: is there a way to do some graphical debugging
 in Source, similar to eg nvperfhud or the likes? [ where you can see
 contents of rendertargets per drawcall etc ]?

 I assume not, or at least not for us modders, but you never know :)

 PIX?...

 http://msdn.microsoft.com/en-us/library/bb173088(VS.85).aspx

 --
 Jeffrey botman Broome

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Re: [hlcoders] grenade code

2008-08-30 Thread Maarten De Meyer
I haven't followed the discussion from the beginning, so I don't know
where you are in the code, but you seem to be talking about grenades, so
typically if you want to wait until the end of an animation you do sth
like:

SetWeaponIdleTime( gpGlobals-curtime + SequenceDuration() );

or

m_fNextTimeToDoWhateverYouWant = gpGlobals-curtime + SequenceDuration();

SequenceDuration() gives you the duration of the current selected
animation, so call this after you just set that animation.

hth

 ok back again and found out a bit more
 I'm thinking I was initially wrong when I thought only NPC's use Events
 but I think its actually so that Activities are linked to Events and in
 the events the coder can then specifiy specific code stuff that a
 modeller can't do with it.

 so I think I have to be here:
 case EVENT_WEAPON_SEQUENCE_FINISHED:
 m_fDrawbackFinished = true;
 break;

 in the qc file its determined what event is linked to the activity(the
 animation name that the code uses to find the animation name from the
 model files)

 event 3900 is EVENT_WEAPON_SEQUENCE_FINISHED as seen above and is this
 as Nauz specified in the qc file

 1) $sequence drawbackhigh watermelon_drawhigh activity
 ACT_VM_PULLBACK_HIGH 1 fps 24 { frames 0 35 } { event 3900 4 }

 so animation name = watermelon_drawhigh but the activity is called
 ACT_VM_PULLBACK_HIGH(which is what the code uses) and it uses the event
 3900 which is EVENT_WEAPON_SEQUENCE_FINISHED

 so it seems that as soon as animation drawhigh starts it counts the
 grenade ready to throw(cause it then reads DrawBackFinished = true which
 means its ready to throw, therefore you can throw the grenade because it
 doesnt tell it to wait for the end of the animation!

 so now I need a way to tell it in the code to say: HEY WAIT UNTIL IT
 ENDS then DrawbackFinished = true
 rather then hey animation starts, drawbackfinished = true oh lol you can
 throw now even though you havent pulled the pin yet ..

 yeah im rambling. but I think i'm close now! just have no idea how to
 tell it to wait for the end of the animation..
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Re: [hlcoders] grenade code

2008-08-22 Thread Maarten De Meyer
probably cause you're using a hl2 mod or something, I have a from scratch
mod ( ep1 based ), and my code uses base projectile grenades :)

 still haven't got it working
 the base projectile grenade was useless, it wasnt even included in the
 project and seems part of the sdk code? or whatever..



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Re: [hlcoders] grenade code

2008-08-20 Thread Maarten De Meyer
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/


but impact grenades should be peanuts. Check out

void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t trace,
Vector vecVelocity )


hth


 Alright back with a new problem,
 been working on a grenade that explodes on impact and used so far
 molotov or rpg code(tried both) but haven't been able to get it work
 yet, all I got to work is that it explodes on physic entities, npcs and
 players but other then that it just bounces off anything else then lies
 on the floor floating or in the ground.

 Now I remember more then a month back someone on this list posed a
 question about impact grenades and I believed he also later stated the
 solution he found for it, if anyone can help me find that post that
 would be great, I have been manually scanning over thread names for past
 3 months, but if its there its not under a name that will make it easy
 to find.

 I believe the list also has a search function but I can't find it..

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Re: [hlcoders] TF2 style player collisions

2008-08-15 Thread Maarten De Meyer
Well I've managed to disable collisions based on team in the meantime, but
don't have the soft physics push. Mind you I'm still in the ep1 engine.
Basically, I had already added a custom filter to the TracePlayerBBox in
gamemovement.cpp to filter gamemovement for my mod ( players can walk
through forcefields, but only belonging to their team ). I just added the
condition for players of the same team to that filter. So they're not
blocking eachother anymore when casting rays for their movement. VPhysics
has not been an issue at all for me, there's no collision.

 I'm looking for the same check the Player collisions, enemies vs
 friendlies. thread for more details. I still haven't found a fix to
 the prediction issues (if you have any insight, let me know).

 On Tue, Aug 12, 2008 at 5:43 AM, Maarten De Meyer [EMAIL PROTECTED]
 wrote:
 Hi list,

 In my mod by default players collide ( hard ) against eachother. For
 obvious reasons I want to disable this for teammates and rather have a
 soft collision/physics push like in TF2, where you still have the option
 to clip through a teammate if you want to, but you do get a slight
 physics
 resistance when you do.

 I know this isn't that hard, just wondering if someone had done it
 before
 and could point me in the right direction for the soft push part, I'm
 not
 too at home in Source's physics.

 -- Maarten


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[hlcoders] [ep1] Stencil Buffer availability

2008-08-15 Thread Maarten De Meyer
Hi list,

I'd like to use the stencil buffer to store a mask during my main render
pass so I can use it in a postprocess effect. My question is simple: is
the main stencil available and preserved during the main render loop or is
it used by something already? The only use of stencil I see is in
mat_tonemapping_occlusion_use_stencil, but I'm not sure where in the
pipeline this operates on the stencil buffer.

Maarten


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[hlcoders] TF2 style player collisions

2008-08-12 Thread Maarten De Meyer
Hi list,

In my mod by default players collide ( hard ) against eachother. For
obvious reasons I want to disable this for teammates and rather have a
soft collision/physics push like in TF2, where you still have the option
to clip through a teammate if you want to, but you do get a slight physics
resistance when you do.

I know this isn't that hard, just wondering if someone had done it before
and could point me in the right direction for the soft push part, I'm not
too at home in Source's physics.

-- Maarten


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[hlcoders] Per non local player client side simulation code - where do I put it ?

2008-07-29 Thread Maarten De Meyer
Hi list!

Simple question really, I want to simulate a part of a certain weapon's
behavior on the client, since it's visual and I don't want the visual
aspects networked ( not necessary and makes things laggy ). I usually put
stuff like that in ItemPostFrame, but I'm discovering that only the local
player's ItemPostFrame functions are called on the client. Is this normal,
and if so, is there an interface already for what I'm trying to do or do I
just hook C_BasePlayer::PhysicsSimulate or something ( where the
difference between local and non local players is made ) ?

Thanks,

Maarten


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Re: [hlcoders] Per non local player client side simulation code - where do I put it ?

2008-07-29 Thread Maarten De Meyer
The first will do just fine, thanks a lot. Don't know what's worse, the
fact that I used it before, or the fact that it was 10 lines below the
ugly hack I did now in stead. Lack of sleep is bad for coding, loads of
caffeine not a substitute.

 UpdateClientSideAnimation or ClientThink perhaps?

 On Tue, Jul 29, 2008 at 5:41 PM, Maarten De Meyer
 [EMAIL PROTECTED]wrote:

 Hi list!

 Simple question really, I want to simulate a part of a certain weapon's
 behavior on the client, since it's visual and I don't want the visual
 aspects networked ( not necessary and makes things laggy ). I usually
 put
 stuff like that in ItemPostFrame, but I'm discovering that only the
 local
 player's ItemPostFrame functions are called on the client. Is this
 normal,
 and if so, is there an interface already for what I'm trying to do or do
 I
 just hook C_BasePlayer::PhysicsSimulate or something ( where the
 difference between local and non local players is made ) ?

 Thanks,

 Maarten


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[hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
Hi list!

I'm trying to understand a blending problem. Simple question:

http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg

In this setup, run_lower only affects the legs ( so the upper pose is
Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
walk_upper_minigun are both a simple, correct pose ( correct being with
the hand on the front handle ).

Why is that, if they're both blended with weight 0.50, and the run_lower
should have a weight of 0 for the upper body, I still have a gap/incorrect
pose ( caused by some of the 'Jesus' pose still being blended in )? If the
sum of their weights is 1.0, shouldn't the pose be exact? Ingame this
translates in glitches when we start/stop running, other than that it's
fine.

Thanks for any insight,

Maarten


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Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
The bottom one is probably at 0.6, but to eliminate all doubt:

http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg

idle_, walk_ and lower_ are identical, the sum of their weights is 1, and
still the blend is not 'complete', there's a part of jesus in there which
causes the gap.

 It doesn't look like the two sliders are both on 0.5: the top one is
 further to the left than the bottom one.

 Maarten De Meyer wrote:
 Hi list!

 I'm trying to understand a blending problem. Simple question:

 http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg

 In this setup, run_lower only affects the legs ( so the upper pose is
 Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
 walk_upper_minigun are both a simple, correct pose ( correct being with
 the hand on the front handle ).

 Why is that, if they're both blended with weight 0.50, and the run_lower
 should have a weight of 0 for the upper body, I still have a
 gap/incorrect
 pose ( caused by some of the 'Jesus' pose still being blended in )? If
 the
 sum of their weights is 1.0, shouldn't the pose be exact? Ingame this
 translates in glitches when we start/stop running, other than that it's
 fine.

 Thanks for any insight,

 Maarten


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Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
I've discovered this while debugging:

if you're blending between two sequences that are the exact same pose, you
will not attain that pose unless at least one of the two blendfactors is
at one ( feel free to try that in hlmv ).

Can anyone tell me how the blending works, and if it's possible to have it
working the way I'd expect ( e.g. 0.5 * sequence a + 0.5 * a sequence
identical to a = a. ).

Any insight in the animation blending process is appreciated.

Maarten



 The bottom one is probably at 0.6, but to eliminate all doubt:

 http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg

 idle_, walk_ and lower_ are identical, the sum of their weights is 1, and
 still the blend is not 'complete', there's a part of jesus in there which
 causes the gap.

 It doesn't look like the two sliders are both on 0.5: the top one is
 further to the left than the bottom one.

 Maarten De Meyer wrote:
 Hi list!

 I'm trying to understand a blending problem. Simple question:

 http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg

 In this setup, run_lower only affects the legs ( so the upper pose is
 Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
 walk_upper_minigun are both a simple, correct pose ( correct being with
 the hand on the front handle ).

 Why is that, if they're both blended with weight 0.50, and the
 run_lower
 should have a weight of 0 for the upper body, I still have a
 gap/incorrect
 pose ( caused by some of the 'Jesus' pose still being blended in )? If
 the
 sum of their weights is 1.0, shouldn't the pose be exact? Ingame this
 translates in glitches when we start/stop running, other than that it's
 fine.

 Thanks for any insight,

 Maarten


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Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
Last entry in what seems to be my monologue:

well, I fixed it. Used only one sequence for idle_, walk_ and run_ upper,
since they were identical, but more importantly, disabled the piece of
code in the if ( ShouldBlendAimSequenceToIdle() ) loop in
CBasePlayerAnimState::ComputeAimSequence(). That piece of code apparently
should prevent the player getting all jiggly at slow speeds, but for me,
it does the exact opposite; commenting it out fixes my issues.

Hope this helps anyone. If anyone understands why this is a fix, feel free
to teach me :)



 I've discovered this while debugging:

 if you're blending between two sequences that are the exact same pose, you
 will not attain that pose unless at least one of the two blendfactors is
 at one ( feel free to try that in hlmv ).

 Can anyone tell me how the blending works, and if it's possible to have it
 working the way I'd expect ( e.g. 0.5 * sequence a + 0.5 * a sequence
 identical to a = a. ).

 Any insight in the animation blending process is appreciated.

 Maarten



 The bottom one is probably at 0.6, but to eliminate all doubt:

 http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg

 idle_, walk_ and lower_ are identical, the sum of their weights is 1,
 and
 still the blend is not 'complete', there's a part of jesus in there
 which
 causes the gap.

 It doesn't look like the two sliders are both on 0.5: the top one is
 further to the left than the bottom one.

 Maarten De Meyer wrote:
 Hi list!

 I'm trying to understand a blending problem. Simple question:

 http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg

 In this setup, run_lower only affects the legs ( so the upper pose is
 Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
 walk_upper_minigun are both a simple, correct pose ( correct being
 with
 the hand on the front handle ).

 Why is that, if they're both blended with weight 0.50, and the
 run_lower
 should have a weight of 0 for the upper body, I still have a
 gap/incorrect
 pose ( caused by some of the 'Jesus' pose still being blended in )? If
 the
 sum of their weights is 1.0, shouldn't the pose be exact? Ingame this
 translates in glitches when we start/stop running, other than that
 it's
 fine.

 Thanks for any insight,

 Maarten


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Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
Thanks for the explanation! I figured the root pose was still in there, I
just hoped the weightlist was taken into account at this level, causing
the root pose to be left out of the equation for the upper body. But I
guess the weightlist is just earlier.

Thanks for the insight!


 I pinged Ken and here is what he had to say:

 Blending sequence B on sequence A is:

   Result = A * (1.0 - blend_factor) + B * blend_factor

 Each blend accumulates on the previous pose, so what they're doing is
 blending two sequences on top of the root pose like this:

   result = (root_pose * (1.0 - 0.5) + sequence_a * 0.5 ) * (1.0 -
 0.5) + sequence_a * 0.5)

 The final result will be:

   result = 0.25 * root_pose + 0.75 * sequence_a

 Blending isn't the same as addition, it's an accumulation on top of the
 previous operation.  There is addition, flagging an animation as a
 delta animation will get that, but that'll be true addition, which
 means they'd need to subtract the root_pose from each in order to made
 adding make sense, which probably isn't what they want to do.

 Yahn


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: Saturday, July 12, 2008 7:09 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Character Animation Blending problem

 I've discovered this while debugging:

 if you're blending between two sequences that are the exact same pose,
 you
 will not attain that pose unless at least one of the two blendfactors is
 at one ( feel free to try that in hlmv ).

 Can anyone tell me how the blending works, and if it's possible to have
 it
 working the way I'd expect ( e.g. 0.5 * sequence a + 0.5 * a sequence
 identical to a = a. ).

 Any insight in the animation blending process is appreciated.

 Maarten



 The bottom one is probably at 0.6, but to eliminate all doubt:

 http://i336.photobucket.com/albums/n330/jfkeats/ol_testmap0041.jpg

 idle_, walk_ and lower_ are identical, the sum of their weights is 1,
 and
 still the blend is not 'complete', there's a part of jesus in there
 which
 causes the gap.

 It doesn't look like the two sliders are both on 0.5: the top one is
 further to the left than the bottom one.

 Maarten De Meyer wrote:
 Hi list!

 I'm trying to understand a blending problem. Simple question:

 http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg

 In this setup, run_lower only affects the legs ( so the upper pose
 is
 Jesus, weightlists are at 0 for upper body ). run_upper_minigun and
 walk_upper_minigun are both a simple, correct pose ( correct being
 with
 the hand on the front handle ).

 Why is that, if they're both blended with weight 0.50, and the
 run_lower
 should have a weight of 0 for the upper body, I still have a
 gap/incorrect
 pose ( caused by some of the 'Jesus' pose still being blended in )?
 If
 the
 sum of their weights is 1.0, shouldn't the pose be exact? Ingame
 this
 translates in glitches when we start/stop running, other than that
 it's
 fine.

 Thanks for any insight,

 Maarten


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Re: [hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-11 Thread Maarten De Meyer
The saga continues!

The problem basically is that a certain flag for effects, which forces it
to get rendered just before the view model and out of the leaf system (
FLAGS_DRAW_BEFORE_VIEW_MODEL ), is not working properly.

There's a function CParticleMgr::DrawBeforeViewModelEffects that is not
called at all in my pipeline. I see it's called from ViewDrawScene_Intro
which calls DrawWorldAndEntities, but my pipeline passes through the
function WaterDrawWorldAndEntities where this thing is not called. Did I
break the pipeline somewhere or is it a bug? I can add the function
somewhere in my pipeline, and then my muzzle flashes work properly, but
they still get rendered in the main loop when it's not culled which
triggers an assert. I can fix that easily, just wondering where it or I
went wrong  what caused the bug in the first place.

-- Maarten


 Just a quick update, to maybe still ring a bell somewhere: apparently my
 muzzle flash for my view model has a bounding box that is being tested
 against world geometry, if I turn on the debug I clearly see the muzzle
 flash disappearing the moment the bounding box is completely in the world
 geometry somewhere ( floors, walls, ceilings ). I assume it shouldn't, or
 at the very least, the bounding box in view space is obviously
 inconsistent with the world test.

 Gonna try to prevent that somehow, but if anyone knows this problem, or
 what might cause it, feel free to share :)

 -- maarten

 Hi list!

 I'm debugging an issue with our muzzle flashes and wanted to check if
 one
 of you could give me an answer faster than I can debug it myself.
 Basically, our muzzle flash particles are invisible when you look down
 when you're on the ground or when you look up near a ceiling. I thought
 maybe some bounding box issue ( the particles are appearing/disappearing
 while you look up  down, eg when I set the lifetime to 10 seconds I can
 easily test this ).

 I've used some logging to debug the difference between both, and one
 difference is that, when the muzzle flash is created when looking down,
 it's calling CSimpleEmitter::SimulateParticles which decides it should
 remove certain particles when their lifetime has touched something
 between
 0.25 and 1 sec. Lifetime of my muzzle flash particles is 10 sec, so I'm
 not even sure if these particles are the same, but even so, this does
 not
 happen at all when I fire the gun in a straight angle ( in this case the
 particles are removed properly by CLocalSpaceEmitter when their lifetime
 hits 10 seconds ).

 Does this ring any bells? Anyone properly understand how
 CLocalSpaceEmitter and CSimpleEmitter interact/function and why the
 visibility of such particles can be position/angle dependent?

 Thanks in advance,

 maarten


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Re: [hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-10 Thread Maarten De Meyer
Just a quick update, to maybe still ring a bell somewhere: apparently my
muzzle flash for my view model has a bounding box that is being tested
against world geometry, if I turn on the debug I clearly see the muzzle
flash disappearing the moment the bounding box is completely in the world
geometry somewhere ( floors, walls, ceilings ). I assume it shouldn't, or
at the very least, the bounding box in view space is obviously
inconsistent with the world test.

Gonna try to prevent that somehow, but if anyone knows this problem, or
what might cause it, feel free to share :)

-- maarten

 Hi list!

 I'm debugging an issue with our muzzle flashes and wanted to check if one
 of you could give me an answer faster than I can debug it myself.
 Basically, our muzzle flash particles are invisible when you look down
 when you're on the ground or when you look up near a ceiling. I thought
 maybe some bounding box issue ( the particles are appearing/disappearing
 while you look up  down, eg when I set the lifetime to 10 seconds I can
 easily test this ).

 I've used some logging to debug the difference between both, and one
 difference is that, when the muzzle flash is created when looking down,
 it's calling CSimpleEmitter::SimulateParticles which decides it should
 remove certain particles when their lifetime has touched something between
 0.25 and 1 sec. Lifetime of my muzzle flash particles is 10 sec, so I'm
 not even sure if these particles are the same, but even so, this does not
 happen at all when I fire the gun in a straight angle ( in this case the
 particles are removed properly by CLocalSpaceEmitter when their lifetime
 hits 10 seconds ).

 Does this ring any bells? Anyone properly understand how
 CLocalSpaceEmitter and CSimpleEmitter interact/function and why the
 visibility of such particles can be position/angle dependent?

 Thanks in advance,

 maarten


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[hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-09 Thread Maarten De Meyer
Hi list!

I'm debugging an issue with our muzzle flashes and wanted to check if one
of you could give me an answer faster than I can debug it myself.
Basically, our muzzle flash particles are invisible when you look down
when you're on the ground or when you look up near a ceiling. I thought
maybe some bounding box issue ( the particles are appearing/disappearing
while you look up  down, eg when I set the lifetime to 10 seconds I can
easily test this ).

I've used some logging to debug the difference between both, and one
difference is that, when the muzzle flash is created when looking down,
it's calling CSimpleEmitter::SimulateParticles which decides it should
remove certain particles when their lifetime has touched something between
0.25 and 1 sec. Lifetime of my muzzle flash particles is 10 sec, so I'm
not even sure if these particles are the same, but even so, this does not
happen at all when I fire the gun in a straight angle ( in this case the
particles are removed properly by CLocalSpaceEmitter when their lifetime
hits 10 seconds ).

Does this ring any bells? Anyone properly understand how
CLocalSpaceEmitter and CSimpleEmitter interact/function and why the
visibility of such particles can be position/angle dependent?

Thanks in advance,

maarten


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Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-25 Thread Maarten De Meyer
That reply only makes sense if the OB engine has some serious features
added that require these performances. If you want the same functionality
on a more modern engine, the performance should stay the same or increase,
not decrease. I don't know what they added in the OB engine that justifies
a performance drop ( didn't even know there was one ), I'm perfectly happy
with my ep1 functionality  performance, just saying that you shouldn't
take for granted that developers need a bigger hardware budget each time
unless it's justified.

Not to mention they're supporting a console which has at least a 5 year
lifespan with a fixed performance budget.

 Nick wrote:
 I am really shocked about this massive performance difference. I read
 about this nowhere else, I had no idea this would happen. I am only
 very thankful that I didn't bother upgrading to OB sdk. Does anyone
 know if/when these performance issues will be resolved

 Probably never.  Next-gen games require next-gen hardware.  You're not
 going to be able to run more recent games with your '386 computer and
 your GeForce2 graphics card.  :)

 Seriously, game developers will keep pushing the top-end hardware just
 as far as it can go.  If you don't keep upgrading your hardware every
 few years, you will be unable to run the latest and greatest games.

 --
 Jeffrey botman Broome

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Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
usage example :

void CViewRender::DrawAlienLens( IMaterialSystem * materials, IMaterial*
pMaterial )
{
materials-Bind( pMaterial );
AlienLens = materials-GetDynamicMesh( true );

CMeshBuilder meshBuilder;
meshBuilder.Begin( AlienLens, MATERIAL_TRIANGLES, 1512 );

meshBuilder.Position3f( 1.073661f, -1.167747f, 0.00f );
meshBuilder.TexCoord2f( 0, 0.959300f, 0.999500f);
meshBuilder.AdvanceVertex();

meshBuilder.Position3f( 1.009307f, -1.167747f, 0.00f );
meshBuilder.TexCoord2f( 0, 0.931700f, 0.999500f);
meshBuilder.AdvanceVertex();

... a ridiculous amount of similar calls here

meshBuilder.Position3f( -1.167747f, -1.167747f, -0.00f );
meshBuilder.TexCoord2f( 0, 0.000500f, 0.999500f);
meshBuilder.AdvanceVertex();

meshBuilder.End();

AlienLens-Draw();
}

I wrote a text parser that takes an .smd, parses the triangles 
texcoords, and transforms them into this c++ code that I then just
copy/paste into my code :p

hth,

-- maarten

 Hi, I have questions about using the dynamic mesh

 1. what should be the order of vertices in a triangle?
 2. given three points, how to order them correctly (the fastest way)?
 3. how do I calculate texture coordinates?
 4. what is the least needed to draw a mesh (vertices are enough, or more
 is needed)?
 5. how do I set the texture (is materials-bind(pMaterial) enough)?

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Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
That is correct. You are wrong ;)

I use it with a custom render target material, so I don't think there are
limitations to the material you're using.

 I believe it can also only use sprite textures.

 Unless I'm wrong?


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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-14 Thread Maarten De Meyer
And the winner of the Hero-of-the-Day award is... *drum rolls* o/ Rich \o

Thanks a bunch man, that one was really bothering me, works now!

-- Maarten

 You need a file named steam.inf in your mod directory with a single line:

 appID=215

 We had the exact same problem you describe, and adding this file solved
 it.
 Cheers,

 Rich

 Tom Leighton wrote:
 Maybe a server issue then? Possibly steam.inf ?

 Tom Edwards wrote:

 I don't think this has anything to do with the mod (your gameinfo is
 fine btw). I've been able to reproduce the problem when connecting to a
 specific Eternal Silence server, at 62.212.73.20:27015, but if I try
 any
 other server, even for the same mod, there's no issue!

 An odd one, that's for sure...

 Maarten De Meyer wrote:


 attached, thanks for your effort!




 List the contents of your gameinfo.txt.

 Maarten De Meyer wrote:



 Hi list/valve!

 I'm gonna repost a problem I posted earlier since I really need a
 fix
 for
 this before we release. Basically, double-clicking on a server in
 the
 steam client's server browser doesn't work when not ingame.

 More details: If you doubleclick on a server of our mod when you're
 in
 windows, it says 'launching HL2' instead of 'launching Off Limits'.
 Next,
 it starts up the mod, which then crashes with a
 'OnGameRulesCreationStringChanged: missing gamerules class
 'COffLGameRules' on the client'. If you first start up the game
 through
 the 'my games' list, and then use the serverbrowser or the console
 when
 you're already ingame, there's no problem connecting.

 Yes, my gamerules class is included in the client project, and no, I
 can't
 find a crash in a client global ( I've started the game in debug and
 joined it without any more info ).

 Does anyone have an idea why this might happen only in this case,
 and a
 way I could even try to debug this problem?

 Thanks a lot,

 -- Maarten


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Re: [hlcoders] tr.plane.normal only returns y value of normal?

2008-04-08 Thread Maarten De Meyer
Vector components are floats, use %f in stead of %d.

 I added a secondary attack to the 357 (just for testing) in which I find
 the
 wall in front of the gun and find the normal vector of that wall. However,
 when I read out the x,y, and z values of this vector, it seems only the y
 vector changes. here's the relevant code:

 Vector vecSrc = pPlayer-Weapon_ShootPosition();
 Vector vecAiming= pPlayer-GetAutoaimVector( AUTOAIM_5DEGREES );
 trace_t tr;
 UTIL_TraceLine(vecSrc,vecSrc + vecAiming *
 MAX_TRACE_LENGTH,MASK_SOLID,this,COLLISION_GROUP_NONE,tr);

 if(tr.DidHitWorld())
 {
 Vector vUp = tr.plane.normal;

 Msg(%d,%d,%d\n,vUp.x,vUp.y,vUp.z); // only vUp.y changes
 }


 Thanks,
 Kenrick Rilee

 (btw i hope i don't sound too much like a noob :/)
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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-08 Thread Maarten De Meyer
Still no luck.

 I'd recommend to try adding:

 Game  sourcetest

 in the search paths section.

 Maarten De Meyer wrote:
 attached, thanks for your effort!

 List the contents of your gameinfo.txt.

 Maarten De Meyer wrote:
 Hi list/valve!

 I'm gonna repost a problem I posted earlier since I really need a fix
 for
 this before we release. Basically, double-clicking on a server in the
 steam client's server browser doesn't work when not ingame.

 More details: If you doubleclick on a server of our mod when you're in
 windows, it says 'launching HL2' instead of 'launching Off Limits'.
 Next,
 it starts up the mod, which then crashes with a
 'OnGameRulesCreationStringChanged: missing gamerules class
 'COffLGameRules' on the client'. If you first start up the game
 through
 the 'my games' list, and then use the serverbrowser or the console
 when
 you're already ingame, there's no problem connecting.

 Yes, my gamerules class is included in the client project, and no, I
 can't
 find a crash in a client global ( I've started the game in debug and
 joined it without any more info ).

 Does anyone have an idea why this might happen only in this case, and
 a
 way I could even try to debug this problem?

 Thanks a lot,

 -- Maarten


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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Maarten De Meyer
attached, thanks for your effort!

 List the contents of your gameinfo.txt.

 Maarten De Meyer wrote:
 Hi list/valve!

 I'm gonna repost a problem I posted earlier since I really need a fix
 for
 this before we release. Basically, double-clicking on a server in the
 steam client's server browser doesn't work when not ingame.

 More details: If you doubleclick on a server of our mod when you're in
 windows, it says 'launching HL2' instead of 'launching Off Limits'.
 Next,
 it starts up the mod, which then crashes with a
 'OnGameRulesCreationStringChanged: missing gamerules class
 'COffLGameRules' on the client'. If you first start up the game through
 the 'my games' list, and then use the serverbrowser or the console when
 you're already ingame, there's no problem connecting.

 Yes, my gamerules class is included in the client project, and no, I
 can't
 find a crash in a client global ( I've started the game in debug and
 joined it without any more info ).

 Does anyone have an idea why this might happen only in this case, and a
 way I could even try to debug this problem?

 Thanks a lot,

 -- Maarten


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GameInfo
{
// This is what shows up in the 'Third Party Games' area of the Steam 
games list.
gameOffLimits
developer   Off-Limits Team
developer_url   http://www.off-limits.be;
iconicon
title   Off Limits
manual  http://www.off-limits.be;  
type multiplayer_only
FileSystem
{
SteamAppId  215 // This 
will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId  211 // 
Tools will load this (ie: source SDK caches) to get things like 
materials\debug, materials\editor, etc.






SearchPaths
{
Game|gameinfo_path|.
Gamehl2
}
}
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[hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Maarten De Meyer
Hi list/valve!

I'm gonna repost a problem I posted earlier since I really need a fix for
this before we release. Basically, double-clicking on a server in the
steam client's server browser doesn't work when not ingame.

More details: If you doubleclick on a server of our mod when you're in
windows, it says 'launching HL2' instead of 'launching Off Limits'. Next,
it starts up the mod, which then crashes with a
'OnGameRulesCreationStringChanged: missing gamerules class
'COffLGameRules' on the client'. If you first start up the game through
the 'my games' list, and then use the serverbrowser or the console when
you're already ingame, there's no problem connecting.

Yes, my gamerules class is included in the client project, and no, I can't
find a crash in a client global ( I've started the game in debug and
joined it without any more info ).

Does anyone have an idea why this might happen only in this case, and a
way I could even try to debug this problem?

Thanks a lot,

-- Maarten


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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Maarten De Meyer
Ok. The AppID in my gameinfo.txt is 215, the AppID in the server's
gameinfo.txt is the same ( they're on the same SVN ). Are you referring to
another AppID somewhere when you say 'the AppID of the game you're
launching' ?

[ btw, when looking into this problem, I found out I had two
gameinfo.txt's, on in my mod's root folder, one in the /scripts folder.
This normal? where should it be? ]

 I got that long ago with the first SDK (code) release.
 If I recall correctly is it related to the AppID of the game
 you're launching, and the AppID specified in the GameInfo.txt
 not matching.

 Not too sure though!

 /ScarT


 On 06/04/2008, Maarten De Meyer [EMAIL PROTECTED] wrote:

 Hi list/valve!

 I'm gonna repost a problem I posted earlier since I really need a fix
 for
 this before we release. Basically, double-clicking on a server in the
 steam client's server browser doesn't work when not ingame.

 More details: If you doubleclick on a server of our mod when you're in
 windows, it says 'launching HL2' instead of 'launching Off Limits'.
 Next,
 it starts up the mod, which then crashes with a
 'OnGameRulesCreationStringChanged: missing gamerules class
 'COffLGameRules' on the client'. If you first start up the game through
 the 'my games' list, and then use the serverbrowser or the console when
 you're already ingame, there's no problem connecting.

 Yes, my gamerules class is included in the client project, and no, I
 can't
 find a crash in a client global ( I've started the game in debug and
 joined it without any more info ).

 Does anyone have an idea why this might happen only in this case, and a
 way I could even try to debug this problem?

 Thanks a lot,

 -- Maarten


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Re: [hlcoders] Rotating a player

2008-04-04 Thread Maarten De Meyer
I went through that recently. Can show you the code when I'm at home.

-- Maarten

 Ok, well i've been working trying to rotate a player. I've figured out
 rotating the player model (just modify C_SDKPlayer::GetRenderAngles()).
 However, this doesn't modify the angle the hitboxes are at and it doesn't
 modify the actual display. Does anyone have any advice on how to get this
 done?

 Thanks in advance,
 Kenrick Rilee
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Re: [hlcoders] Rotating a player

2008-04-04 Thread Maarten De Meyer
Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and
afterwards call SetAbsAngles() with your desired angles as parameter. That
will modify the hitboxes.

As for rotating the player model, I've hooked
CSDKPlayerAnimState::ComputePoseParam_BodyYaw() to override angRender with
what I want.

What do you mean with modify the actual display ? If you're talking
about first person view, the view angles, you'll have to do some extra
work there ( mostly patching the input classes to process mouse movement
in the rotated coordinate system ).

hth,

--Maarten

P.S.: One remark I tend to make on this subject: if your goal is players
wallwalking, be warned that it is near impossible to get perfect on
randomly oriented surfaces due to the lack of SOLID_OBB support; on
axis-aligned surfaces it's rather easy.

 Ok, well i've been working trying to rotate a player. I've figured out
 rotating the player model (just modify C_SDKPlayer::GetRenderAngles()).
 However, this doesn't modify the angle the hitboxes are at and it doesn't
 modify the actual display. Does anyone have any advice on how to get this
 done?

 Thanks in advance,
 Kenrick Rilee
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Re: [hlcoders] A number of vehicle irregularities

2008-04-03 Thread Maarten De Meyer
We've got pretty playable multiplayer vehicles, and yeah, the script file
is a mess. As for the physics behavior with the barrel rolls and all, I
used a nice little hack which uses the center of mass override to set it
at several meters below the ground, that way your car won't topple over
anymore, no matter what you do. Nobody's complained so far :p

-- Maarten

 Hi all,
 I'm new to the list, but I've got a couple of questions that don't seem to
 be answered anywhere in the archives or on the wiki.

 I've been trying to do some vehicle script modifications to the buggy in
 the
 episode 1 engine.  However, in the course of mucking about with the
 various
 scripting values, I have run across a some odd behavior, and I wanted to
 know if anyone knew anything about them.  I tried to dig through the
 source
 code and find the actual hookups, but the furthest I could get was
 IVPhysicsKeyParser before I was brick-walled by externs and virtual
 functions.

 #1: A number of values don't actually to do anything, or at least don't
 appear to.  These values include autotransmission, any gear listed after
 the first one, shiftuprpm, shiftdownrpm, degrees, most of the values
 in the steering block, and stabilizerConstant in the suspension block.
 It doesn't cause crashes, but it does obfuscate things significantly and
 It
 would be nice to know which values I can safely remove in their entirety.

 #2: If the max speed and horsepower values are raised to around 85 and 850
 respectively and the user hits the breaks while moving quickly, the car
 will
 do a barrel-roll instead of simply stopping.  The roll will be in the last
 direction the user steered. This is somewhat intermittent, and only seems
 to
 happen if the car is moving in a straight line when it breaks.

 #3: Using the torquefactor values in the axle blocks, it is possible
 to
 shift which axle is delivering power.  If you set the front torquefactor
 low and the rear torquevalue high to simulate a rear-wheel drive, the
 car
 will become unable to drive in a straight line and start swinging wildly
 out
 of control.

 Do any of you know how to solve these issues or know a place I could look
 for more information? The wiki's section on vehicle scripts is sadly
 lacking.
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Re: [hlcoders] Star Wars content

2008-03-30 Thread Maarten De Meyer
I'm no lawyer, but in many countries there are exceptions if what he does
really classifies as a parody. ( Without this clause, parodies would be a
lot less present, since many people would not allow their work to be
criticised/ridiculed ). If you google for it, you'll find a lot of
information on the topic.

 Hey Some,

 You would have to gain permission from the copyright
 holders before you convert / compile your Machinima.

 Good luck!

 Adam


 --- Some Person [EMAIL PROTECTED] wrote:


 Hello,


 We are doing a parody of Star Wars as a Machinima
 movie in HL2. I've been looking and finding Star
 Wars maps/models, but I don't think these are HL2
 compatible.

 Anyone know of HL2 compatible content--specifically
 a Mos Eisley cantina map and a Darth Vader model? If
 not, is there a way to convert either of these from
 the Jedi Knights 3 versions?

 Thanks!



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Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Maarten De Meyer
Much needed. Much appreciated. Can finally finish my mod o/. Do *not*
update anything for another month or two, unless if it introduces an
opt-out of updates and nothing else =]

 Hi All-



  The Source SDK has been updated to address some crashes and is no
 longer in beta. Here are the release notes:



 =Enhancements=

 * There is now a drop list in the SDK Launcher that allows the user to
 switch between engine versions.

 * Modders can now create single player and multi-player mods based in
 the HL2:Episode Two source code when the engine version is set to The
 Orange Box. It is still possible to create mods based on HL2:Episode
 One.

 * Two new lighting preview modes are available in Hammer.

 * Models are automatically centered when loaded in Faceposer.



 =Bug Fixes=

 * Fixed crash and corrupt configurations for users that don't own any
 Orange Box games.

 * Resolved issues with building models for any games that that use the
 Half-Life 2:Episode 1 engine.

 * Fixed crashes in Hammer and Model Viewer when HL2 is set to the active
 game.



 =Known Issues=

 * Cannot create shortcuts to Hammer, Faceposer, and Model Viewer.

 * Linux makefiles for the Orange Box source code are incomplete and will
 be updated in the next release.

 * The Particle Editor is not presently included in the Source SDK.

 * SDK shader code only included with mods built to use Half-Life
 2:Episode 1.

 * Particle Editor is not included in this release.



 Please overcome your typical shyness and report any problems you have to
 me. J



 -Best,

  Mike

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Re: [hlcoders] Bad Command {

2008-03-22 Thread Maarten De Meyer
Slightly off-topic, but still.

Is there a way to patch up the studiomdl in the ep1 source so it eg loads
the MaterialSystem.dll hardcoded/possible other fixes?

Waiting for the new studiomdl is all good and well, but if it's going to
take months ( and it's been a while already ), it's catastrophic for my
team.


 You'll have to wait for the new studiomdl.


 On Fri, Mar 21, 2008 at 9:34 PM, Jed [EMAIL PROTECTED] wrote:

 It says its on line 36 which is around the collision model command.

 Try putting the { at the end of the line after the SMD file name
 rather than on a newline.

 - Jed

 On 22/03/2008, Jake Breen [EMAIL PROTECTED] wrote:
  Okay..I can't seem to compile a model with physics with the Orange Box
   studiomdl. At the moment I'm doing a series of ports of Postal 2
 Player
   Models (With Permission, heck they're even encouraging it.
   http://oxihosting.com/files/100/maxpostal2awesome.jpg = proof.) And
 I'm
   at the postal babe, thought I'd try and give them something extra to
   play with..So I can't simply compile with the ep1 studiomdl since it
   doesn't support $jigglebone
 
   My compile log
 
   Created command line: D:\Program
 
  
 Files\Steam\steamapps\frostbitex460\sourcesdk\bin\orangebox\bin\studiomdl.exe
   -game D:\Program
   Files\Steam\steamapps\frostbitex460\garrysmod\garrysmod -nop4
 -nox360
   C:\Projects\Postal2\SourcePort\Characters\Postal_Babe\babe.qc
 
   WARNING: AppFramework : Unable to load module p4lib.dll!
   qdir:c:\projects\postal2\sourceport\characters\postal_babe\
   gamedir: D:\Program
   Files\Steam\steamapps\frostbitex460\garrysmod\garrysmod\
   g_path:
  C:\Projects\Postal2\SourcePort\Characters\Postal_Babe\babe.qc
   Building binary model files...
   Working on babe.qc
   SMD MODEL
 C:\Projects\Postal2\SourcePort\Characters/Postal_Babe\Babe1.smd
   SMD MODEL
 
  C:\Projects\Postal2\SourcePort\Characters/Postal_Babe/Babe_Ragdoll_seq.smd
   ERROR:
   c:\projects\postal2\sourceport\characters\postal_babe\babe.qc(36): -
 bad
   command {
   ERROR: Aborted Processing on 'Postal 2\Babe1.mdl'
 
   My qc:
 
 
  
 /
   //
   // Postal 2 Source Port Quake C Script
   // Remember to add the file ext at the end of mesh/animations
 filepaths
   //
   //-Jake
 
  
 /
 
   // Call the Current Directory
   $cd C:\Projects\Postal2\SourcePort\Characters
 
   // Call scale _BEFORE_ smds!!
   // Not needed anymore since it's now scaled down.
   //$scale .45
 
 
   //head controllers
   $attachment eyes MALE01 Head 0.01 -9.17 149.47 absolute
   $attachment mouth MALE01 Head 0.80 -5.80 -0.15 rotate 0 -80 -90
 
   // Model Info
   $modelname Postal 2\Babe1.mdl
   $model Babe1 Postal_Babe\Babe1.smd
   $cdmaterials models\Postal 2\Dancer\
 
   // Animations
 
   //$sequence Ragdoll Postal_Male_Ragdoll_Seq.smd ACT_DIERAGDOLL 1
 fps
   30.00
 
 
   // Physics Infoz
   $sequence Ragdoll Postal_Babe/Babe_Ragdoll_seq.smd ACT_DIERAGDOLL
 1
   fps 30.00
 
   $collisionmodel Postal_Babe/Babe_Ragdoll.smd
   {
 
  $mass 90.0
  $inertia 10.00
  $damping 0.01
  $rotdamping 1.50
  $rootbone MALE01 Pelvis
  $jointmerge MALE01 Pelvis MALE01 Spine
 
  $jointconstrain MALE01 Spine2 x limit -48.00 48.00 0.00
  $jointconstrain MALE01 Spine2 y limit -25.00 25.00 0.00
  $jointconstrain MALE01 Spine2 z limit -25.00 50.00 0.00
 
  $jointconstrain MALE01 R upperarm x limit -39.00 39.00 0.00
  $jointconstrain MALE01 R upperarm y limit -79.00 95.00 0.00
  $jointconstrain MALE01 R upperarm z limit -93.00 23.00 0.00
 
  $jointconstrain MALE01 L upperarm x limit -30.00 30.00 0.00
  $jointconstrain MALE01 L upperarm y limit -95.00 84.00 0.00
  $jointconstrain MALE01 L upperarm z limit -86.00 26.00 0.00
 
  $jointconstrain MALE01 L Forearm x limit 0.00 0.00 0.00
  $jointconstrain MALE01 L Forearm y limit 0.00 0.00 0.00
  $jointconstrain MALE01 L Forearm z limit -149.00 4.00 0.00
 
  $jointconstrain MALE01 L hand x limit -37.00 37.00 0.00
  $jointconstrain MALE01 L hand y limit 0.00 0.00 0.00
  $jointconstrain MALE01 L hand z limit -57.00 59.00 0.00
 
  $jointconstrain MALE01 R forearm x limit 0.00 0.00 0.00
  $jointconstrain MALE01 R forearm y limit 0.00 0.00 0.00
  $jointconstrain MALE01 R forearm z limit -149.00 4.00 0.00
 
  $jointconstrain MALE01 R hand x limit -60.00 60.00 0.00
  $jointconstrain MALE01 R hand y limit 0.00 0.00 0.00
  $jointconstrain MALE01 R hand z limit -57.00 70.00 0.00
 
  $jointconstrain MALE01 R thigh x limit -12.00 12.00 0.00
  $jointconstrain MALE01 R thigh y limit -8.00 75.00 0.00
  $jointconstrain MALE01 R thigh z limit -97.00 32.00 0.00
 
  $jointconstrain MALE01 R calf x limit 0.00 0.00 0.00
  $jointconstrain MALE01 R calf y limit 0.00 0.00 0.00
  $jointconstrain MALE01 R calf 

[hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
Hi list,

I'd like to check on the status or a workaround for this bug. Ever since
orange box SDK was released my studiomdl.exe doesn't work anymore - it
just says 'ERROR: Can't load MaterialSystem.dll'.

I'm still on ep1 sdk, codebase  tools. I use studiomdl.exe in
\sourcesdk\bin\ep1\bin .

Opening HLMV or hammer before calling studiomdl.exe does not fix the problem.

I really *really* need to get a working studiomdl.exe. Anyone hit this
problem and solved it, or, any official comment on this Valve?

Thanks a lot for any help,

-- Maarten


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Re: [hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
Thanks kevin,

I use the same system. In the meantime I've deleted everything to do with
any version of sourceSDK or all caches in my steam directory and I'm
re-dowloading everything. Afterwards I'll check the md5  check your .exe

Thanks,

Maarten


 Maarten, I use studiomdl in EP1 all the time and it works ok for me.

 The version I have here is:

 MD5: c3904d1d72c034f587bee87e4b37c72f *studiomdl.exe
 Created: Wednesday, November 07, 2007, 1:01:08 PM
 Size: 679,936 bytes

 I uploaded a copy for you in case you have a different version:
 http://qsextreme.com//SDK/ep1_bin/studiomdl.zip

 I only use batch files to compile models:

 %sourcesdk%\bin\ep1\bin\studiomdl modelname.qc

 KevinO


 - Original Message -
 From: Maarten De Meyer
 To: hlcoders@list.valvesoftware.com
 Sent: Saturday, March 15, 2008 8:24 AM
 Subject: [hlcoders] Model compile error - followup

 Hi list,

 I'd like to check on the status or a workaround for this bug. Ever since
 orange box SDK was released my studiomdl.exe doesn't work anymore - it
 just says 'ERROR: Can't load MaterialSystem.dll'.

 I'm still on ep1 sdk, codebase  tools. I use studiomdl.exe in
 \sourcesdk\bin\ep1\bin .

 Opening HLMV or hammer before calling studiomdl.exe does not fix the
 problem.

 I really *really* need to get a working studiomdl.exe. Anyone hit this
 problem and solved it, or, any official comment on this Valve?

 Thanks a lot for any help,

 -- Maarten


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Re: [hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
Ok, thanks. At the risk of sounding cliché, when's the next sdk update
planned, in non-valve time? :p


 STudiomdl has been fixed for the next SDK update; hang tight!
 -Tony

 On Sat, Mar 15, 2008 at 11:24 AM, Maarten De Meyer [EMAIL PROTECTED]
 wrote:

 Hi list,

 I'd like to check on the status or a workaround for this bug. Ever since
 orange box SDK was released my studiomdl.exe doesn't work anymore - it
 just says 'ERROR: Can't load MaterialSystem.dll'.

 I'm still on ep1 sdk, codebase  tools. I use studiomdl.exe in
 \sourcesdk\bin\ep1\bin .

 Opening HLMV or hammer before calling studiomdl.exe does not fix the
 problem.

 I really *really* need to get a working studiomdl.exe. Anyone hit this
 problem and solved it, or, any official comment on this Valve?

 Thanks a lot for any help,

 -- Maarten


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Re: [hlcoders] Studiomdl Broken

2008-02-13 Thread Maarten De Meyer
So there is a way to compile with the ep1 studiomdl? Because I'm getting
the MaterialSystem.dll error, regardless if I have HLMV running or not. Is
this fixed if I compile the studiomdl from the beta code?

-- Maarten

 Well I figured out why vphysics.dll wasn't being loaded.
 I was running:

 bin\ep1\bin\studiomdl -game path to orangebox mod

 That caused Steam to overwrite bin\ep1\bin\vphysics.dll (and a
 bunch of other files) with the orangebox versions.  Having
 HLMV running prevented those files from being overwritten.

 -- Tim Baker


 I built the EP1 studiomdl.exe using the current beta code and the
 function that fails is in physdll.cpp:PhysicsDLLPath...

pPhysicsModule = g_pFullFileSystem-LoadModule( dllPath );

 ...where dllPath is VPHYSICS.DLL.  With HLMV running this function
 succeeds.
 I added these lines before the LoadModule() call:

char out[1024];
Q_getwd( out, sizeof(out) );

 That verified the current working directory as the bin\ep1\bin directory
 where vphysics.dll is located.

 My debugging adventures stop there as I don't think we are given the
 sources
 to IFileSystem::LoadModule.

 -- Tim Baker


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Re: [hlcoders] Noesis Interactive wants to meet you at GDC 2008!!

2008-02-11 Thread Maarten De Meyer
Not sure, I'm attending (first time woohoo), but I'm not too sure about
this. I feel they're commercialising the experience you should build
yourself. The whole point of modding is to learn everything yourself; and
while ymmv, I learn better when I have to figure stuff out myself. Not to
mention they're selling tutorials on topics on which there's a wealth of
free information available.

just my 2c,

-- Maarten

 Even though I wont be attending this year, it sounds
 interesting.

 Adam


 --- Ben Mears [EMAIL PROTECTED] wrote:

 Are you a member of a successful Mod Team? Are you
 going to be at the
 Game Developers Conference in San Francisco this
 year? If you answered
 yes to both of these questions then Noesis
 Interactive wants to meet
 with you! Noesis Interactive works with industry
 giants such as Valve,
 IGN, Softimage, and Autodesk to expand knowledge
 regarding game modding
 and development through easy to follow video
 modules. We’re interested
 in speaking with modders and developers about their
 roles and
 experiences in order to lend insight to the rest of
 the Mod community.
 This is a great opportunity to promote both your Mod
 and your team. So,
 if you’re going to be at GDC and are interested in
 being involved,
 please respond to this message or email
 [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] for more
 details. We hope to see you
 there!


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Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository

2008-02-10 Thread Maarten De Meyer
Thanks Mike!

Any idea when we can expect a fix or workaround for this bug? I miss my
studiomdl really badly :)

-- Maarten


 Yes, I'm aware of that one and hope to have a fix soon.

 -Mike

 -Original Message-
 From: [EMAIL PROTECTED]
 [EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: Tuesday, January 29, 2008 1:12 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Beta SDK: Scratch SDK Bug Repository


 Without insisting too much, I'd love to get an official reply on this or a
 non-official fix; not being able to compile anything is kind of blocking
 development :)

 No, that doesn't fix it in this case.

 studiomdl.exe has always crashed for me unless I have HLMV running.

 -- Tim


 Another issue, seemingly related to the vbsp one.

 I'm running studiomdl.exe to compile a model, and it fails also with a
 Can't load MaterialSystem.dll

 Any solutions for this one?

 -- Maarten


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Re: [hlcoders] Weapon Prediction Problems?

2008-02-03 Thread Maarten De Meyer
Gonna ask the default question, don't shoot me if it's too simple:

Do your weapons override the IsPredicted function to return true? I
remember something about this not being the case in the SDK weapons by
default, so prediction wasn't even used on those weapons.

-- Maarten

 This is a multipart message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Alright, I’m stumped. I can’t tell if this is a prediction problem, or of
 something else is going on.



 I’ve written about 35 or so new weapons and they ALL experience animation
 and effect glitches in a laggy environment (net_fakelag 100 is how I’ve
 been
 testing this).



 If I have a semi-auto weapon such as a pistol which is only allowed to
 fire
 every 0.2 seconds it can fire every single frame when there is any sort of
 lag introduced to the game. Obviously when I say “fire” I mean just play
 the
 effects, it doesn’t actually fire on the server-side. This happens on full
 auto as well, but isn’t so obvious to the player because it is masked by
 the
 real rate of fire.



 When I run the debugger, I discovered that the server and client time get
 out of sync, causing the m_flNextPrimaryAttack variable to become
 instantly
 stale on the client side. Here is the rundown of what is going on:



 1.   Client sends fire command, plays the effects

 2.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 3.   Server acknowledges, fires the weapon

 4.   Server updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 5.   Server sends client updated m_flNextPrimaryAttack time

 6.   Client corrects m_flNextPrimaryAttack which ends up BEHIND
 gpGlobals-curtime

 7.   Client sends fire command, plays effects

 8.   Client updates m_flNextPrimaryAttack to gpGlobals-curtime + x.xx

 9.   Server denies command because it isn’t allowed to shoot on the
 server yet

 10.   Server sends client updated m_flNextPrimaryAttack time

 11.   Client corrects m_flNextPrimaryAttack again, ending up BEHIND
 gpGlobals-curtime again allowing it to shoot again



 Basically the server is sending the client an old m_flNextPrimaryAttack
 time
 near continuously. This would normally be OK, but the gpGlobals-curtime
 variables become out of sync. The server thinks it is 1263.6800 when the
 client has 1263.7500. This only happens when there is lag.



 To test to make sure it wasn’t my mod, I ran a vanilla setup of the
 scratch
 SDK and discovered that the weapons built into that SDK experience the
 same
 symptoms. I’m not sure if it is for the same reasons or not though, I
 didn’t
 run it through the debugger.



 I sure hope there is some easy way to fix this. Perhaps it is just a
 symptom
 of using fake lag? Maybe I should just set up a server in the same room,
 then shake the Ethernet cable violently until bits fall out of the cable,
 creating lag? (joke)



 Thanks in advance.



 Cale


 No virus found in this outgoing message.
 Checked by AVG Free Edition.
 Version: 7.5.516 / Virus Database: 269.19.19/1256 - Release Date: 2/2/2008
 1:50 PM

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Re: [hlcoders] Rotating a player

2008-02-03 Thread Maarten De Meyer
- In sdk_playeranimstate hack the angRender to get it to display oriented
- in sdk_player implement a PostThink that sets AbsAngles to get the
hitboxes right
- If you want input to be proper, override the proper functions in
in_mouse to get your mouse movement to be relative to the new orientation
- If you want movement to be somewhat consistent, modify sdk_gamemovement
to use the new orientation

But my most important piece of advice:

If you want to implement actual wallwalking, choose another engine. Unless
if you're making maps with only axis-aligned surfaces, the lack of
SOLID_OBB support makes it near impossible to get it done decently. We
have a version that is almost as good as it gets on Source, but we've
decided not to put it in our game and rather change our gameplay since in
complex geometry there will always be edge cases that spoil the fun.

hth,

-- Maarten

 --
 [ Picked text/plain from multipart/alternative ]
 How could I rotate a player? I'm trying to get the player's model to
 rotate,
 e.i. if he's running on a wall it would show him as horizontally standing,
 not vertically. He would be perpendicular to the wall. Any ideas or
 suggestions would be nice.

 Thanks in advance :D
 --

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