Re: [hlcoders] Some questions

2010-12-01 Thread Matt Boone
In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible 
teammate players and draw the icons using CMeshBuilder.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ
Sent: Wednesday, December 01, 2010 7:34 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Some questions

How to implement a team signs over the heads of the players in DoD:S?
Someone tried it? (Example:
http://pcmedia.ign.com/pc/image/article/654/654253/day-of-defeat-source-20050927053026844-000.jpg)
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Particles and Muzzle Position on EP1

2009-03-03 Thread Matt Boone
You're searching for the attachment by name on the player. When it's in 
thirdperson, you should probably be looking for the attachment on their weapon 
model.

Your loop is crashing because you're not checking that you get a valid client 
back before calling functions on the pointer.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Russ Canfield
Sent: Sunday, March 01, 2009 12:39 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Particles and Muzzle Position on EP1

I am trying to figure out how to fix my particles so that when they emit they 
show up at the end of the weapon's barrel.


Code:

CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
 Vector vGunPos;
 Vector vForward, vRight, vUp;
 QAngle ClientEyeAngles;
 ClientEyeAngles = pPlayer-EyeAngles();
 AngleVectors( ClientEyeAngles, vForward, vRight, vUp );
 m_nBarrelAttachment = pPlayer-LookupAttachment( muzzle );
 GetAttachment( m_nBarrelAttachment, vGunPos, ClientEyeAngles );

  if (pPlayer-IsDucked())
   vGunPos -= (vUp * 10.0f);
  else
   vGunPos += (vUp * 7.5f);

  vGunPos +=(vForward * 28.0f);
  vGunPos += (vRight * 8.0f);
  CEffectData data;
  data.m_flScale = 1.0f;
  data.m_vOrigin = vGunPos;
  data.m_vAngles = ClientEyeAngles;
  data.m_nAttachmentIndex = m_nBarrelAttachment;
  DispatchEffect( MyEffect, data );

This is fine for the client, but when another user fires their weapon the 
particles spawn at their feet. I have yet to find a solution, would anyone know 
why? I am using EP1 engine and the part about checking to see if they are 
ducked is to compensate for that...since the code doesnt act 100% right... 
Anyone know what I am doing wrong or not doing at all? If I try to loop like so:


Code:

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

 m_nBarrelAttachment = pClient-LookupAttachment( muzzle );
 GetAttachment( m_nBarrelAttachment, vGunPos, ClientEyeAngles );
}
it just crashes when I fire. Anyone ?
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Coded Ironsights

2006-10-25 Thread Matt Boone
In your view model class, find CalcViewModelView. You can change the
eyePosition vector before it gets passed into SetLocalOrigin. ( or
passed into the BaseClass if you have a custom view model class )

With that you can get an offset from the weapon and modify its onscreen
position however you like. Eg, find a 'raised' and 'lowered' offset
vector that you like and store those per weapon, and interpolate between
them to fake the animation. I'd recommend making a cvar that contains a
vector and shove that in so you can quickly see how its going to look
ingame.

This would just change the position of the model. If you want to angle
the model up or down you would do a similar process but with eyeAngles.

I think animating this would be a much better alternative, but if you
are without artists then I suppose this is all you get.

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephen
Swires
Sent: Wednesday, October 25, 2006 3:11 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Coded Ironsights

Hello,

I'm going to put this subject back up because I don't have skills as an
animator or modeler to do this with. I want to have a similar system to
what SMOD has where it offsets the view model by an angle (of some
sort), but I am oblivious on how to do this myself. Any help with doing
this will be greatly appreciated.

- Stephen Swires
(SteveUK)

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Entity Creation (client)

2006-08-03 Thread Matt Boone
The entity is not created on the client until they are in the same PVS.
If it goes out of the pvs afterwards, it become dormant.

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Wednesday, August 02, 2006 8:35 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Entity Creation (client)

Suppose that you have an entity created by the server out of the PVS of
a particular client.  Then does the entity get created also on the
client at that time?  Or is the creation not done until the entity
enters the client PVS?

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] TraceRay not hitting player's head

2006-06-15 Thread Matt Boone
A better way to do this is to increase the size of the surrounding box
for the player. You will want to call this in your player spawn
function:

CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES );

The collision property will then update the absbox whenever the entity's
angles, position or animation marks the collision as dirty. Depending on
your mod, you may have to mark the collision bounds dirty on the client
yourself, when you know the angles or origin of your client entity have
changed.

You can use ent_absbox on a player to see their server side absbox and
cl_ent_absbox to see the client version.

With this box surrounding the player, bullet tracelines should hit
hitboxes that are outside of the movement bounding box.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Monday, June 12, 2006 6:54 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] TraceRay not hitting player's head

The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.

It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace-ClipRayToEntity. That's
per target player, so you can do extra work to make the list of
potential players you're tracing against as small as possible.

In pseudocode:

For all players
{
if this player is likely to be hit by the ray
( this check can do a DistanceToRay from the traceline and
exclude if needed )
{
do the enginetrace-ClipRayToEntity

now check if we hit the player and the hit was the
closest thing that we hit
}
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JG
Sent: Monday, June 12, 2006 4:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TraceRay not hitting player's head

I realize this is an old topic, but I have this same problem and can't
find a solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the bounding box doesn't actually surround the whole
model, so there lies the problem.. There's got to be a way to fix this
since the traces done when someone fires at someone's head don't just go
through the player's head. I just have no clue how to accomplish this.
Any help would be greatly appreciated.

--
[ Picked text/plain from multipart/alternative ] Good call. Yes, it's
for CS:S.


On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] Are you using CS:S?
 coz CS:S models are weird...

 On 3/24/06, LDuke [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] For debugging
  purposes, in a MP game, I'm drawing a line to the endpoint of the
  trace. If I aim at a foot, body, hand, etc. the player entity is
  returned and the line gets drawn to that point. But if I aim at the
 head,
  the trace doesn't see the player and it draws the line right through

  the player's head to whatever is behind him.
 
 CTraceFilterHitAll traceFilter;
 enginetrace-TraceRay(ray, MASK_ALL, traceFilter, tr );
 
  Do I need to change my mask or trace filter I need to use to include

  the
 a
  player's head? Why won't this work?
 
  Grant
  (L. Duke)
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 ts2do
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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


--


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread Matt Boone
The regular trace will exclude a player as a target if the trace doesn't
collide with the bounding box.

It is possible to do an additional check on eligible players and force a
trace against their hitboxes with enginetrace-ClipRayToEntity. That's
per target player, so you can do extra work to make the list of
potential players you're tracing against as small as possible.

In pseudocode:

For all players
{
if this player is likely to be hit by the ray
( this check can do a DistanceToRay from the traceline and
exclude if needed )
{
do the enginetrace-ClipRayToEntity

now check if we hit the player and the hit was the
closest thing that we hit
}
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of JG
Sent: Monday, June 12, 2006 4:40 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] TraceRay not hitting player's head

I realize this is an old topic, but I have this same problem and can't
find a solution.
http://www.sourcemod.net/forums/viewtopic.php?t=3658

As you can see, the bounding box doesn't actually surround the whole
model, so there lies the problem.. There's got to be a way to fix this
since the traces done when someone fires at someone's head don't just go
through the player's head. I just have no clue how to accomplish this.
Any help would be greatly appreciated.

--
[ Picked text/plain from multipart/alternative ] Good call. Yes, it's
for CS:S.


On 3/25/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ] Are you using CS:S?
 coz CS:S models are weird...

 On 3/24/06, LDuke [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ] For debugging
  purposes, in a MP game, I'm drawing a line to the endpoint of the
  trace. If I aim at a foot, body, hand, etc. the player entity is
  returned and the line gets drawn to that point. But if I aim at the
 head,
  the trace doesn't see the player and it draws the line right through

  the player's head to whatever is behind him.
 
 CTraceFilterHitAll traceFilter;
 enginetrace-TraceRay(ray, MASK_ALL, traceFilter, tr );
 
  Do I need to change my mask or trace filter I need to use to include

  the
 a
  player's head? Why won't this work?
 
  Grant
  (L. Duke)
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 


 --
 ts2do
 --

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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


--


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Recoil Modifications

2006-01-16 Thread Matt Boone
You should only apply the punch to the view angle when not under
prediction. On the client, prediction of frames can occur an arbitrary
number of times after the first real frame is processed.

You can use:

#include prediction.h

...

if ( !prediction-InPrediction() )
{
// do recoil
}

To check when you are running in prediction.

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William
Ewing
Sent: Monday, January 16, 2006 1:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Recoil Modifications

I have recently been attempting to modify a recoil system to not decay,
however I am running into the issue of lag.

It is supposed to simply twitch the view by a random amount. Under heavy
lag, it does this about 96.38 times, because it is modifying viewangles
directly.

It seems to be a prediction bug. Any idea as to what may be the problem?

-- Will xENO Ewing

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



[hlcoders] lag compensation optimization

2006-01-03 Thread Matt Boone
Wanted to share a fix that gave some performance improvements in the
latest Dod Source release.


bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer
*pPlayer, const CUserCmd *pCmd, const CBitVecMAX_EDICTS
*pEntityTransmitBits ) const
{
// No need to lag compensate at all if we're not attacking in
this command and
// we haven't attacked recently.
if ( !( pCmd-buttons  IN_ATTACK )  (pCmd-command_number -
m_iLastWeaponFireUsercmd  5) )
return false;

return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd,
pEntityTransmitBits );
}


Add this to your player class, it will inherit from
CBasePlayer::WantsLagCompensation.

What this is doing it only performing lag compensation calculations in
the frames where a player is shooting or has just shot, as opposed to
every frame.

I'll try to get this into the next sdk code dump as well as some further
lag compensation changes that will fix players getting stuck in each
other.

Matt


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
 Looks like the combine animation event

#define COMBINE_AE_RELOAD ( 2 )

has the same value as the generic animation event

AE_NPC_RIGHTFOOT

You might have to translate the animation events coming from the combine
model into analagous citizen events to get them to do the right thing.




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw
Sent: Friday, August 12, 2005 9:06 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Reload problem



hey

I'm trying to get the combine to act as the rebels do. Basicly what I
have
done is cloned the npc_citizen but changed the model. every thing works
as
it should but i'm having problems when it comes to them reloading.

I've put developer 1 in the console in hope that it would help me track
down
the problem but the error it gives me when they are reloading is this :

Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen

they basicly get stuck and keep reloading.

I searched though the code for anything that refers to this and all i
can
find is this:

switch( pEvent-event )
{
case CITIZEN_AE_HEAL:   // Heal my target (if within
range)
Heal();
break;

case NPC_EVENT_LEFTFOOT:
{
EmitSound( NPC_Citizen.FootstepLeft,
pEvent-eventtime );
}
break;

case NPC_EVENT_RIGHTFOOT:
{
EmitSound( NPC_Citizen.FootstepRight,
pEvent-eventtime );
}
break;

I have tryied to comment it out but it makes no difference so i'm kinda
stuck on what to do.

The last time I had this problem was with Half Life 1 when trying to
code
friendly marines. All i did that time was stop them from reloading and
gave
them an infi supply of ammo, problem is i'm not exactly sure how to do
it in
the hl2 sdk and truthfully i would like them to work properly

Cheers for any help in advance

Raz



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
Make that analogous :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
Sent: Friday, August 12, 2005 2:34 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Reload problem

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]  Looks like the combine
animation event

#define COMBINE_AE_RELOAD ( 2 )

has the same value as the generic animation event

AE_NPC_RIGHTFOOT

You might have to translate the animation events coming from the combine
model into analagous citizen events to get them to do the right thing.




From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw
Sent: Friday, August 12, 2005 9:06 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Reload problem



hey

I'm trying to get the combine to act as the rebels do. Basicly what I
have done is cloned the npc_citizen but changed the model. every thing
works as it should but i'm having problems when it comes to them
reloading.

I've put developer 1 in the console in hope that it would help me track
down the problem but the error it gives me when they are reloading is
this :

Unhandled animation event AE_NPC_RIGHTFOOT for npc_citizen

they basicly get stuck and keep reloading.

I searched though the code for anything that refers to this and all i
can find is this:

switch( pEvent-event )
{
case CITIZEN_AE_HEAL:   // Heal my target (if within
range)
Heal();
break;

case NPC_EVENT_LEFTFOOT:
{
EmitSound( NPC_Citizen.FootstepLeft,
pEvent-eventtime );
}
break;

case NPC_EVENT_RIGHTFOOT:
{
EmitSound( NPC_Citizen.FootstepRight,
pEvent-eventtime );
}
break;

I have tryied to comment it out but it makes no difference so i'm kinda
stuck on what to do.

The last time I had this problem was with Half Life 1 when trying to
code friendly marines. All i did that time was stop them from reloading
and gave them an infi supply of ammo, problem is i'm not exactly sure
how to do it in the hl2 sdk and truthfully i would like them to work
properly

Cheers for any help in advance

Raz



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] HUD Color

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
The colors Normal, Caution etc are referenced in
resource/ClientScheme.res. You should change them there.



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Raziel Shaw
Sent: Friday, August 12, 2005 3:11 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] HUD Color



I know this is gonna b real simple and i'll prolly slap myself for askin
a
dumb question but..
How do i change the Hud color?

In the code i've changed part of it to this:

void CHud::InitColors( vgui::IScheme *scheme )
{
m_clrNormal = scheme-GetColor( Normal, Color( 60, 60, 230,255 ) );
m_clrCaution = scheme-GetColor( Caution, Color( 20, 20, 255, 255 ) );
m_clrYellowish = scheme-GetColor( Yellowish, Color( 20, 20, 180, 255
) );
}

but it still shows up as yellow. So i looked in the HudLayout.res as i
read
on a forum that one of the .res files needs editing to allow the color
change, but i'm not exactly sure what it is i have to change in there.

Cheers in advance

Raz



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] HUD Animations

2005-07-09 Thread Matt Boone
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
There is quite a lot of documentation for this at the top of
hudanimations.txt, but here's a quick example.

There are actually a few built in panel animation vars that you can use
( Alpha, FgColor ) that will do the fading for you.

You would declare a hud animation like this in your hudanimations.txt
file:

event MyLabelHide
{
Animate MyLabel  Alpha   0 Linear 0.0 0.5
}

In this case, we're animating the Alpha parameter to a value of 0,
using Linear interpolation, starting 0.0 seconds from now, and ending
0.5 seconds from now. The documentation at the top of hudanimations.txt
describes the different parameters and methods of interpolating.

If you wanted to animate something else, say you had a specific colour
that you used in your panel, you would declare the member variable that
holds the colour with a CPanelAnimationVar like so:

CPanelAnimationVar( Color, m_MyColor, MyColor, 255 0 0 0 );

And then you could animate it like any other variable

event ChangeColorToBlue
{
Animate MyLabel  MyColor 0 0 255 255 Linear 0.0 0.3
}

If you want to animate a size or position, you should check out
CPanelAnimationVarAliasType, which you can set up to use proportional
floats so they look the same in different resolutions.



From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kamran
Sent: Saturday, July 09, 2005 2:23 PM
To: HLCoders
Subject: [hlcoders] HUD Animations



Alright, my goal: To display a message that is called each time you take
damage and then fade it out within 1 second.

I created my class, I created the label I want to use to display the
message and it works... it updates my label with the damage taken by the
user. But it stays there and never goes away... ick.

Now, my question is... since this will get called each time you take
damage (it uses the Damage message), I'd like it to fade out within a
second otherwise it will just stay there for the rest of the game.

Do I do that by utilizing the Hud_Animations.txt? And if so, how does
that work... I can't find any documentation on it... looking at the
DamageIndicator HudElement I see some AnimationVar things but I don't
see how it all works...
--
Kamran A
Get Firefox! Safer, Faster, Better.
http://www.spreadfirefox.com/?q=affiliatesid=0t=85
Down with Internet Explorer! Say NO! to Spyware! Use Firefox


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] networked entity question

2005-05-10 Thread Matt Boone
If it an entity that is set up to always transmit, it will transmit its
state to any connecting client and create the client-side counterpart,
and transmit deltas from then on. See the player resource for a good
example of this.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, May 10, 2005 7:20 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] networked entity question

Id like to build a networked entity class for my voting structure in my
mod. however, one thing is bugging me. I have a global pointer to my
main voting entity and i want a corresponding client side counterpart.
But i only create this entity once during the lifetime of a server. It
has to live outside game rules and the level. So my questing is, when
clients connect, how/when does the client side entity get created if at
all?

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Matt Boone
It comes from an animation event. Char *options is the options parameter
to the event, and usually holds information about the muzzleflash, eg
what style to draw or a scale value.

Eg your fire animation might include this event:

$sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {
event AE_MUZZLEFLASH 0 357 muzzle }

In this case, 357 refers to the type of muzzleflash to draw, and
muzzle is a reference to the attachment point name where you want the
effect to be created.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Blowers
Sent: Wednesday, May 04, 2005 5:55 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

Can anyone tell me where const char *options comes from ?

It is used to set the weaponType to the required muzzleflash, trouble is
I've been getting assert errors, I stuck in a DevMsg and the token is
not what I expected it to be... To sort this out I really need to know
exactly where the token comes from.

I almost believe it's from the viewmodel specified in the
weapon_.txt file ?

Please help

Cheers,

Mike.



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Resetting touch() on an objective

2005-04-27 Thread Matt Boone
The touch function will be called continuously for each entity that is
touching on every frame. It sounds like you changed the Touch function
once the player picks the object up, maybe like this?

SetTouch( NULL );

If so you can re-set the touch function when your object is ready to be
touched again.

SetTouch( CMyObject::MyTouch );

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
British_Bomber
Sent: Wednesday, April 27, 2005 10:43 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Resetting touch() on an objective

I have an objective, much like a flag in CTF, that the player can pick
up and take back to his assigned capture point.  I use a VERY simple
model entity for this, it simply has Spawn, precache, touch and drop
functions. Couldn't be much simpiler.

They all work fine, the Touch sees if the toucher is a player then
attaches the model to the player.  When the player dies, or captures the
object it is dropped.  That all works fine and dandy, however when
someone else goes to pick it up after it has been dropped, or even the
same player comes back to grab their beloved suitcase, it will no longer
attach itself to them.  It's as though the touch function only wants to
work once, or has to be stopped.  I added an EndTouch, or whatever the
exact name is, to the end of my touch function but to no avail.  Am I
making some kind of fundamental flaw on how the touch function works?

Thanks for any help you can offer me

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] HitBoxes ?

2005-04-27 Thread Matt Boone
Do your hitboxes extend outside of the bounding box?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonathan
Dance
Sent: Wednesday, April 27, 2005 1:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] HitBoxes ?

We are noticing this too. The hitboxes seem like they should work using
sv_showhitboxes / sv_showimpacts, but when ducking, the bullets pass
right  through the hitbox, particularly the head hitbox. Anyone know
what the root cause of this is?

--JD

On Jan 3, 2005, at 3:21 AM, r00t 3:16 wrote:

 Anyone notice when you run / crouch / jump etc The hit box is off? It
 seemed to do this is CS:S also and I thought it was a CS:S bug.
 However it is also doing the same thing in the MP SDK..

 Anyone else notice this?



 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com


 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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




___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
I don't think its possible to add controls to this panel with just a
.res file change. You should add your cvar checkbox to the multiplayer
advanced dialog, which is scriptable via cfg/settings.scr.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of kingkoozime
Sent: Thursday, April 07, 2005 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OptionsSubMultiplayer.res

Anyone have any experience with editing
OptionsSubMultiplayer.res? I'd like to add a checkbox to change a
convar. All I can see is a field in each object called Command, but I
can't find where the commands are defined.

-kingk



__
Yahoo! Messenger
Show us what our next emoticon should look like. Join the fun.
http://www.advision.webevents.yahoo.com/emoticontest

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
Some lines in gameinfo.txt will show and hide things in the multiplayer
advanced page, eg nomodels 0 in the hl2mp gameinfo.txt is what is
showing the model selection elements.

Looks like the options are:

nomodels
nohimodel
nocrosshair

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Thursday, April 07, 2005 6:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OptionsSubMultiplayer.res

Eh, ok scratch that. I created a file called optionssubmultiplayer.res
it must of been reading from that.

Ok, I extracted from the GCF files and now im going directly into the
.res file and delete Model Image and Player Model(IIRC) but for some
reason it comes back really small. Even though I have deleted Model
Image in the .res file, and when I try to find it again, it's gone :|

On Apr 8, 2005 2:21 AM, Ben Davison [EMAIL PROTECTED] wrote:
 Weird, it lets me delete, add and move everything.

 On Apr 8, 2005 2:14 AM, Alfred Reynolds [EMAIL PROTECTED]
wrote:
  You shouldn't be editing that file, I bet its having a problem
  because that file exists entirely inside the steam cache and it
  can't write to it (we only use steam caches in read only mode). If
  you extracted that file to disk then it should work, but as I said
  before tis a hack :)
 
  - Alfred
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Ben
  Davison
  Sent: Thursday, April 07, 2005 6:05 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] OptionsSubMultiplayer.res
 
  Alfred (some what offtopic) when I try to modify some of the
  elements of the multiplayer tab in the HL2DM code, I cannot delete
  the picture of the player or model selector drop down list using the

  VGUI editor that's inbuilt into source.
 
  Do I have to do some voodoo magic with the ui code?
 
  On Apr 8, 2005 1:54 AM, Alfred Reynolds [EMAIL PROTECTED]
  wrote:
   No, Mods do not have the ability to add code to the GameUI. There
   are a couple hacks that will let you change the layout, but  they
   are not recommended.
  
   - Alfred
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   Jonathan Dance
   Sent: Thursday, April 07, 2005 4:44 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] OptionsSubMultiplayer.res
  
   Is it possible to create code-driven UI here? For example, HL2DM
   and CS:S have model selection and spray support on this tab. How
   do these work?
  
   (I swear I found a document on how to do this once.. maybe it was
   for
   HL1...)
  
   --JD
  
   On Apr 7, 2005, at 4:32 PM, Matt Boone wrote:
  
I don't think its possible to add controls to this panel with
just a
 
.res file change. You should add your cvar checkbox to the
multiplayer
  
advanced dialog, which is scriptable via cfg/settings.scr.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
kingkoozime
Sent: Thursday, April 07, 2005 12:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] OptionsSubMultiplayer.res
   
Anyone have any experience with editing
OptionsSubMultiplayer.res?
I'd
  
like to add a checkbox to change a convar. All I can see is a
field in
  
each object called Command, but I can't find where the
commands are defined.
   
-kingk
   
   
   
__
Yahoo! Messenger
Show us what our next emoticon should look like. Join the fun.
http://www.advision.webevents.yahoo.com/emoticontest
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
  
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
   
___
To unsubscribe, edit your list preferences, or view the list
archives,
  
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
   
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
 
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
  --
  - Ben Davison
  - http://www.shadow-phoenix.com
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
  ___
  To unsubscribe, edit your list preferences, or view the list
archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 --
 - Ben Davison
 - http

[hlcoders] Respawn Bug fix

2005-04-05 Thread Matt Boone

I've seen this particular bug in a few mods now, thought I would send
out a snippet for you guys until it can be sent out in the next SDK
update.

The problem shows up as players not respawning properly, seeming to fail
the teleport call. What's actually happening is the lag compensation
manager is teleporting them to their previous location for a lag
compensation check, then failing to restore them. If you think you have
this problem in your mod, give this change a try.

dlls\Player_lagcompensation.cpp
~ line 351

Change the while loop to look like this:

// store our previous origin - to start with it is our current
location
Vector prevOrg = pPlayer-GetLocalOrigin();

// Walk context looking for any invalidating event
while( track-IsValidIndex(curr) )
{
// remember last record
prevRecord = record;

// get next record
record = track-Element( curr );

if ( !(record-m_fFlags  LC_ALIVE) )
{
// player most be alive, lost track
return;
}

Vector delta = record-m_vecOrigin - prevOrg;
if ( delta.LengthSqr() 
LAG_COMPENSATION_TELEPORTED_DISTANCE_SQR )
{
// lost track, too much difference
return;
}

// did we found a context smaller then target time ?
if ( record-m_flSimulationTime = flTargetTime )
break; // hurra, stop

// store this position for the next time through the
loop
prevOrg = record-m_vecOrigin;

// go one step back
curr = track-Next( curr );
}

This fixes the distance check not being applied to the first stored
position in the lag compensation history.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
To change visibility of an entity to different players, check out
CBasePlayer::ShouldTransmit

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, April 05, 2005 6:36 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] spectator eye mode problem  AddToFullPack (not
related)

First question: Everything in EYE mode spectator seems to be working
except the view angle is not updating. I think it just sits at 0,0,0.
But I can see the weapon and weapon animations just fine and the camera
tracks the players movement too. I believe the view angle along with the
other eye mode stuff is dealt with client side because the client
already receives those numbers (view angle, origin etc..) for all
players within sight. I just don't know where this is dealt with in the
hl2 sdk. I checked out hltvcamera.cpp but that doest seem to be it. Does
any know where the client side spectator stuff is dealt with or if this
is really a client side problem at all? Other than that, spectator mode
seems to be working normal.

Second question, what is the equivalent of AddToFullPack function for
hl2? I have some entities in my mod that can only be seen by members of
a certain team and more importantly not the others.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
Its ok that the player does not have a move parent. In that case it
should fall back to pl.v_angle, which is most likely not networked for
other clients to your local client. Dod:S and CS:S base player implement
their own overriding EyeAngles function which returns a networked eye
angles, m_angEyeAngles. I believe this is already set up and networked
in c_sdk_player.cpp if you are using the sdk sample app as your base.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, April 05, 2005 7:28 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] spectator eye mode problem  AddToFullPack (not
related)

Ok thanks Mr. Boone!

I also have been looking into the eye mode stuff looks like at least one
problem is in c_baseplayer.cpp line 1171 eyeAngles =
target-EyeAngles();

The call the EyeAngles always returns 0,0,0 because there is no
MoveParent.. whatever that is inside const QAngle
CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp

CBaseEntity *pMoveParent =
const_castCBasePlayer*(this)-GetMoveParent();

is always NULL.  so I'm gonna look into that next.

On Apr 5, 2005 6:42 PM, Matt Boone [EMAIL PROTECTED] wrote:
 To change visibility of an entity to different players, check out
 CBasePlayer::ShouldTransmit

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Heritage
 Sent: Tuesday, April 05, 2005 6:36 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] spectator eye mode problem  AddToFullPack (not
 related)

 First question: Everything in EYE mode spectator seems to be working
 except the view angle is not updating. I think it just sits at 0,0,0.
 But I can see the weapon and weapon animations just fine and the
 camera tracks the players movement too. I believe the view angle along

 with the other eye mode stuff is dealt with client side because the
 client already receives those numbers (view angle, origin etc..) for
 all players within sight. I just don't know where this is dealt with
 in the
 hl2 sdk. I checked out hltvcamera.cpp but that doest seem to be it.
 Does any know where the client side spectator stuff is dealt with or
 if this is really a client side problem at all? Other than that,
 spectator mode seems to be working normal.

 Second question, what is the equivalent of AddToFullPack function for
 hl2? I have some entities in my mod that can only be seen by members
 of a certain team and more importantly not the others.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Need help with custom fonts please

2005-03-22 Thread Matt Boone
Make sure newfont is the actual name of the font, which is possibly
different from the font's filename. Also remove the space from the
newfont  entry.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Tuesday, March 22, 2005 3:35 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Need help with custom fonts please

So I made my own font, put it my mod's resource folder, edited
ClientScheme.res and nothing works. I'm having lots of trouble with the
redundant unnecessary scripting stuff.

Here is my virtual font I scripted

HudText
{
1
{
name   newfont 
tall  32
weight0
antialias 1
additive  1
custom3
}
}

The reason I had to make this thing is because halflife hud font doest
have letters and I wanted to add a letter or two into my hud without
changing the hl2 font. So I made my new font called newfont which is
just the hl2 font with the letters I needed which replaces some of those
weapon symbols, then I added what would appear to be like the correct
stuff at the bottom of the ClientScheme.res file


CustomFontFiles
{
1 resource/HALFLIFE2.ttf
1 resource/HL2MP.ttf
2 resource/HL2crosshairs.ttf
3 resource/newfont.ttf
}

Now, I am probably missing something somewhere, but before I extract
every script file from the .GCF pack and do a massive search for text in
files to compare what I may be or may not be missing, I figured I would
just ask here because im becoming very frustrating with these scripts. I
don't even like scripts. I'm going to have to figure out a way to
unscripted most everything because I don't want the server admins
changing the weapon values etc.. etc.. or the clients messing up their
gui/huds. Anyway, if someone could tell me how to add a new font, I
would appreciate it. And lets not even talk about compiling VTF files
because I'll blow up! I really hate TGA files, can't we just got back to
bitmaps and sprites, what the hell is a shader, lol.  I'm going to start
needing hl2-sdk antidepressant pills.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] improper vgui behavior

2005-03-17 Thread Matt Boone
You should check out the hud animation system, this allows you to start
changes in colour or size that will run in the background for you. You
can also animate the alpha or size to simulate your panels disappearing.

As far as setting them not visible and them not disappearing, they
shouldn't be doing that. Try dropping a breakpoint in the SetVisible
function for your panel and see if its being called from somewhere else?


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Heritage
Sent: Wednesday, March 16, 2005 6:22 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] improper vgui behavior

I had many problems with the hl1 vgui where fonts and schemes seems
ignore all changes I made to them. As it turned out, much of it was
hardcoded. HL2 seems more robust, but im having a hard time
understanding how it works?

Im trying to make a new hudelement. So far I have my gui working and
displaying numbers with animations, but its not so elegant. I can't turn
off and off my gui! It seems like I should just called either SetEnabled
or SetVisible but neither of these functions works consistently. I tried
called both during the init of my gui, but they never turned my gui off.
I then tried calling them in a message, but they did not turn the gui
off. I then said ok, lets set them to false in OnThink(). That seemed to
work, so i figured i had made some progress. Then I tried to turn them
back on, in onThink but they would not behave. It would seem like there
is a magical time slice in which vgui messages respond? I know that can
not be true so what the hell is going on?  I had similar difficulty with
the colors. I was not able to change them expect in the think function.
Changing the Color each frame retarded and slow. Somewhere they are
being overwritten back to whatever the default is.

Normally, I would give it some more time before posting for help, but I
dont have a super computer. Hl takes quiet a while to load and even
longer to compile. I can not waste time with miniscule functions like
SetVisable that don't work.

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Matt Boone
Cs and dod both destroy the entities and re-create them from scratch on
round restart. We also maintain a list of entities that should not be
destroyed on a round restart ( player, lights etc ).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Thursday, February 24, 2005 3:35 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resetting entites on round restart.

I belive mapenties.h is a start, but I would like to hear frm people who
have already done it or done work on it.

I'm having a hard time getting my head around it.


On Thu, 24 Feb 2005 15:19:04 -0800, Stephen Micheals
[EMAIL PROTECTED] wrote:
 Im also interested on how to do this.

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
- Ben Davison
- http://www.shadow-phoenix.com

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

2005-01-18 Thread Matt Boone
Does the pose parameter you are using in the animation code match the
pose parameter in the model?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January 18, 2005 1:22 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: HL2DM SDK in January or February??

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] I want the HL2DM SDK
because my mod plans are a little modifications in DM.



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

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



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

About it?.



I want only help in this specific area.



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

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

Aim_pitch), but don't work



Thanks all.

--



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



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

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

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January 18, 2005 2:10 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] RE: HL2DM SDK in January or February? Matt

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] I change the pose
parameter in this function in base_playeranimstate.cpp,

Using HL2DM animations.



void CBasePlayerAnimState::ComputePoseParam_BodyPitch()

{

  // Get pitch from v_angle

  float flPitch = m_flEyePitch;

  if ( flPitch  180.0f )

  {

flPitch -= 360.0f;

  }

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



  // See if we have a blender for pitch

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

  if ( pitch  0 )

return;



  SetOuterPoseParameter( pitch, flPitch );

  g_flLastBodyPitch = flPitch;

}



I changed LookupPoseParameter(body_pitch)

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



Can this be a pitch bug in SDK??

--



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] bug on laptops

2005-01-17 Thread Matt Boone
A fix for this will be released with the next engine update. I'll send
code snippets then as well so you can fix any other bindings you're
trying to hook in your mod.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christensen,
Grant
Sent: Monday, January 17, 2005 5:21 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] bug on laptops

Hi, I have a bug that I had originally in my mod, but have noticed I
also have it in CS:S.  Not sure if it is just my configuration, or an
actual bug.  Could somebody with a laptop or access to a laptop (valve?)
please try to recreate this.

If I go into observer mode, say in CS:S, I can press the duck key (for
me 'C') but could be anything, to open the bottom menu where I can chose
who to spectate etc.  Usually you then press the duck key again to close
the bottom menu.  For me, in my mod, pressing the duck key after the
menu is open returns a key code of CODE_KEYPAD_3 or similar (can't
remember the exact one).  It is the numeric keypad number 3, or on my
laptop the Fn  L key.

So, if I actually press the numeric 3 key instead of the duck key, it
closes the menu, whereas pressing duck does nothing.

So, duck opens it but does not close it, and numeric keypad 3 closes it
but does not open it.  For some reason having the bottom menu open
causes the duck key to return something different.  I am using
gameuifuncs-GetVGUI2KeyCodeforBind(duck); to get the code.

Can someone else with a laptop try this for me to see if it is just my
config?

Grant.


This E-Mail is intended only for the addressee. Its use is limited to
that intended by the author at the time and it is not to be distributed
without the author's consent. Unless otherwise stated, the State of
Queensland accepts no liability for the contents of this E-Mail except
where subsequently confirmed in writing. The opinions expressed in this
E-Mail are those of the author and do not necessarily represent the
views of the State of Queensland. This E-Mail is confidential and may be
subject to a claim of legal privilege.

If you have received this E-Mail in error, please notify the author and
delete this message immediately.


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Matt Boone
Also try searching for the answer to life, the universe and everything


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Saturday, January 15, 2005 3:41 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Debugging a Linux server?

DOOManiac wrote:

 Still can't get it working :(

 [EMAIL PROTECTED] steam]$ gdb srcds_i486 GNU gdb Red Hat Linux
 (6.1post-1.20040607.43rh)
 *SNIP*
 This GDB was configured as i386-redhat-linux-gnu...Using host
 libthread_db library /lib/tls/libthread_db.so.1.

 (gdb) set args -console -game espionage -IP jmetcalf.2y.net -port
 27017
 +map esp_test +maxplayers 10
 (gdb) r
 Starting program: /usr/steam/hlds_l/srcds_i486 -console -game
 espionage -IP jmetcalf.2y.net -port 27017 +map esp_test +maxplayers 10
 warning: Child process unexpectedly missing: No child processes

Here's a tip...

ANYTIME you see an error message that you don't know what it means, go
to this website...

www.google.com

...then enter in the error message inside double quotes...

Child process unexpectedly missing

You will find that the first link that it comes up with, someone has
asked that question and the third reply (from Andrew Cagney) has an
answer.

This link also has some info...

https://www.redhat.com/archives/fedora-devel-list/2005-January/msg00104.
html


Use google my friend.  It's the quickest way to find answers to all your
questions.  For example, what's the meaning of life has about 7,700
answers.  :)


--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Player animation ?

2005-01-11 Thread Matt Boone
HL2DM player animation uses a different system than is in the sdk.
Basically you have a list of base sequences, preblended with 9-way aims
and 9-way runs - those are the aim animations and are called in game
code via activities ( why you see different animation names in combine
vs rebels ).

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

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

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

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

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

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

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

I've run into some problems with this though.

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

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


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

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

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

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

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

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

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

default:
case ACT_PLAYER_IDLE_FIRE:
//return CalcSequenceIndex( %s%s,
DEFAULT_FIRE_IDLE_NAME, pSuffix );
return CalcSequenceIndex( ShootSMG1s );
//FIXME: pick the right weapon
}
}

I've set my player model to be combine_soldier. When I spawn in third
person and watch my player model, if I run along start shooting it looks
like it plays only the first frame or two and then immediately goes back
to idle/jittering. If I'm running, it looks even worse since each time I
fire it looks like it restarts the ShootSMG1animation but there's no
blending between them so it looks all jittery. Has anyone had any luck
getting this to work?

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
It would be better to use an animation in the player model and change
the rotation of a specific joint with a pose parameter. What effect are
you trying to accomplish?

Its also easier to get position and angles of a particular bone if you
put an attachment point on it and get that.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Friday, January 07, 2005 1:43 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Bone manipulation via code

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] Hi,

where can I find examples on how to manipulate bones (rotate, move)
within a player model from within the codes?
Can these manipulations be done using the bones own coordinate system
and/or the world coordinates?
And the other way around too... how to get a bones position and rotation
(own system and world) from any object not just the player model?
How to attach and detach objects to/from specific bones via code?

Where to find such basic knowledge? Or aren't these 'basic' features the
SDK codes do offer?
Are there some base classes that define all this (and more) that you
should check?

thanks and regards,

Beppo

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net


--



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
An example in the sdk code would be the yaw and pitch pose parameters
for making the player model look up/down and to the side. The pose
parameters are body_pitch and body_yaw.

In base_playeranimstate.cpp:

void CBasePlayerAnimState::ComputePoseParam_BodyPitch()
{
// Get pitch from v_angle
float flPitch = m_flEyePitch;
if ( flPitch  180.0f )
{
flPitch -= 360.0f;
}
flPitch = clamp( flPitch, -90, 90 );

// See if we have a blender for pitch
int pitch = GetOuter()-LookupPoseParameter( body_pitch );
if ( pitch  0 )
return;

SetOuterPoseParameter( pitch, flPitch );
g_flLastBodyPitch = flPitch;
}

..

void CBasePlayerAnimState::SetOuterPoseParameter( int iParam, float
flValue )
{
GetOuter()-SetPoseParameter( iParam, flValue );//
GetOuter() is the player
}

You can define new pose parameters in the .qc file for your model to
control blending between two sequences. See the definitions of body_yaw
in the .qc for more info on that.

For attachment points, search for GetAttachment. There are a number of
ways to get an attachment point's location and angles by name. Most
common would be:

Vector vecOrigin;
Qangle vecAngle;

int iAttachmentIndex = pMyModel-LookupAttachment(
attachment_name );

pMyModel-GetAttachment( iAttachmentIndex, vecOrigin, vecAngle
);



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Beppo
Sent: Friday, January 07, 2005 2:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Bone manipulation via code

 It would be better to use an animation in the player model and change
 the rotation of a specific joint with a pose parameter.

And how to do that? Any examples available within the codes?

 Its also easier to get position and angles of a particular bone if you

 put an attachment point on it and get that.

And how to get the location and rotation of these attachment points
then? :)

Reason for all this is that the model has to follow specific movements
of ie. your mouse.
I guess this can be done with the 'pose parameters' you spoke about.
I found some references about the speedometer needle defined by pose
parameters.
So, how to set such things up and how to access them via code?

Any basic tutorials or descriptions about these parts of the SDK out
there?

thanks,

Beppo

--
Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
[EMAIL PROTECTED]   Sentry Studios - Infiltration
[EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net



- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, January 07, 2005 10:50 PM
Subject: RE: [hlcoders] Bone manipulation via code


 It would be better to use an animation in the player model and change
 the rotation of a specific joint with a pose parameter. What effect
 are you trying to accomplish?

 Its also easier to get position and angles of a particular bone if you

 put an attachment point on it and get that.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Beppo
 Sent: Friday, January 07, 2005 1:43 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Bone manipulation via code

 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ] Hi,

 where can I find examples on how to manipulate bones (rotate, move)
 within a player model from within the codes?
 Can these manipulations be done using the bones own coordinate system
 and/or the world coordinates?
 And the other way around too... how to get a bones position and
 rotation (own system and world) from any object not just the player
model?
 How to attach and detach objects to/from specific bones via code?

 Where to find such basic knowledge? Or aren't these 'basic' features
 the SDK codes do offer?
 Are there some base classes that define all this (and more) that you
 should check?

 thanks and regards,

 Beppo

 --
 Norbert Bogenrieder aka Beppo Lead Programmer and Project Lead
 [EMAIL PROTECTED]   Sentry Studios - Infiltration
 [EMAIL PROTECTED]  http://www.sentrystudios.net
 http://infiltration.sentrystudios.net


 --



 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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




 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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





___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Matt Boone
A 32 bit integer would be limited to the values (10) through (131).

(20) is not really a useful value, its the same as (11).

What you're doing here is taking the value 2 ( 0010 in binary ) and
shifting it 0 bits to the left.

(20) == 0010 in binary == (11)
(21) == 0100 in binary == (12)

If you need more flags for your entity, you can create a member variable
in the class to handle that and network it from there. In Source you are
not limited to the pev structure for things that can be automatically
networked.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Wednesday, January 05, 2005 9:31 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] m_fFlags Player Specific

I was just getting ready to ask this and you had replied already...

Would the engine handle the below so I do not use something that is
already #defined?
#define FL_RUNNING (20)
#define FL_WALKING (21)



r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Draco [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 06, 2005 12:07 AM
Subject: Re: [hlcoders] m_fFlags Player Specific


 Also, you can reuse values. In my MOD FL_RADARBLIP is the same as
 FL_IMMUNEWATER, they arenm't used at the same time so it doesn't
 effect each other.


 **
 Draco
 Coder for Perfect Dark
 http://perfectdark.game-mod.net

 ___
 To unsubscribe, edit your list preferences, or view the list archives,

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





___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Menu Sizing problems

2004-12-08 Thread Matt Boone
Dimensions that are set in .res files are relative to a 640 by 480
screen, so they will scale to every resolution.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker
Sent: Wednesday, December 08, 2004 5:34 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Menu Sizing problems

I followed this tutorial to add the team menu to my mod.

http://hl2sdk.wolferix.de/index.php/VGUI

I have created all the necessary files and they are being read by the
mod.

However, if I edit the VGUI menu (TeamMenu.res) with the VGUI Built-In
Editor, the values that it saves (while they should be correct) are not
the values loaded the next time that I run the mod.

For example, my team panel has values for wide and tall of 640 and
480, respectively.
However, when I load the mod the menu takes up the entire screen and
after activating the VGUI Built-In Editor, it shows that the wide and
tall values are 1024x768, respectively.
All the elements get resized. If I set wide to 320 or so, the menu
occupies about half the screen
-- as it should when being set to 640.

Can anyone shed any light on this? or have they followed this tutorial
successfully without this problem?

Greets
-Gabe


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Sending a regular text message

2004-12-06 Thread Matt Boone

// to one player
ClientPrint( pPlayer, HUD_PRINTTALK, Hello World\n );

// to all players
UTIL_ClientPrintAll( HUD_PRINTTALK, Hello World\n );

Use HUD_PRINTCENTER instead of HUD_PRINTTALK to print to the center of
the screen.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Josh
Sent: Monday, December 06, 2004 8:27 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Sending a regular text message

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ] How do I print a
regular text message on a player's screen? Not any of the DIALOG stuff,
just a message like if a user typed something in chat?



Thanks,

Josh

--


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Matt Boone
Damn, I missed the day they gave those out. :(

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome
Sent: Thursday, October 21, 2004 3:39 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] HL2 Dev CPU Requirements

Brian Satertek Irelan wrote:
 You have to have a widescreen LCD monitor like all the guys at Valve.

...and you have to drive a Ferrari, like all the guys at Valve!  ;)

--
Jeffrey botman Broome

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-12 Thread Matt Boone
Yup, that's it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy
Sent: Wednesday, August 11, 2004 8:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred?
Help, valve? Reproduction steps included.)

In today's steam update we have:

- Improved lag compensation for the player with the last player slot
(ie. player 10 on a 10 player server)

I guess this is it?

On Wed, 11 Aug 2004 10:06:25 -0700, Bud-froggy [EMAIL PROTECTED]
wrote:
 Maybe that is why they keep pushing back the release of HL2. Its just
 a big cover up because HL is still profitable and they essentially
 want to run it for all its worth and make as much money as possible
 before HL2 comes out which they will in turn run into the ground.
 *passes everyone tin foil hats*



 Bruce Andrews wrote:
  And with the VALVe still patching years after Half-Life's release,
  it's because they can still sell the game (mostly because of
  counterstrike), patching it still gives them a good profit, whereas
  most other six year old games are pretty dead...
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders




___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] DoD pPlayer-v.playerclass

2004-05-20 Thread Matt Boone
enum
{
PLAYERCLASS_UNDEFINED = 0,

//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
PLAYERCLASS_MACHINEGUNNER,
PLAYERCLASS_BAZOOKA,
PLAYERCLASS_MORTAR,

//Axis classes
PLAYERCLASS_LEICHTINF_KAR,
PLAYERCLASS_LIECHTINF_K43,
PLAYERCLASS_STURMTRUP,
PLAYERCLASS_HEAVYWEAPONSGER,
PLAYERCLASS_GERMANSNIPER,
PLAYERCLASS_FG42_BIPOD,
PLAYERCLASS_FG42_SCOPE,
PLAYERCLASS_MG34,
PLAYERCLASS_MG42,
PLAYERCLASS_PSCHRECK,
PLAYERCLASS_GERMORTAR,

//British classes
PLAYERCLASS_BRIT_LIGHTINF,
PLAYERCLASS_BRIT_ASSAULTINF,
PLAYERCLASS_BRIT_SNIPER,
PLAYERCLASS_BRIT_MACHINEGUNNER,
PLAYERCLASS_BRIT_PIAT,
PLAYERCLASS_BRIT_MORTAR,

PLAYERCLASS_RANDOM,

NUM_PLAYERCLASSES
};

The MORTAR ones are unused.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Thursday, May 20, 2004 5:29 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] DoD pPlayer-v.playerclass

On Thu, 8 Jan 2004, Matt Boone wrote:

 enum
 {
   PLAYERCLASS_UNDEFINED = 0,

   //Allied classes
   PLAYERCLASS_LIGHTINF_GARAND,
   PLAYERCLASS_LIGHTINF_CARBINE,

8--snip--

 Though in 1.2 there may be some changes ..

Matt or someone else at VALVe can provide an update to this?


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] pwd?

2004-03-13 Thread Matt Boone
Yes.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, March 13, 2004 2:52 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] pwd?

This is a multi-part message in MIME format.
--
is that your website?
--
[ details.zip of type application/x-zip-compressed deleted ]
--



___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
This is certainly a way to do it. However I think you'll find that
drawing that many TE boxes will overflow the client. One good way is to
only draw them on a single client, and only draw every second one. That
gives you a good general shape of the player and an indication if your
server hitboxes actually are where you think they are.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dominik
Tugend
Sent: Friday, March 12, 2004 12:58 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)

Hello!
(At first sry 4 my bad English)

I am trying to code a serverside Metamod fun plugin, it has already many
standard stuff (can manipulate entities at runtime, show info about what
you are aiming at (iHitGroup and so on), makeing players glow, spawn and
prechache entities at runtime (a little bit buggy), list entities, ...).

At the time I am trying to code a function to makes clients display
specific hitboxes that are aligned to the player model.
I hoped to get access to them like sub entities, so that I only would
have to change some rendering properties.
That should have looked like the client one
engine_studio_api_s::StudioDrawHulls( ); (used when typing
r_drawentities 3 in console, see StudioModelRenderer.cpp).
But I guess this function alters the way things are drawn on the client
and does not set entvars, doesn't it?

If there is a way to draw the boxes like the one i searched above,
please let me know.

This plugin is made for working with the Counter-Strike mod.


What the function does now is basically this:

1. It retrives the model pointer:
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t*)GET_MODEL_PTR( ENT(pPlayer-pev) );

2. Accesses HitBox and Bone data
   mstudiobbox_t *hitbox = (mstudiobbox_t *)((byte *)pstudiohdr +
pstudiohdr-hitboxindex + (iBoxIndex * sizeof(mstudiobbox_t) ));
   int iBone = hitbox-bone;
   mstudiobone_t *bone = (mstudiobone_t *)((byte *)pstudiohdr +
pstudiohdr-boneindex + (iBone * sizeof(mstudiobone_t) )); // just 4
displaying bone name

3. Gets Bone Position by using an engine function:
   GET_BONE_POSITION( ENT(pPlayer-pev), iBone, origin, angles );

The problem here is that the angles that are returned are completly
crap.
Also getting angles through BoneControllers won't work, cause the bones
seem to have none set (?).

4. It transforms the angles and calulates the 8 points of the hitbox I
don't know why but the boxes have to be rotated by 90 degrees here and
also I can only correct the headbox according to viewangles, cause I
don't get any other angles :( (also I draw the height of the origin
either to low or to high (~ half of the box's height))

5. It draws them using TE_LINE messages (by drawing a box with lines,
TE_BOX can't be rotaed :( Also this makes the lines rest on their last
position of course :(


I'll try a summary of my questions: (If there is a answer for 1. you can
forget about 2,3 and 4 please :)

1. Is there a better way to make the client draw specific hitboxes of
the players (I tried to find one that worked but had no success :( (I
don't mean this sv_cheats 1 r_drawentities 3 crap, I mean for example
accessing the boxes like edict_t or entvars_s :) 2. How can I retrieve
the correct angles (I know these must be near to the original values
that are returned by GET_BONE_POSITION but I don't know how to get a
pointer to the model transform data).
3. Is there a better way to draw the boxes? (Especially can they be
moved realtive to the player without having to send messages all the
time) 4. Should I give up?


I hope this text is not too long, but I didn't find answers that could
help me any further in the old hitbox posts and also
google/thewavelength.net didn't help much :( I would be very thankfull
if anyone out there could help me please and I also hope that I have
posted to the right mailing list.
Dominik


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
Here's a snippet that I use to draw server side boxes in DoD. I have it
restricted to only draw on client 2, and only if developer 2 is on.

Put this at the bottom of SV_StudioSetupBones in animation.cpp in the
game dll.

The code above will have retrieved the bone information for you. DrawBox
is a function that draws a box when sent an array of 8 vertices, and the
r, g, b values of the colour to draw it with. It uses TE_LINES and is
quite inefficient, I'll leave it to you to write a better one :) Also I
only draw overy other hitbox - the ( i % 2 == 0 ) part.

Looking over this, you could probably speed it up quite a bit. Some
ideas would be sending a vector for angle, one for origin, one for mins
and one for maxs instead of trying to send all 8.


//Only draw hitboxes on entity with index 2
//and if developer is 2 or more
if( developer  developer-value = 2 
pEdict == g_engfuncs.pfnPEntityOfEntIndex(2) )
{
mstudiobbox_t   *pbbox;
vec3_t  tmp;
vec3_t  p[8];
int i,j;

pbbox   = (mstudiobbox_t *)((byte *)g_pstudiohdr
+ g_pstudiohdr-hitboxindex);

for (i = 0; i  g_pstudiohdr-numhitboxes; i++)
{
//get the vector positions of the 8 corners of
the bounding box
for (j = 0; j  8; j++)
{
tmp[0] = (j  1) ? pbbox[i].bbmin[0] :
pbbox[i].bbmax[0];
tmp[1] = (j  2) ? pbbox[i].bbmin[1] :
pbbox[i].bbmax[1];
tmp[2] = (j  4) ? pbbox[i].bbmin[2] :
pbbox[i].bbmax[2];

VectorTransform( tmp,
(*g_pBoneTransform)[pbbox[i].bone], p[j] );
}

//Only draw every other hitbox
if( i % 2 == 0 )
DrawBox( p, 255, 0, 0 );
}
}

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dominik
Tugend
Sent: Friday, March 12, 2004 3:52 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)

Thank you for your fast answer.

yes I already had the problem with oveflowing the client with TE_LINE
messages but it only caused s.th. like lag and a warning message in
console.
Only drawing the important ones is a good idea, at the time the function
is called form an console command and gets an index which box to draw.

I hope I'll find where the correct angles are stored, cause like I said
GET_BONE_POSITION( ENT(pPlayer-pev), iBone, origin, angles ); doesn't
return the correct ones, only the positions are usefull.
Is the origin form the middle of the hitbox or from one of its edges? (I
asumed form the middle but If not that would explain a minor
origin-height problem of my drawing function.)

I plan to let the lines of a box last 7 seconds and draw every second a
new box (form an selectable player and a selectable hitboxindex).
So you can make an Screenshot and see how they moved on the server :)


Here is an example screenshot of the function in work:
http://home.arcor.de/matrixstorm/files/cstrike/msmod0001.jpg
This Screenshot has been taken on our ClanServer and as you can see my
crapy drawing function calcluates an incorrect hight.
But the horizontal difference is not an mistake, this seems to be a
problem since 1.6, I checked that by using the trace function and it
reported that there is an head-hitbox on the server (as you can see on
the screenshot too).
 (could be that when player starts to change his angle a message to the
clients is sent and is not correctly updated when
finished?)


greetings
PS: also i wonder why the shieldbox (number 20) is calculated even if
you haven't a shield but that doesn't matter :)


- Original Message -
From: Matt Boone [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, March 12, 2004 10:40 AM
Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it
should)


 This is certainly a way to do it. However I think you'll find that
 drawing that many TE boxes will overflow the client. One good way is
 to only draw them on a single client, and only draw every second one.
 That gives you a good general shape of the player and an indication if

 your server hitboxes actually are where you think they are.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Dominik
 Tugend
 Sent: Friday, March 12, 2004 12:58 AM
 To: [EMAIL PROTECTED]
 Subject: [hlcoders] ServerSide HitBox Drawing (won't work the way it
 should)

 [ see
http://list.valvesoftware.com/mailman/private/hlcoders/2004-March/008469
.html ]



 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com

RE: [hlcoders] Client-side BSP models

2004-03-02 Thread Matt Boone
DoD has client side models only, no bsp.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Philip
Searle
Sent: Tuesday, March 02, 2004 1:10 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Client-side BSP models

I'm recreating the entity every frame (actually every second with p-die
set to the current time plus 1).  If I use a model like
models/apache.mdl, then the entitiy shows up fine.  I can even get it
to animate by using the callback function.  It seems that CL_LoadModel()
only loads .mdl and .spr models, not BSP models (*51).  I though DoD
had client-side func_illusinary, but looking at the documentation on the
web it seems not.  I guess what I'm asking is: is it even possible to
use BSP models in client-side entities, or can I only use .mdl/.spr?

jc wrote:
 off the top of my head and probably wrong anything created in
 HUD_CreateEntities has to be created every frame... HUD_CreateEntities

 is basically how you add something to the render list :s

 jc




___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] dod_control_point and v.body

2004-01-16 Thread Matt Boone
Which model is shown in a dod_control_point for each state is determined
by the mapper, but if they use the standard -
models\mapmodels\flags.mdl:

Bodygroup   model

0   Axis
1   Allies
2   British
3   Uncapped
4   Axis small flag
5   Allies small flag
6   British small flag
7   Uncapped small flag


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Thursday, January 15, 2004 4:03 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] dod_control_point and v.body


Am I correct in assuming that v.body for the entity dod_control_point
tells me what flag is being displayed? I'm guessing 0 means noone
controls the point and 1 means us-inf or axis-inf and 3 is the other.
Can someone tell me what number goes to what team if my theory here is
correct?


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



RE: [hlcoders] DoD pPlayer-v.playerclass

2004-01-08 Thread Matt Boone
enum
{
PLAYERCLASS_UNDEFINED = 0,

//Allied classes
PLAYERCLASS_LIGHTINF_GARAND,
PLAYERCLASS_LIGHTINF_CARBINE,
PLAYERCLASS_ASSAULT_TOMMY,
PLAYERCLASS_ASSAULT_GREASE,
PLAYERCLASS_SNIPER,
PLAYERCLASS_HEAVYWEAPONS,
PLAYERCLASS_MACHINEGUNNER,

//Axis classes
PLAYERCLASS_LEICHTINF_KAR,
PLAYERCLASS_LIECHTINF_K43,
PLAYERCLASS_GERMANSNIPER,
PLAYERCLASS_STURMTRUP,
PLAYERCLASS_HEAVYWEAPONSGER,
PLAYERCLASS_MG34,
PLAYERCLASS_MG42,

//British classes
PLAYERCLASS_BRIT_LIGHTINF,
PLAYERCLASS_BRIT_ASSAULTINF,
PLAYERCLASS_BRIT_SNIPER,
PLAYERCLASS_BRIT_MACHINEGUNNER,

//Allied para classes
PLAYERCLASS_PARA_GARAND,
PLAYERCLASS_PARA_CARBINE,
PLAYERCLASS_PARA_THOMPSON,
PLAYERCLASS_PARA_GREASEGUN,
PLAYERCLASS_PARA_SPRING,
PLAYERCLASS_PARA_BAR,
PLAYERCLASS_PARA_30CAL,

//Axis para classes
PLAYERCLASS_PARA_KAR,
PLAYERCLASS_PARA_K43,
PLAYERCLASS_PARA_SCOPEDKAR,
PLAYERCLASS_PARA_MP40,
PLAYERCLASS_PARA_MP44,
PLAYERCLASS_PARA_FG42_BIPOD,
PLAYERCLASS_PARA_FG42_SCOPE,
PLAYERCLASS_PARA_MG34,
PLAYERCLASS_PARA_MG42,

PLAYERCLASS_RANDOM,

NUM_PLAYERCLASSES
};

Though in 1.2 there may be some changes ..

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brian A.
Stumm
Sent: Wednesday, January 07, 2004 1:30 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] DoD pPlayer-v.playerclass


v.playerclass is reporting MANY numbers under DoD (in the 30s at least).
This makes sense to me since sometimes you are axis or allied or brit
etc.
But is there someway for me to translate the class number to a class
name?
Or can someone tell me what number goes to what class?


___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



___
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders