[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
EmitSound:
I have an entity that derives from CItem, and I'm using ItemTouch. I set
DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine,
but if the player leaves the collision box of the entity while the sound is
playing it just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I
using the CPASAttenuationFilter wrong? Or is it something to do with the
ItemTouch function itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the player to
spectate a custom entity. I did SetObserverTarget( entity ), and if I debug
it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget(
CBaseEntity *target) (Line 2551 or so) (Code Here:
http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick
out when trying to observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on
C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on
CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
observe something?
When the player spectates another player, what is he doing. Is his logical
entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck here for 2
days now... :P


-Matt
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Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-05 Thread Matt Hoffman
It's an entity, not a brush entity/volume. I could see it being called again
though... What's the fix, toggling a boolean when you enter, and don't run
it if it's true? I don't recall this ever being a problem in actual
HL2/HL2DM.


On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern amck...@yahoo.comwrote:

 You have a 6 sided trigger - each side will trigger when its touched, so if
 your enter the brush it will trigger, the same as when you exit the brush it
 will trigger.

 You might be better off using the InEntity code (been ages from last time i
 needed to use it so forgot its real name)

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

 --- On *Wed, 6/4/11, Matt Hoffman lord.matt.hoff...@gmail.com* wrote:


 From: Matt Hoffman lord.matt.hoff...@gmail.com
 Subject: [hlcoders] EmitSound being cut off, and forcing the player to
 spectate an entity
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Wednesday, 6 April, 2011, 10:12 AM


 EmitSound:
 I have an entity that derives from CItem, and I'm using ItemTouch. I set
 DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine,
 but if the player leaves the collision box of the entity while the sound is
 playing it just stops the sound. This doesn't happen in the case of it's
 Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I
 using the CPASAttenuationFilter wrong? Or is it something to do with the
 ItemTouch function itself?

 Here's the relevant functions: http://pastebin.com/Mu72VBxQ


 Spectating an Entity:
 I've been trying unsuccessfully for a few days now to get the player to
 spectate a custom entity. I did SetObserverTarget( entity ), and if I debug
 it, it goes into player.cpp-bool CBasePlayer::SetObserverTarget(
 CBaseEntity *target) (Line 2551 or so) (Code Here:
 http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not
 kick out when trying to observe something other than a player.

 It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on
 C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything.

 It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on
 CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to
 observe something?
 When the player spectates another player, what is he doing. Is his logical
 entity moving around, or just his camera?

 Any help over these two issues would be great, I've been stuck here for 2
 days now... :P


 -Matt

 -Inline Attachment Follows-

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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Matt Hoffman
You should be safe if you in general launch with -insecure or stay through
VS launched builds which are also in Vac Insecure mode.

On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 Agreed, but we just acquired a Scaleform GFx evaluation license for a
 project I'm working on. I was just curious if anybody has ever hacked up
 enough of the Source SDK code to implement essentially a different UI
 package in general, I would figure the process would be similar regardless
 of what package it is.

 Of course being a Source SDK licensee would make things easier, but
 unfortunately the license that this project has with Valve is limiting
 to say the least. I'm still going to try, just to see how far I can get :)
 I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
 account specifically for this task, in case VAC flags me =/

 Thanks Tony.

 -Cale


 On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 This is probably a long-shot, but I thought I might ask before I embark
 on this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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 --
 -Tony


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Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-03 Thread Matt Hoffman
And can convert it to Source rigs.

On Fri, Dec 3, 2010 at 4:30 PM, Minh minh...@telus.net wrote:

 I remember seeing such a pack on www.turbosquid.com
 It wasn't free though so I hope you have some mad cheddah to spend.


 On 12/4/2010 9:18 AM, Phlox wrote:

 I haven't had any luck finding a pack with animations in it relating to
 regular social activities. I plan to implement a Sims-style game (for
 research purposes) where the NPCs will dance, joke, laugh, wash themselves
 etc. Anyone know of such a pack?

 Thanks
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Re: [hlcoders] Tony's Rain Splash tutorial on VDC

2010-11-30 Thread Matt Hoffman
I think he's trying to precache the particle system in his code via:
CClient_Precipitation::ClientThink()
{
Simulate( gpGlobals-frametime );
 PrecacheParticleSystem(Rain_01_impact);
}

Which seems odd to me, shouldn't there be a initialize/precache section that
he could do it in there?

I also don't know if he's trying to precache the right particle name. And
then I think they don't show up in his code because they aren't precached?

Here's the tutorial he followed:
http://developer.valvesoftware.com/wiki/Rain_splashes

*finishes guessing*

On Tue, Nov 30, 2010 at 10:57 PM, Adam amckern McKern
amck...@yahoo.comwrote:

 All your line breaks where removed, i cant read that, and the link is 404

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

 --- On Wed, 1/12/10, James Warner jamste...@windowslive.com wrote:

 From: James Warner jamste...@windowslive.com
 Subject: [hlcoders] Tony's Rain Splash tutorial on VDC
 To: hlcoders@list.valvesoftware.com
 Received: Wednesday, 1 December, 2010, 5:51 PM


 Hi all on the mailing list.First post on here, hope it works :)Was
 following the tutorial on the VDC (rain splashes).I have come to a problem,
 when I run the mod, I get Client: Missing precache for particle system
 Rain_01!Rain_01 being the particle effect in Hl2:Ep2. I was trying to use
 the Rain_01_impact as the particle for water splashes.Full code here:
 http://pastebin.com/PsqqByA1I have tried:void
 CClient_Precipitation::ClientThink(){Simulate( gpGlobals-frametime );
   PrecacheParticleSystem(Rain_01);}andvoid
 CClient_Precipitation::ClientThink(){Simulate( gpGlobals-frametime );
   PrecacheParticleSystem(Rain_01_impact);}along with
 tryingDispatchParticleEffect( Rain_01,
 trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL
 );andDispatchParticleEffect( Rain_01_impact,
 trace.endpos,trace.m_pEnt-GetAbsAngles() , NULL );None of which seems to
 work.Any ideas?
 Many thanks, FiX
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Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
http://developer.valvesoftware.com/wiki/SteamAppId

On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com wrote:

 I see. Not sure where you found that, but thanks!


 Andy


 On 27 November 2010 17:38, Didrole didr...@gmail.com wrote:

  [217] Multiplayer OB Binaries
 
  2010/11/27 Andy Nemer an...@overwatchmod.com
 
   Hello all,
  
   One of our users is having a bit of a problem launching our mod. This
 is
   the
   error he's getting:
  
   MountFilesystem( 217 ) failed:
  
   SteamMountFilesystem(4532,217,0x53afd28=,0x53afc18) failed with error
  116:
  
   Cache needs repair
  
  
   Now I've seen this error before and we've gone through every step
   conceivable (short of uninstalling/reinstalling Steam) to try and
 resolve
   it.
  
   The part that bothers me is the AppID in the error message (217). That
 ID
   isn't listed anywhere on the VDC, so I'm not sure to what it's
 referring.
   I'm hoping one of you might have the answer.
  
   Since this may be of use, here's what we have in the FileSystem section
  of
   our gameinfo.txt file:
  
   FileSystem
  
   {
  
   SteamAppId 218
  
   ToolsAppId 211
  
   AdditionalContentId 320
  
  
SearchPaths
  
   {
  
   Game |gameinfo_path|.
  
   Game |all_source_engine_paths|hl2mp
  
   Game |all_source_engine_paths|hl2
  
   }
  
   }
  
  
   and in steam.inf:
  
   appid=218
  
  
  
   Any information would be greatly appreciated!
  
  
   Best regards,
  
   Andy
  
   --
   Andy Nemer
   Overwatch Mod
  
   an...@overwatchmod.com
   http://www.overwatchmod.com/
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 Overwatch Mod

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 http://www.overwatchmod.com/
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Re: [hlcoders] AppID 217?

2010-11-27 Thread Matt Hoffman
Sigh, that's what I get for not reading/looking myself. :(

On Sat, Nov 27, 2010 at 4:19 PM, Andy Nemer an...@overwatchmod.com wrote:

 It's not in that list, that's the first place I looked. Either that or I'm
 completely blind.


 Andy


 On 27 November 2010 18:25, Matt Hoffman lord.matt.hoff...@gmail.com
 wrote:

  http://developer.valvesoftware.com/wiki/SteamAppId
 
  On Sat, Nov 27, 2010 at 3:20 PM, Andy Nemer an...@overwatchmod.com
  wrote:
 
   I see. Not sure where you found that, but thanks!
  
  
   Andy
  
  
   On 27 November 2010 17:38, Didrole didr...@gmail.com wrote:
  
[217] Multiplayer OB Binaries
   
2010/11/27 Andy Nemer an...@overwatchmod.com
   
 Hello all,

 One of our users is having a bit of a problem launching our mod.
 This
   is
 the
 error he's getting:

 MountFilesystem( 217 ) failed:

 SteamMountFilesystem(4532,217,0x53afd28=,0x53afc18) failed with
 error
116:

 Cache needs repair


 Now I've seen this error before and we've gone through every step
 conceivable (short of uninstalling/reinstalling Steam) to try and
   resolve
 it.

 The part that bothers me is the AppID in the error message (217).
  That
   ID
 isn't listed anywhere on the VDC, so I'm not sure to what it's
   referring.
 I'm hoping one of you might have the answer.

 Since this may be of use, here's what we have in the FileSystem
  section
of
 our gameinfo.txt file:

 FileSystem

 {

 SteamAppId 218

 ToolsAppId 211

 AdditionalContentId 320


  SearchPaths

 {

 Game |gameinfo_path|.

 Game |all_source_engine_paths|hl2mp

 Game |all_source_engine_paths|hl2

 }

 }


 and in steam.inf:

 appid=218



 Any information would be greatly appreciated!


 Best regards,

 Andy

 --
 Andy Nemer
 Overwatch Mod

 an...@overwatchmod.com
 http://www.overwatchmod.com/
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   --
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   Overwatch Mod
  
   an...@overwatchmod.com
   http://www.overwatchmod.com/
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 Overwatch Mod

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 http://www.overwatchmod.com/
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Re: [hlcoders] Remember June 2006?

2010-10-30 Thread Matt Hoffman
Actual proper non-commander first person? We'll take it.

On Sat, Oct 30, 2010 at 9:43 PM, Tony omega Sergi omegal...@gmail.comwrote:

 Yeah, I'm in Korea.

 Anyway, I was messing around with the Alien Swarm stuff today and I've
 gotten most of the template ported over and working. Before it's easily
 useable I have to convert the VGUI panels though.
 http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg
 When I have more time, i'll see about finishing it up if anyone is
 interested. Since I'm just doing it for fun, I may not actually finish it
 ;)
 The main issues that I have to deal with before it's complete is the vgui
 panels, and getting around the overriding of scripts via vpks (as
 override_vpk doesn't stop the overriding of resources completely..)
 and a few misc things like the lack of hl2 content, so I'll need to replace
 things with alien swarm stuff to make it work properly.
 also of note is that my projects use vs2008 not 2005.

 -Tony



 On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando psycomma...@gmail.com
 wrote:

  I had the same issue with Alien Swarm. But not only is the Alien Swarm
  source code a hard coded mess, it constantly tries to get games
 statistics
  or authorisations from the steam server!!! What's the point of leaving
 that
  in? I could put up with that, but there is no documentation, even if its
  based on the same engine as the source sdk, lots of things differ.
 However,
  I must say ASw was an improvement, in the sense that there is only one
  codebase(unlike source 2006-2007-2009) and it's easy to keep it up to
 date.
 
  -Original Message- From: Harry Jeffery
  Sent: Friday, October 29, 2010 3:05 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Remember June 2006?
 
 
  A scratch sdk option for the Alien Swarm code would be nice. I looked
  through the code with an intent to mod it but the alienswarm specific
  stuff got in the way so much. I just gave up on it as there was no
  easy way to remove the alienswarm stuff without going through
  thousands of inter-dependencies.
 
  On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote:
 
  The thing i am most upset about is there is still no create a mod option
  for
  source 2009 based games.  I wish valve would include full hl2:dm code
 and
  update it as it patches like alien swarm.  Can we at least get an ETA
 for
  2009 sdk?
 
  On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote:
 
   I like Valve but yeah, I've been vocal about my growing dislike of the
  SDK for a while. Heck some numpty quotes me on the wiki page... :(
 
  As a third-party SDK tool developer I've been smacking my head into
  the desk with all the different versions for a while and it's a
  nightmare keeping up with it. I'm getting to the point where I might
  just stop because it feels like a colossal waste of my free time that
  I could be using for something more rewarding.
 
  As for the mod I'm working on - if I'd know using the Source SDK would
  of been this much of a pain I'd of chosen something else from the
  beginning. I reckon trying to keep up with SDK changes has put at
  least 2 years onto our development time. So much for the release soon
  and release often advice Valve pushed.
 
  - Jed
 
 
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Re: [hlcoders] Source Engine 2009?

2010-09-11 Thread Matt Hoffman
It's also totally gimped for anything that's not a top-down
player-controls-an-npc shooter. Atleast that's my understanding after
poking through the code a bit.

On Sat, Sep 11, 2010 at 9:43 PM, KnightmareRichard
assaultar...@hotmail.com wrote:

 Actually it's already available. The one Alien Swarm using is a version in 
 between Left 4 Dead 2 and Portal 2, if I remembered correctly. One of the 
 developers mentioned that on Facepunch. And Alien Swarm is TOTALLY FREE, 
 along with its full source code.

 Date: Sat, 11 Sep 2010 21:24:06 -0300
 From: samuelga...@gmail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Engine 2009?

 When It's Done* 


 *Approx Valve Time

 On Sat, Sep 11, 2010 at 9:13 PM, Matheus Lima Faiotto 
 m...@revgamers.netwrote:

  Does anyone have an estimate of when?
 
  --
  From: James Pizzurro ja...@agentredproductions.com
  Sent: Saturday, September 11, 2010 7:27 PM
  To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] Source Engine 2009?
 
 
   The answer is no, not yet.
 
  On Sep 11, 2010 7:24 PM, Matheus Lima Faiotto m...@revgamers.net
  wrote:
 
  Alright guys,
 
  I'm sorry I'm kind of late here, however, Is it possible to Create a Mod
 
  with the Source Engine 2009?
 
 
  because while attempting to, I get an error about being able to open
 
  \CreateAMod\something\gameinfo_mp.txt
 
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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-27 Thread Matt Hoffman
But you were at the time that you wrote in our beautiful sdk and that's how
we all know it. :P

On Tue, Jul 27, 2010 at 12:32 AM, Tony omega Sergi omegal...@gmail.comwrote:

 Correction: I'm not contracting right now.
 -Tony


 On Tue, Jul 27, 2010 at 12:19 PM, Cory de La Torre gear@gmail.com
 wrote:

  Even Toni Sergi replied, a *VALVE EMPLOYEE*, and you kept going. Men, we
  need to build additional Pylons to stop this injustice.
 
 
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Re: [hlcoders] how to create a mod with non steam HL with no errors , and that language use hl non steam

2010-07-24 Thread Matt Hoffman
I like how you point out the fact that english may not be his primary
language, and then proceed to use a higher level lexicon that would require
a lot of word lookups to fully understand.

On Sat, Jul 24, 2010 at 2:53 PM, Katrina Payne fullmetalhar...@nimhlabs.com
 wrote:

 In the very unlikely occurrence that the OP is not a troll--but from the
 looks
 of things, not speaking english as a first language. (Is there really a
 nonexistant/zero/undefined hotmail for Spanish people? I mean--his
 provider's
 signature seems odd.)

 Well, first let us understand:
 Visual Studio is not a language. It is a concept known as an Integrated
 Development Environment.

 Typically Visual Studio could be used to work on stuff in any language.
 Heck if
 Microsoft released and Intercal Visual Studios--you could do stuff in
 Visual
 Studios in Intercal if need be (Though, that is more stuff the more
 masochistic
 people in Linux communities do when they want to joke around and amuse
 themselves--the Visual Studio equivalent would probably use the drastically
 less masochistic COBOL).

 Now, in the IDE of your choice, in this case Visual Studio, you can
 typically
 make use of any language that is compatible with C++ based DLLs and header
 files. For simplicity purposes I am going to suggest just sticking with C++
 for
 now.

 Next, we can move on:

 You were seemingly purportedly vague in what your error was.

 Perhaps if you can post what the first few lines of errors was that Visual
 Studio is coming up to, when you try to build it.

 Or, if it successfully builds--what is the first few lines of errors of
 errors
 when you run it.

 It may possibly be a linking error. As while you may have the library on
 your
 computer--you still need to tell the program to link against it. Typically
 this is done in the linking stage of compilation.

 Hope your issues get solved soon.

 Be if legit programming issues, or the ensuing lulz from trolling a mailing
 list (whatever the case may be).

 ~Katrina

 On Saturday, July 24, 2010 12:26:07 pm Dexter wrote:
  I will plase halp him I guess.
 
  http://metamod.sourceforge.net/files/sdk/hl_sdk_v23_source.exe
 
  Compile it wid da visul C++ compiler, try converting to visual C++
  2005 express edition
 
   Maybe an expert troll
 
  On Sat, Jul 24, 2010 at 10:26 AM, Simon Rapilly simonrapi...@gmail.com
 wrote:
   Nope I don't think he is
  
   2010/7/24 AnAkIn . anakin...@gmail.com
  
   Are you kidding?
  
   2010/7/24 joel olgado hl_...@hotmail.com
  
   
a question im creating a mod for HALF-LIFE called Sector B-12
   
and I want to work in non steam hl version , and the hl won version
 .
I need to create a new hl.dll ? I do not know what to
do?
i install a WON HL MOD (normal mod with the HL original dll) in NON
 STEAM
HL  and does not work and i saw several mods with compatibility with
 non
steam and WON...
and a ultimate question :
   
and that language use hl non steam
   
VISUAL C++  or visual situdio 2008  (or other)
Thanks
   
   
help me plase
   
   
   
   
_
Pronto descubrirás un nuevo Hotmail. Nos estamos reinventando.
 Preparate
para lo que se viene.
http://www.nuevohotmail.com
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   Best regards,
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   -
   ESL EU TF2 Admin
   http://www.esl.eu/eu/tf2
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Re: [hlcoders] Alien Swarm

2010-07-21 Thread Matt Hoffman
Large amounts of fragmentation... Nem wrote an article on it on his site
somewhere.

On Wed, Jul 21, 2010 at 12:34 PM, Ryan Sheffer darksk...@gmail.com wrote:

 They should drop the GCF in all source games, but it doesn't seem like this
 is going to happen. Why the GCF hate all of the sudden? Too slow to read
 from or something?

 ~Ryan

 On Jul 21, 2010, at 12:10 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:

  VPK/Addons are no surprise as Valve have said GCF is being dropped, and
 the menu system is entirely gamecode, but Squirrel support is convincing as
 it doesn't seem to actually be used by the game.
 
  I still can't quite believe that Valve would persist with two
 separately-maintained branches though. This must be a merge.
 
  On 21/07/2010 7:54, Stephen Swires wrote:
  - VPK file format over GCFs
  - Addon support
  - (pretty much) Identical menus
  - Squirrel scripting language support
  - Code probably reused for L4D2 such as the AI director
 
  Haven't checked the build number though
 
  On Wed, Jul 21, 2010 at 7:42 PM, Tom Edwardst_edwa...@btinternet.com
 wrote:
 
   Alien Swarm:
 
  Protocol version 7108
  Exe version 7.1.0.8 (swarm)
  Exe build: 10:58:16 Jul 19 2010 (4272) (630)
 
  TF2:
 
  Protocol version 15
  Exe version 1.1.0.0 (tf)
  Exe build: 16:21:09 Jul 16 2010 (4269) (440)
 
  And I don't own L4D2. The protocol version is different but the build
  numbers are very close...on what grounds are you saying L4D2 branch?
 
  Since L4D2 is coming out on Mac at some point it may be that Source
 2009 is
  a merge between the two offices' trees.
 
  (It turns out that visibility isn't a problem BTW: it's done simply by
  running VBSP with -alldetail.)
 
 
  On 21/07/2010 5:33, Stephen Swires wrote:
 
  Alien Swarm is based on L4D2, not Source 2009. If someone can solve
 the
  VVIS
  issue then there should be no issues in using it for TCs - server
  browser's
  still there.
 
 
  On Wed, Jul 21, 2010 at 4:59 PM, Ollyoli...@gmail.com   wrote:
 
   AlienSwarm isn't using Source 2009. S2k9 doesn't have support for
 VPK.
  On 21 July 2010 16:55, Jonas 'Sortie' Termansenhlcod...@maxsi.dk
   wrote:
 
   On 2010-07-21 17:45, Tom Edwards wrote:
   That simply isn't true. If another user of the computer owns HL2
 then
  the
  GCFs will be there, and I expect most of them will be there if the
 HL2
  demo
  is installed too.
  Requiring HL2 to be installed makes your whole effort redundant
 anyway!
  It's already on Source 2009 (though evidently not exactly the same
 
  version
  since it won't mount GCFs).
 
 
   HL2 is on the Source 2009 engine, indeed, but HL2 mods are not.
 Our
  project
 
  is simply porting HL2 mods to this engine.
 
 
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Re: [hlcoders] Alien Swarm

2010-07-17 Thread Matt Hoffman
That's fine by me, no need to shove old 2004 content down everyone's throats
again and having it show up in every bloody thing you try to make.

On Sat, Jul 17, 2010 at 1:34 AM, Tom Edwards t_edwa...@btinternet.comwrote:

  It's a brand new SDK. 
 http://forums.steampowered.com/forums/showthread.php?p=16106943#post16106943
 

 Making the SDK separate clears the way for it being absolutely free to
 *everyone*, without it granting access to existing 2006/2007 Source mods
 (which mount HL2 content) too. I'm betting that the AS SDK won't have the
 normal shared engine content we're used to from SDK Base, just like UDK only
 has a subset of UT3's.


 On 17/07/2010 1:18, Cory de La Torre wrote:

 They said Codebase homie.

 On Fri, Jul 16, 2010 at 5:00 PM, [|NoFaTe|]support@gmail.com
  wrote:

   Seperate SDK actually...

 .No


 Cory de La Torre wrote:

  Oh man, SDK update. Thank you Valve.

 On Fri, Jul 16, 2010 at 4:39 PM, Ben Mearsb...@noesisinteractive.com

 wrote:


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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
My guess is it might come later. I'm sure they started before the mac ported
code was ready to be integrated into more projects.

However, I wonder if the tile-based map editor is a bunch of prefab-type
things that snap to a large grid. I wait for monday when it releases to go
poke in the files and code.

And I wonder if they're shipping any other SDK updates besides the code
branch?

On Fri, Jul 16, 2010 at 3:36 PM, Tom Edwards t_edwa...@btinternet.comwrote:

  If you hadn't heard already, the SDK is being updated on Monday with the
 complete source code to Alien Swarm, a brand new Source 2009 game by the
 team who made the original UT2004 mod (and who now work for Valve). It's
 going to be a sample project in the same vein as TFC.

 AS has a tile-based map editor, omnidirectional projected textures,
 real-time depth of field and Steamworks integration...but apparently no Mac
 support?

 http://store.steampowered.com/app/630

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Re: [hlcoders] Alien Swarm

2010-07-16 Thread Matt Hoffman
Excited to see Alien Swarm. Not only does it not look like source (And yet
still be source), it looks like good fun. And it's free.

Is there reasoning behind it being free? (Other than allowing anyone to
become a Source developer for free)

On Fri, Jul 16, 2010 at 4:02 PM, Alfred Reynolds
alf...@valvesoftware.comwrote:

 Right, no Mac support yet, they got ahead of us :)

  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
  boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
  Sent: Friday, July 16, 2010 3:37 PM
  To: hlcoders
  Subject: [hlcoders] Alien Swarm
 
If you hadn't heard already, the SDK is being updated on Monday with
  the complete source code to Alien Swarm, a brand new Source 2009 game
  by
  the team who made the original UT2004 mod (and who now work for Valve).
  It's going to be a sample project in the same vein as TFC.
 
  AS has a tile-based map editor, omnidirectional projected textures,
  real-time depth of field and Steamworks integration...but apparently no
  Mac support?
 
  http://store.steampowered.com/app/630
 
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Re: [hlcoders] Source Particle Editor

2010-07-15 Thread Matt Hoffman
Mostly related, has anyone tried this with the now updated HL2 or Ep1?
However I suppose it doesn't matter as EP2 particles should work for them.

On Thu, Jul 15, 2010 at 9:30 AM, Casey Doran wer4ge...@gmail.com wrote:

 The Particle Editor is an in game tool that comes with the orangebox
 engine.
 Can be launched in both games or mod utilizing it's engine. It allows
 particle systems to be created, changed and tested on the fly.

 To run the particle editor, run the game with -tools on the commandline and
 select 'Particle Editor' from the tool menu on the far right.

 (http://developer.valvesoftware.com/wiki/Category:Particle_System)

 On Thu, Jul 15, 2010 at 12:27 PM, adam chance
 adam.chanc...@btinternet.comwrote:

  How do I access the Particle Editor?
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Re: [hlcoders] x currently playing Source SDK Base 200x

2010-06-23 Thread Matt Hoffman
I believe it's been like this for a while. In the past it would display X
is now playing Mod Name in the Steam toast in the corner, but as soon as
that went away it would revert to playing SDK Base (on friends list and in
group chats)

On Wed, Jun 23, 2010 at 1:07 PM, jetscope jetsc...@gmail.com wrote:

 Me and a bunch of friends were on a spree testing MP mods last week and we
 played through a good number of them... they all displayed SDK Base
 2006/2007. I guess it's something wrong with Steam.
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Re: [hlcoders] Source Engine 2!!!

2010-06-17 Thread Matt Hoffman
Pretty sure a fix was found. VVIS worked fine (to my memory) and VRAD
crashed. However if you use LAA on the vrad process, it worked again.

Fix by The Pro here:
http://www.facepunch.com/showpost.php?p=16482883postcount=23

I recall this working, but I do not know if Valve has fixed/broken it since
then.


On Thu, Jun 17, 2010 at 8:20 AM, Tobias Kammersgaard 
tobias.kammersga...@gmail.com wrote:

 VMPI is supported for vvis and broken for vrad isn't it?
 I haven't checked since the last SDK update, but imagine it isn't fixed.
 Which is lame.

 - ScarT


 On 17 June 2010 16:53, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

  On 2010-06-17 16:24, Adam Buckland wrote:
   You say that, I'm not sure it's that the lighting 'sucks', but more
   that it's a pain in the arse for modders because they don't have
   server farms to compile lightmaps unlike Valve.
  
  What do you mean? I have an Intel Core i7 920 (8 cores @ 2.66Ghz).
  Combined with heavily optimized maps, that's practically a server farm.
 ;)
 
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Re: [hlcoders] Receiving messages out of order

2010-05-15 Thread Matt Hoffman
All's fine on this front. (Using GMail)

Sometimes however, I see a reply being split from the original
'thread' per say. That however, is more of a user error than a mailing
list error I think.

On Sat, May 15, 2010 at 6:54 AM, Tony omega Sergi omegal...@gmail.com wrote:
 Sounds like an issue with your mail provider.
 gmail's working properly for me;)
 -Tony


 On Sat, May 15, 2010 at 6:57 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 Has anyone else been seeing this lately? The list server often sends me
 messages hours or even days late, even though I receive all the replies
 posted afterwards at the right time. I just got a message that had been
 sent on the 13th!

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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
for TF2 still...

Would appreciate my 2d lines back. :)

On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com wrote:
 Interesting portal being part of the 2009. I guess because of the new
 achievements and such, the binaries were updated with the new compile.

 On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes, too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

  Yes. Thanks!
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: Tuesday, May 11, 2010 3:16 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] SDK Update 5/11/2009
 
  You have Episode 1 listed twice. Is the entry in 2007 supposed to be
  Episode 2?
 
  Also, thanks for the news and the update.
 
  On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com wrote:
   Thanks for the clarification Mike, I understand you're going through a
  tough
   time with all the Mac updates :)
  
   Thanks,
   - Saul.
  
  
   On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com wrote:
  
   Hi All-
  
   We are updating the SDK later today to address the issues with using
  Hammer
   and Model Viewer with games built with the 2007 release of Source.
 Here
  are
   the release notes:
  
   ==Source SDK Update==
  
   The Source SDK was updated today to fix tool problems for some games
 and
   mods. We are sorry for the disruption to your work that the SDK issues
  may
   have caused for the past week. Thanks very much for your patience.
  
   =SDK Launcher=
  
   The terminology for Engine Version has changed and now maps to the
 year
  of
   release rather than to particular products. Here are the options now
  present
   in the list of engine versions along with the games which utilize
 them:
  
   Source Engine 2006
          Half-Life 2
          Counter-Strike: Source
          Half-Life 2: Deathmatch
          Half-Life 2: Episode 1
  
   Source Engine 2007
          Half-Life 2: Episode 1
  
   Source Engine 2009
          Day of Defeat:Source
          Portal
          Team Fortress 2
  
   Please note that you may need to re-create the game configurations for
   total conversion mods that were built using 'Source Engine 2007'.
 Simply
  run
   the 'Edit Game Configurations' utility to do this.
  
   Valve games should show up under the appropriate engine version. If
 they
  do
   not correspond to the list given above then you can either manually
 edit
  the
   configurations or run the [I]Reset Game Configurations[/I] utility.
  
   =SDK Tools=
  
   There are now tools supporting three versions of Source in the SDK
   distribution. If you are creating content for a game or total
 conversion
   based on 'Source Engine 2007' you may need to run some of the
  command-line
   tools now located at:
  
          sourcesdk\bin\source2007\bin
  
   The command-line tools needed for 'Source Engine 2006' and 'Source
  Engine
   2009' are still located at:
  
          sourcesdk\bin\ep1\bin
   and
          sourcesdk\bin\orangebox\bin
  
  
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Re: [hlcoders] SDK Update 5/11/2009

2010-05-11 Thread Matt Hoffman
Alright. I'll spread that around and see if we can't get that well known.

On Tue, May 11, 2010 at 6:47 PM, Mike Durand mik...@valvesoftware.com wrote:
 You need to remove your Ep2 configuration from the Source 2009 list
 and the choose Source 2007 and Ep2. That will get you editing Ep2 with
 the proper version of the tools.



 On May 11, 2010, at 18:17, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:

 Seeing reports of Grid not showing up on 2009 engine Ep2. Works fine
 for TF2 still...

 Would appreciate my 2d lines back. :)

 On Tue, May 11, 2010 at 5:06 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 Interesting portal being part of the 2009. I guess because of the new
 achievements and such, the binaries were updated with the new
 compile.

 On Tue, May 11, 2010 at 3:47 PM, Saul Rennison saul.renni...@gmail.com
 wrote:

 Would you mind fixing:
 http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes,
 too?
 It's
 locked for us mortal beings ;)

 Thanks,
 - Saul.


 On 11 May 2010 23:30, Mike Durand mik...@valvesoftware.com wrote:

 Yes. Thanks!

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
 Sent: Tuesday, May 11, 2010 3:16 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK Update 5/11/2009

 You have Episode 1 listed twice. Is the entry in 2007 supposed to
 be
 Episode 2?

 Also, thanks for the news and the update.

 On 11 May 2010 22:56, Saul Rennison saul.renni...@gmail.com
 wrote:
 Thanks for the clarification Mike, I understand you're going
 through a
 tough
 time with all the Mac updates :)

 Thanks,
 - Saul.


 On 11 May 2010 22:52, Mike Durand mik...@valvesoftware.com
 wrote:

 Hi All-

 We are updating the SDK later today to address the issues with
 using
 Hammer
 and Model Viewer with games built with the 2007 release of
 Source.
 Here
 are
 the release notes:

 ==Source SDK Update==

 The Source SDK was updated today to fix tool problems for some
 games
 and
 mods. We are sorry for the disruption to your work that the SDK
 issues
 may
 have caused for the past week. Thanks very much for your
 patience.

 =SDK Launcher=

 The terminology for Engine Version has changed and now maps to
 the
 year
 of
 release rather than to particular products. Here are the
 options now
 present
 in the list of engine versions along with the games which utilize
 them:

 Source Engine 2006
        Half-Life 2
        Counter-Strike: Source
        Half-Life 2: Deathmatch
        Half-Life 2: Episode 1

 Source Engine 2007
        Half-Life 2: Episode 1

 Source Engine 2009
        Day of Defeat:Source
        Portal
        Team Fortress 2

 Please note that you may need to re-create the game
 configurations for
 total conversion mods that were built using 'Source Engine 2007'.
 Simply
 run
 the 'Edit Game Configurations' utility to do this.

 Valve games should show up under the appropriate engine
 version. If
 they
 do
 not correspond to the list given above then you can either
 manually
 edit
 the
 configurations or run the [I]Reset Game Configurations[/I]
 utility.

 =SDK Tools=

 There are now tools supporting three versions of Source in the
 SDK
 distribution. If you are creating content for a game or total
 conversion
 based on 'Source Engine 2007' you may need to run some of the
 command-line
 tools now located at:

        sourcesdk\bin\source2007\bin

 The command-line tools needed for 'Source Engine 2006' and
 'Source
 Engine
 2009' are still located at:

        sourcesdk\bin\ep1\bin
 and
        sourcesdk\bin\orangebox\bin


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[hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
Simple question, I'm making an entity (Let's call it a building) which has
health and it's health can go up when the player uses it or down when it's
hit. How often would this entity need to think for this?

Maybe I'm just confused as to what Thinking entities do on their own.

Cheers,
Matt
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Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Matt Hoffman
I've gotten OnUse working with:

virtual intObjectCaps( void ) { return BaseClass::ObjectCaps() |
FCAP_IMPULSE_USE; };
virtual voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller,
USE_TYPE useType, float value );

Can't get OnTakeDamage working though, I have:
virtual intOnTakeDamage( const CTakeDamageInfo inputInfo );

In the header of my entity, but it doesn't fire in game Do I need
another part of ObjectCaps? Either way I now have a basic health system
working (Still using an input to remove life since I can't get OTD to work)
so that's good.

Thanks!

On Fri, Mar 26, 2010 at 10:03 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 I think what you want to do would be done best not through thinking but
 with
 the entity OnUse and OnTakeDamage functions. Check out how things like
 buttons and breakables do that. To answer your question no I don't think
 entities need to have a think function in order to process other things.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Fwd: Retrieve List of entities in a level

2010-03-23 Thread Matt Hoffman
That sounds like a pretty good one. There's also the ability to look in a
sphere (Which is actually a box(?)), etc. I used this to create a 3d radar
that found entities in a  512 sphere and put a debug box over them.

However, looping through the entities (in my case) is expensive to my
knowledge. Just something you might watch out for.

On Tue, Mar 23, 2010 at 10:08 AM, Iain Breen iain.br...@gmail.com wrote:

 Trawled through the hlcoders archives, think I found the answer:

 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23102.html
 points
 to gEntList - I'm testing that now, but please correct me if I'm on the
 wrong track.

 Thanks,
 Iain.

 -- Forwarded message --
 From: Iain Breen iain.br...@gmail.com
 Date: Tue, Mar 23, 2010 at 4:43 PM
 Subject: Retrieve List of entities in a level
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com


 Is there a way to retrieve a list of all entities in a level? I've created
 a
 test level with a custom NPC and a custom Area trigger, so is there some
 structure that contains pointers to these objects?

  Basically, I'm looking to retrieve a boolean from a function
 inArea(Entity,
 Area) in the Area class. I have the Area object detecting whether a
 relevant
 object is inside or not (for now either the player or the NPC) using
 inputs/outputs in Hammer, so I need the NPC's think function to be able to
 retrieve the status of inArea() for each area in the level. In the future,
 I'll need to retrieve status from a few more custom entities that I'll be
 adding, so I need to be able to parse all entities in the level (I'll
 probably bound this to a certain radius around the NPC).

 Thanks
 Iain
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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Matt Hoffman
Says the guy on their Coder's mailing list... Who's probably got a
significant investment... Probably doesn't know much about account security.

I can make it work perfectly if you give me your credit card details, pin
number, steam account/password, email password, etc.

Trust me, look! I have pen. http://www.youtube.com/watch?v=0o8XMlL8rqY

On Mon, Mar 15, 2010 at 8:39 PM, Nick xnicho...@gmail.com wrote:

  Steam is for gamers. Gamers know about it. Most gamers like it, or at
  least consider it the least evil DRM available. What could work, then,
  is selling game-related media.

 ??? Offline mode is a frozen bird poop in july joke. Steam only
 works on windows. Do you really expect anyone to buy anything but
 cheap and popular games? You must either be joking or out of your mind
 for you to think anyone with half a brain would buy movies from steam.
 Nothing on steam is yours, your games are just a small bit on valve
 servers. If valve servers go offline or someone steals your account
 you have nothing. You cannot even sell your account or unlink
 purchased games. Digital restrictions management is all about big
 corporations restricting your rights to do what you paid for. I wish
 some of you noobcakes would look around once in a while .. So, wake
 up, noobcaks. Wake up and smell the ashes.

 STEAM IS A RIPOFF THAT BARELY WORKS.

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Re: [hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-25 Thread Matt Hoffman
Does the 'template' jeep come with the new NPC passenger and so on that the
Ep2 jeep does? If not, is it worth porting my (relatively few) changes from
the template jeep to that? And once done that, how do I return to
prop_vehicle_jeep being the Ep2 jeep and not the sdk Buggy?


Thanks!

On Thu, Feb 25, 2010 at 12:11 AM, Tony omega Sergi omegal...@gmail.comwrote:

 Yeah, that's what I had done. you are indeed correct.
 The _hl2buggy one is the original one, as in episode 2 the jeep was
 converted into the charger.

 Take a look at the 'template' sdk's 'jeep' as it's setup to work in
 multiplayer. It's been a while, and I don't remember everything I had to do
 to make it work again.
 -Tony


 On Thu, Feb 25, 2010 at 4:22 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  I'm probably just being a retard but after sitting infront of code for
 the
  last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy
  in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and
 I
  believe that they took the HL2 jeep and made it into the _hl2buggy, and
  replace the _jeep with the new Jalopy.
 
  However I can't figure out how to make the connection and get it in game.
  Thank you to anyone who points me in the right direction, and for
 excusing
  my noobishness. :)
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[hlcoders] Spawning the Jalopy in OB MP SDK?

2010-02-24 Thread Matt Hoffman
I'm probably just being a retard but after sitting infront of code for the
last 6-8 hours, I can't figure out how to get the Episode 2 Jalopy
in-game... There's a prop_vehicle_jeep, and a prop_vehicle_hl2buggy, and I
believe that they took the HL2 jeep and made it into the _hl2buggy, and
replace the _jeep with the new Jalopy.

However I can't figure out how to make the connection and get it in game.
Thank you to anyone who points me in the right direction, and for excusing
my noobishness. :)
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Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
Is the trace hitting the hitgroups? Could it be colliding with a player
bounding box or some other thing? Check the parameters of your trace?

On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com wrote:

 I'm just using the player models (dod) that came with the sdk. I've not
 messed with modeling at all :-/

 In the model viewer, it shows each of the hitboxes in proper groups.
 Hitbox 13 and 14 are neck and head, respectively. They are both in group 1.
 (HITGROUP_HEAD)

 So, everything seems to be just fine outside of the code.

 Let me know if you have any more ideas, maybe there's something I
 overlooked...

 On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz 
 r2d2r...@gmail.com
  wrote:

  If you are using a custom model, maybe it has autogenerated hitboxes or
 all
  of them are set as group 0. Check the VDC for more info:
  http://developer.valvesoftware.com/wiki/$hbox
 
  2010/2/21 James Martin altplu...@gmail.com
 
   Yes, I've fully compiled both DLLs.
  
   As for the models, they show the different hitboxes, also I can grab
 the
   entity's CBaseAnimating and iterate through the hitboxes. So I know
 they
   are
   there.
  
   The problem is that the enginetrace, is done via the engine (hence the
   name.) So I have no way of knowing how it's checking for the hitboxes,
 or
   altering the code in question.
   It really makes no sense to me why it returns the hitbox/hitgroup as 0.
  
   Anyway, thanks for the input.
  
   On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz 
   r2d2r...@gmail.com
wrote:
  
Did you recompile both DLLs? Are you sure the model contains
hitgroup-specific info, so they are properly identified?
   
2010/2/21 James Martin altplu...@gmail.com
   
 A friend asked me to help start a mod, and I ran into a problem
 quite
early
 on.
 The request was for specific damage amount on a headshot.

 This seemed like an easy goal, but has me stumped. What would be
 the
proper
 way to detect a headshot? My first assumption was to check the
  hitbox
or
 hitgroup members from the CGameTrace. After searching the SDK,
 this
 seemed
 to be the right method. CBasePlayer::TraceAttack checks the
 hitgroup
there
 for scaling damage.
 The problem is, this just simply does not work for me. I added a
  simple
 console message to print the hitbox and hitgroup specified, and
 they
ALWAYS
 show as 0. (Which explains why the different damage doesn't work.)

 I've not messed with modeling any however, loading the model in the
   model
 viewer, I can see the hitboxes are there...

 I'm starting to think there is something painfully obvious that I'm
 overlooking here. If someone could please give me a hint as to what
  I'm
 doing wrong, I'd greatly appreciate it.
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Re: [hlcoders] Hitbox Specific Actions

2010-02-21 Thread Matt Hoffman
I thought about suggesting it after the first email and figured other people
would know more than me. :P

Here's what the Jeep uses for the Ammo-crate:
UTIL_TraceLine( vecStart, vecStart + vecForward * 1024, MASK_SOLID |
CONTENTS_DEBRIS | CONTENTS_HITBOX, pPlayer, COLLISION_GROUP_NONE, tr );

On Sun, Feb 21, 2010 at 1:59 PM, James Martin altplu...@gmail.com wrote:

 Thank you so much Matt! That seemed to be the problem...

 I was overlooking the fact that the melee was using MASK_SHOT_HULL for the
 trace, which excludes CONTENTS_HITBOX.

 I knew it was something stupid I was overlooking (as this has to have been
 a
 very easy concept.)
 Anyway, all is working perfectly fine now.

 Sorry for my stupidity :p

 On Sun, Feb 21, 2010 at 4:45 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  Is the trace hitting the hitgroups? Could it be colliding with a player
  bounding box or some other thing? Check the parameters of your trace?
 
  On Sun, Feb 21, 2010 at 1:43 PM, James Martin altplu...@gmail.com
 wrote:
 
   I'm just using the player models (dod) that came with the sdk. I've not
   messed with modeling at all :-/
  
   In the model viewer, it shows each of the hitboxes in proper groups.
   Hitbox 13 and 14 are neck and head, respectively. They are both in
 group
  1.
   (HITGROUP_HEAD)
  
   So, everything seems to be just fine outside of the code.
  
   Let me know if you have any more ideas, maybe there's something I
   overlooked...
  
   On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz 
   r2d2r...@gmail.com
wrote:
  
If you are using a custom model, maybe it has autogenerated hitboxes
 or
   all
of them are set as group 0. Check the VDC for more info:
http://developer.valvesoftware.com/wiki/$hbox
   
2010/2/21 James Martin altplu...@gmail.com
   
 Yes, I've fully compiled both DLLs.

 As for the models, they show the different hitboxes, also I can
 grab
   the
 entity's CBaseAnimating and iterate through the hitboxes. So I know
   they
 are
 there.

 The problem is that the enginetrace, is done via the engine (hence
  the
 name.) So I have no way of knowing how it's checking for the
  hitboxes,
   or
 altering the code in question.
 It really makes no sense to me why it returns the hitbox/hitgroup
 as
  0.

 Anyway, thanks for the input.

 On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz 
 r2d2r...@gmail.com
  wrote:

  Did you recompile both DLLs? Are you sure the model contains
  hitgroup-specific info, so they are properly identified?
 
  2010/2/21 James Martin altplu...@gmail.com
 
   A friend asked me to help start a mod, and I ran into a problem
   quite
  early
   on.
   The request was for specific damage amount on a headshot.
  
   This seemed like an easy goal, but has me stumped. What would
 be
   the
  proper
   way to detect a headshot? My first assumption was to check the
hitbox
  or
   hitgroup members from the CGameTrace. After searching the
 SDK,
   this
   seemed
   to be the right method. CBasePlayer::TraceAttack checks the
   hitgroup
  there
   for scaling damage.
   The problem is, this just simply does not work for me. I added
 a
simple
   console message to print the hitbox and hitgroup specified, and
   they
  ALWAYS
   show as 0. (Which explains why the different damage doesn't
  work.)
  
   I've not messed with modeling any however, loading the model in
  the
 model
   viewer, I can see the hitboxes are there...
  
   I'm starting to think there is something painfully obvious that
  I'm
   overlooking here. If someone could please give me a hint as to
  what
I'm
   doing wrong, I'd greatly appreciate it.
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Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
So now that we have a plausible fix for movement, has anyone looked at
multiple passengers?

My understanding of it is the vehicles are set up with a passenger system.
Just Passenger 0 (1?) is considered the driver.

My guess on implementing multiple-passengers in the vehicle would require
checking hitboxes and making a second vehicle.eyes bone/attachment.

However, last time I looked I couldn't find (in the code) where getting into
the vehicle picked your eyeposition and moved you into it. I might go poke
around it later today though.

On Sun, Jan 24, 2010 at 11:07 AM, Chief Whosm 
chiefwhosmoralsareelas...@googlemail.com wrote:

 Wow! Thanks for that code it works beautifully for the interior view.
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Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Matt Hoffman
Could you ask your team if it would be okay to post the code up? I think
it'd be great if there was a completed VDC article for mostly fixed vehicles
with passengers in MP.

On Sun, Jan 24, 2010 at 12:09 PM, Christopher Harris
char...@resrchnet.comwrote:

 We have a multiple passenger system. Basically it is a matter of having a
 hitbox, and attachments per role and then modifying some of the vehicle
 logic to work with more roles.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
 Sent: Sunday, January 24, 2010 2:34 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Vehicle View Judder

 So now that we have a plausible fix for movement, has anyone looked at
 multiple passengers?

 My understanding of it is the vehicles are set up with a passenger system.
 Just Passenger 0 (1?) is considered the driver.

 My guess on implementing multiple-passengers in the vehicle would require
 checking hitboxes and making a second vehicle.eyes bone/attachment.

 However, last time I looked I couldn't find (in the code) where getting
 into
 the vehicle picked your eyeposition and moved you into it. I might go poke
 around it later today though.

 On Sun, Jan 24, 2010 at 11:07 AM, Chief Whosm 
 chiefwhosmoralsareelas...@googlemail.com wrote:

  Wow! Thanks for that code it works beautifully for the interior view.
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I take it that it would be a lot of work and take a skilled programmer to
re-write prediction for the vehicles to put more of it client-side?

On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
char...@resrchnet.comwrote:

 Here is a page which has needed fixes:
 http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes

 It fixes vehicle view jitter, but there is no true prediction because the
 vehicle movement logic only occurs on the server. So in a high latency
 situation players will experience the vehicle taking some time to respond
 to
 input.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm
 Sent: Saturday, January 23, 2010 5:04 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Vehicle View Judder

 Hi,
 Whenever you use vehicles in hl2mp, the view in them is all out of
 synch, ghosting/juddering are the best terms I can think of.
 Now I originally wasn't going to ask this because in ShadowSource it
 wasn't *too* bad, it jumped around but it was *just* bearable. However
 todays test game had vehicles in, and while we have changed no code related
 to either views, cameras or vehicles - the view judder was awful. It was
 like the advisor barn scene where your screen is shaken everywhere, and it
 really was terrible to look at (and very hard to drive as you couldnt judge
 very easily which direction was forward).
So I'm wondering if anyone knows how to sort this so the camera is
 properly locked and doesn't bounce around so much in vehicles.

 Thanks,
Chief.
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I know little about networking and interpolation, but why can't the vehicles
be set up like a client? Clients only appear jerky in high ping (150+)
situations. -- Theoretically you could stop interpolating the player entity
in the vehicle (movement wise) and do the vehicle instead.

I think. :p

On Sat, Jan 23, 2010 at 5:44 PM, Minh minh...@telus.net wrote:

 Yea, that's definitely an issue.. but if the server did some checks on
 his end, the server can see if the updates were valid or not and
 basically just ignore the invalid updates or do something accordingly.
 Like if the client sent an update that he was at position X, and then
 half a second later, he is at position Y (which is like halfway across
 the map), that could raise a red flag.

 Client side physics objects are interpolated.. other players are
 interpolated..
 are you sure server side physics objects are interpolated?  God, I gotta
 go install hl2dm and play with the gravity gun...

 Saul Rennison wrote:
  All objects are interpolated I think... the problem is the client
  could send bogus origins and result in hacking. Never trust the
  client!
 
  On Sunday, January 24, 2010, Minh minh...@telus.net wrote:
 
  We actually managed to do a vehicle implementation that made the
  controls strictly client authorative. Basically, the driver of the
  vehicle gets his own vphysics object created and he controls it on his
  client machine, and passes the origin and angles to the server.
  The server then passes that info to the rest of the clients.
 
  The result is perfectly lag free controls for the driver. The only
  hitch is, since the client is the one actually moving the vehicle,
  vehicle collisions become a problem. In our first implementation, when a
  vehicle ran into another vehicle, it would stop dead in its tracks.
  There was no collision forces being imparted on either vehicle. We
  managed to come up with a hacky method to fix this but it didn't result
  in the most realistic collisions.
 
  Another problem we encountered was that there was no interpolation
  going on for the other players, so when they saw the vehicle moving, it
  wasn't smooth. I'm not sure if this is a problem inherent in the Source
  SDK though.
  When you take a server side physics object, and throw it, do all the
  clients see it move in a smooth fashion? The object's position is
  getting sent to each client at about 10 updates/sec (in a best case
  scenario). There is no interpolation going on between each update, so
  the object would exhibit a slight jerkiness. Maybe we broke something in
  our code but I think this is something the SDK didn't do properly
  (interpolate server-side vphysics objects).
  I think I need to go play HL2DM and throw a toilet around...
 
 
  Matt Hoffman wrote:
 
  I take it that it would be a lot of work and take a skilled programmer
 to
  re-write prediction for the vehicles to put more of it client-side?
 
  On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris
  char...@resrchnet.comwrote:
 
 
 
  Here is a page which has needed fixes:
  http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes
 
  It fixes vehicle view jitter, but there is no true prediction because
 the
  vehicle movement logic only occurs on the server. So in a high latency
  situation players will experience the vehicle taking some time to
 respond
  to
  input.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief
 Whosm
  Sent: Saturday, January 23, 2010 5:04 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Vehicle View Judder
 
  Hi,
  Whenever you use vehicles in hl2mp, the view in them is all out of
  synch, ghosting/juddering are the best terms I can think of.
  Now I originally wasn't going to ask this because in ShadowSource
 it
  wasn't *too* bad, it jumped around but it was *just* bearable. However
  todays test game had vehicles in, and while we have changed no code
 related
  to either views, cameras or vehicles - the view judder was awful. It
 was
  like the advisor barn scene where your screen is shaken everywhere,
 and it
  really was terrible to look at (and very hard to drive as you couldnt
 judge
  very easily which direction was forward).
 So I'm wondering if anyone knows how to sort this so the camera is
  properly locked and doesn't bounce around so much in vehicles.
 
  Thanks,
 Chief.
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Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-19 Thread Matt Hoffman
DX6? What is this, 1998? http://en.wikipedia.org/wiki/DirectX#Releases

On Tue, Jan 19, 2010 at 5:24 PM, ZuM eduardo...@gmail.com wrote:

 As far as i know, DX6 is not fully supported and result in quite some
 graphic issues, so it's best if you don't use it.

 For the other problems, unfortunately i don't have much knowledge in these
 areas to help :(

 2010/1/19 Robert Briscoe robert.bris...@littlelostpoly.co.uk

  Also wanted to add that I've been additionally having problems with the
  UnlitTwoTexture shader only working properly if I use
  UnlitTwoTexture_DX6, this also causes a secondary problem using DX6
 mode
  in that it causes artifacts with the flashlight. Anyone else experienced
  this or know why it's broken?
 
  Thanks,
  Rob
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Robert
  Briscoe
  Sent: 18 January 2010 09:06
  To: 'Discussion of Half-Life Programming'
  Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and
  $detail play nice?
 
  I'd be very grateful if you let me know if you manage to get this working
  on
  2.0b!
 
  Thanks!
  Rob
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 Christopher
  Harris
  Sent: 17 January 2010 22:32
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and
  $detail play nice?
 
  I've been working on this for our mod, but the shader is this way from
  2.0 instruction limits. For 2.0b and up I've been working to allow all
  these things together.
 
  Christopher Harris
  Software Engineer
  Research Network Incorporated
  770-235-8190
 
  On Jan 17, 2010, at 5:15 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   Not a fix but: from the screenshot those textures look awesome :o
  
   Thanks,
   - Saul.
  
  
   2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk
  
   Yeah sorry that's what I meant! My vmt looks like this:
  
   WorldVertexTransition
   {
 $blendmodulatetexture esther/nature/Blendmod_02
   //  $seamless_scale   0.005 - disabled as it really
   messes
   things up!
 %detailtype   esther_grass01
 $basetexture  esther/nature/rock/rockface_002
 $basetexture2 esther/nature/grass/grass_001
 %tooltexture  esther/nature/grass/grass_001
  
 $detail esther/nature/rock/rocks_depth
 $detailscale 0.20
  
 $surfaceprop rock
 $surfaceprop2 grass
   }
  
   I have also quickly made a comparison image here which shows how it
   breaks:
   http://www.littlelostpoly.co.uk/PVT/Misc/blendmodbroke.jpg
  
   thanks again,
   Rob
  
  
   -Original Message-
   From: hlcoders-boun...@list.valvesoftware.com
   [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Saul
   Rennison
   Sent: 17 January 2010 20:43
   To: Discussion of Half-Life Programming
   Subject: Re: [hlcoders] Making WorldVertexTransition,
   $blendmodulate and
   $detail play nice?
  
   Have you tried using *$blendmodulatetexture* instead?
  
   Thanks,
   - Saul.
  
  
   2010/1/17 Robert Briscoe robert.bris...@littlelostpoly.co.uk
  
   Hi everyone,
  
  
  
   I've recently hit a bit of a bump in the road with my mod recently
   due to
   issues I'm currently having with the WorldVertexTransition shader.
   I have
   discovered that you can't have $detail and $blendmodulate (and/or
   $seamless
   scale) enabled at the same time with WorldVertexTransition and it's
   causing
   me some big problems. The problems seem to come from the $detail
   parameter
   as all the other options seem to work together fine.
  
  
  
   I'm wondering if it's actually at all possible to fix the
   WorldVertexTransition shader to make these parameters work nicely
   together?
   I'm no coder, but I'd appreciate any help or advice you could give
   me! If
   I
   could get this solved the visual quality of my mod could be
   immensely
   improved!
  
  
  
   Thanks,
  
   Rob Briscoe
  
   P.S. more info on the mod can be found here:
   http://www.littlelostpoly.co.uk/devblog/
  
  
  
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Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Matt Hoffman
I agree, especially seeing as we're dealing with some real dollars here.

Perhaps it should be a combined voting, with public's votes counting towards
60% and the Staff vote counting for 40%. You could even go as far as make
people rate X out of Y gamemodes, and rate them based on: Re playability,
Inventiveness, How fun it is, etc. (5 or 10 point scale). By making them
rate the minimum amount of  games out of the total you keep people from just
rating their friends/the best one.

On Wed, Dec 2, 2009 at 8:05 PM, Nick xnicho...@gmail.com wrote:

 After long discussion with well known modders, it seems one of the
 biggest flaws with this contest is the judging, or lack of formal
 judging.

 I quote http://frettacontest.facepunchstudios.com/:
 
 Winners will be decided by the staff of Facepunch Studios (not the forums).
 

 Is there any way to have some sort of open judging? Why not invite
 someone from Valve or someone from hlcoders to be a judge? Such an
 elaborate contest should have some sort of well known guest judge...
 ask Gabe Newell to help judge! Or even John Carmack (he could use the
 publicity)..

 On Wed, Dec 2, 2009 at 11:32 AM, Joel R. joelru...@gmail.com wrote:
  Definately a good place to post this, I would have never have seen it.
  Looks like I may have to win 10 grand.
 
  On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote:
 
  Whoever remakes Build Bridge/To The Top automatically wins 1st place!
 
 
  On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com
  wrote:
   I don't know whether this will be considered spam, but I thought I'd
 let
  the
   list know about this contest incase anyone's interested (to my mind
 it's
   probably the 2nd most logical place to post this)
  
   The basic facts are this. Coding a gamemode for GMod, using Lua. Best
 5
   gamemodes win a prize. Top prize is $5,000.
  
   I'm sure a lot of people here know C++, and the Source engine, but
 don't
   really know Lua.. To be totally honest if you could code a mod you
 will
  find
   it insanely easy to code one in Lua. Many of the functions are named
 the
   same, you don't have to code common things like class or round based
  systems
   because they're already done.
  
   You can read more about it here:
  http://frettacontest.facepunchstudios.com/
  
   garry
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Re: [hlcoders] L4D Glow Effects

2009-11-26 Thread Matt Hoffman

 The blur shader - you can just take the shader dll from GMod if you want -
 I
 don't mind at all. If you want to implement it yourself it's just a shader
 that blurs the texture.


More of modders need to be like this. :)
On Thu, Nov 26, 2009 at 1:58 AM, Garry Newman garrynew...@gmail.com wrote:

 LL_Function( render, GetRenderTarget )
 {
 RENDER_CONTEXT();
 Push_ITexture( pRenderContext-GetRenderTarget() );

 return 1;
 }

 Pretty much returns a texture

 LL_Function( cam, IgnoreZ )
 {

 RENDER_CONTEXT();

 if ( g_Lua-GetBool(1) )
 {
 pRenderContext-DepthRange( 0.0f, 0.01f );
 return 0;
 }

 pRenderContext-DepthRange( 0.0f, 1.0f );


 return 0;
 }

 Probably the most hacky way to do it.


 The blur shader - you can just take the shader dll from GMod if you want -
 I
 don't mind at all. If you want to implement it yourself it's just a shader
 that blurs the texture.

 garry

 On Thu, Nov 26, 2009 at 12:34 AM, Jonathan White
 killermonke...@gmail.comwrote:

  OK, I have implemented the LUA code that was posted by that guy on
  facepunch.com into C++. I am having a couple problems though, and
  translation issues that maybe Garry can help with.
 
  Here is the code: http://www.copypastecode.com/16117/?view=lines
 
  I included the header at the top and the important definitions underneath
  (NOT COMPILABLE). I implemented this guy as a IScreenSpaceEffect and it
  works GREAT. The only issue I am having is the glow is not being cutout
  where the model is. I believe the problem lies with the way the stencil
 is
  being created.
 
  Garry, what does the GetRenderTarget(...) function actually do? Right now
 I
  am doing CTextureReference::InitRenderTarget(...)
 
  Also, what does cam.IgnoreZ( ... ) do? I cannot find an equivalent call
 in
  the C++
 
  One last thing, pp/blurx does not exist in the Source Materials. Is
 this
  a
  Garry's Mod material?
 
  Thanks for your help so far!
 
  Jonathan White
  GoldenEye: Source
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Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
Why not replacing the player with a vehicle, and making him fast? Wouldn't
that cut an unnecessary segment out of the loop and make life more
peaceful/less effin source physics grr?

Depends on what he's trying to accomplish.

On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 I was going to compliment you on your use of the English language, but
 then I realised that you should have said /effect/. :-P

 The player model can be defined anywhere you see fit, but it's normally
 done either in the player ent's Spawn() function or the GameRules'
 FinshPutClientInServer() - or whatever its precise name is.

 That's going to be a tricky way of doing things however. It could be
 considered a hack, but spawning the existing player ent inside a vehicle
 and making sure he can never leave would be much more effective.

 Shawn Somers wrote:
  I'm relatively new to Source modding, and I need some help getting off
  the ground,
 
  I'm trying to create a mod that replaces the player with a vehicle, bu
  am having trouble determining what all I need to do in order to affect
  these changes. I already have the vehicle model, (static with no anims
  yet) and am capable of placing the model in a map as a static prop.
 
  What code do I need to change, to replace the player model with the
  vehicle, and use the weapon/weapons on the vehicle?
 
  Where do I start?
 
  can someone point me in the right direction?
 
  Shawn
 
  I
 
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Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
I always was impressed with Empires lack of traditional mp vehicle view lag.
Still want multiple-body groups for them though. :P

On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.netwrote:

 We somehow solved that problem in Empires, need to lookup tho how.
 Maybe we have a vehicle movement class somewhere, but I doubt that.
 IIRC we had rather large issues with prediction, tho.

 On 11/25/09, Christopher Harris char...@resrchnet.com wrote:
  I'd think it be best to derive a new gamemovement class where you
 implement
  movement logic for how your vehicle will behave, I suggest highly to not
 use
  the vehicle interface because then it will require that players have a
  decent ping or it will lag big time.
 
  By making a custom gamemovement logic you can run the logic both server
 and
  client side meaning the player can predict it and therefore not appear to
  suffer as much from latency. You could start out simplistic with just
  getting the player to behave like a vehicle and then focus on issues such
 as
  suspension and decoupling turning from mouselook, etc.
 
  Mainly, with players you want movement to be responsive, and when dealing
  with latency that means that the movement code must exist on both client
 and
  server so they can predict what their commands will do and show it as
 quick
  as possible.
 
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
  Kraeutmann
  Sent: Wednesday, November 25, 2009 6:21 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Looking for some advice and direction
 
  Vehicles have a couple of specific physics rules, I'd suggest creating
  a CVehiclePlayer which extends some vehicle class or interface and
  implements the needed methods.
 
  On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
   Why not replacing the player with a vehicle, and making him fast?
 Wouldn't
   that cut an unnecessary segment out of the loop and make life more
   peaceful/less effin source physics grr?
  
   Depends on what he's trying to accomplish.
  
   On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
  t_edwa...@btinternet.comwrote:
  
I was going to compliment you on your use of the English language,
 but
then I realised that you should have said /effect/. :-P
   
The player model can be defined anywhere you see fit, but it's
 normally
done either in the player ent's Spawn() function or the GameRules'
FinshPutClientInServer() - or whatever its precise name is.
   
That's going to be a tricky way of doing things however. It could be
considered a hack, but spawning the existing player ent inside a
 vehicle
and making sure he can never leave would be much more effective.
   
Shawn Somers wrote:
 I'm relatively new to Source modding, and I need some help getting
 off
 the ground,

 I'm trying to create a mod that replaces the player with a vehicle,
 bu
 am having trouble determining what all I need to do in order to
 affect
 these changes. I already have the vehicle model, (static with no
 anims
 yet) and am capable of placing the model in a map as a static prop.

 What code do I need to change, to replace the player model with the
 vehicle, and use the weapon/weapons on the vehicle?

 Where do I start?

 can someone point me in the right direction?

 Shawn

 I

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Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Matt Hoffman
Who's code, yours or valve's? ;)

On Wed, Nov 25, 2009 at 1:29 PM, David Kraeutmann da...@davidkra.netwrote:

 I can clean it up and post there. It's a real mess tbh, but the whole code
 is.

 On Wed, Nov 25, 2009 at 7:14 PM, Saul Rennison saul.renni...@gmail.com
 wrote:
  Is the Empires team willing to post their vehicle code on *
  developer.valvesoftware.com*?
 
  Thanks,
  - Saul.
 
 
  2009/11/25 Nick xnicho...@gmail.com
 
  I was also impressed with Empiresmod's  vehicles, extremely well coded
  and developed. Fun to drive and fun to play.
  I would suggest you visit http://www.empiresmod.com/ for all those who
  haven't played it.
 
  On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman
  lord.matt.hoff...@gmail.com wrote:
   I always was impressed with Empires lack of traditional mp vehicle
 view
  lag.
   Still want multiple-body groups for them though. :P
  
   On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.net
  wrote:
  
   We somehow solved that problem in Empires, need to lookup tho how.
   Maybe we have a vehicle movement class somewhere, but I doubt that.
   IIRC we had rather large issues with prediction, tho.
  
   On 11/25/09, Christopher Harris char...@resrchnet.com wrote:
I'd think it be best to derive a new gamemovement class where you
   implement
movement logic for how your vehicle will behave, I suggest highly
 to
  not
   use
the vehicle interface because then it will require that players
 have a
decent ping or it will lag big time.
   
By making a custom gamemovement logic you can run the logic both
  server
   and
client side meaning the player can predict it and therefore not
 appear
  to
suffer as much from latency. You could start out simplistic with
 just
getting the player to behave like a vehicle and then focus on
 issues
  such
   as
suspension and decoupling turning from mouselook, etc.
   
Mainly, with players you want movement to be responsive, and when
  dealing
with latency that means that the movement code must exist on both
  client
   and
server so they can predict what their commands will do and show it
 as
   quick
as possible.
   
Chris
   
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 David
Kraeutmann
Sent: Wednesday, November 25, 2009 6:21 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Looking for some advice and direction
   
Vehicles have a couple of specific physics rules, I'd suggest
 creating
a CVehiclePlayer which extends some vehicle class or interface and
implements the needed methods.
   
On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote:
 Why not replacing the player with a vehicle, and making him fast?
   Wouldn't
 that cut an unnecessary segment out of the loop and make life
 more
 peaceful/less effin source physics grr?

 Depends on what he's trying to accomplish.

 On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards
t_edwa...@btinternet.comwrote:

  I was going to compliment you on your use of the English
 language,
   but
  then I realised that you should have said /effect/. :-P
 
  The player model can be defined anywhere you see fit, but it's
   normally
  done either in the player ent's Spawn() function or the
 GameRules'
  FinshPutClientInServer() - or whatever its precise name is.
 
  That's going to be a tricky way of doing things however. It
 could
  be
  considered a hack, but spawning the existing player ent inside
 a
   vehicle
  and making sure he can never leave would be much more
 effective.
 
  Shawn Somers wrote:
   I'm relatively new to Source modding, and I need some help
  getting
   off
   the ground,
  
   I'm trying to create a mod that replaces the player with a
  vehicle,
   bu
   am having trouble determining what all I need to do in order
 to
   affect
   these changes. I already have the vehicle model, (static with
 no
   anims
   yet) and am capable of placing the model in a map as a static
  prop.
  
   What code do I need to change, to replace the player model
 with
  the
   vehicle, and use the weapon/weapons on the vehicle?
  
   Where do I start?
  
   can someone point me in the right direction?
  
   Shawn
  
   I
  
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Re: [hlcoders] L4D Glow Effects

2009-11-24 Thread Matt Hoffman
I believe it's a shader as it actively updates and effects weapons/held
objects too.

On Tue, Nov 24, 2009 at 2:25 PM, Jonathan White killermonke...@gmail.comwrote:

 Has anyone figured out how exactly L4D does the entity glow effects?

 I am talking about the glow that surrounds pickup entities when you look at
 them and when players are elsewhere in the map.

 I want to implement this in our Gameplay Token system so that keys/flags
 get
 a nice halo effect for better visibility. Does L4D use a special shader for
 this or a special particle effect? I can't think of any way to actually do
 it in OB SDK...

 Jonathan White KillerMonkey
 GoldenEye: Source
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Re: [hlcoders] Dedicated Server Release Essentials

2009-11-23 Thread Matt Hoffman
Wouldn't that be the VMT for surfaceproperties, etc?

On Mon, Nov 23, 2009 at 6:14 AM, Jed j...@wunderboy.org wrote:

 Well you'd need the models so the server can do collision and hitbox
 detection and possibly purity tests for pure servers. Materials are
 used by some games for player movement checks (slide/don't slide) and
 some things like bullet penetration. While I know a lot of that is
 client-side the server still has to do some of it.



 2009/11/23 Skillet skillet5...@gmail.com:
  This seems like a stupid question but what exactly does a dedicated
 server
  require in terms of content?  I've noticed a few released mods that
 include
  everything from the client in their servers, but can VTFs and other
 things
  be excluded safely to reduce size?
 
  Thanks
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Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Except L4D uses func_precipitation for their ran which is a brush entity
(obviously). That's just slapping down info_particle_systems. ;)

On Sun, Nov 22, 2009 at 11:44 AM, Jorge Rodriguez bs.v...@gmail.com wrote:

 L4D2 made all their weather effects with particles. Rain is a pretty easy
 particle to make. Open up the particle editor and give it a shot. Just
 throw
 the particles down with some decent speed and remove them when they hit
 something.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Tom: Wouldn't particle systems overflow the edges of the brush?

On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 I haven't seen how they actually do it but I doubt they would use anything
 but particles. Either way it would be very easy for you to do it with
 particles.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Matt Hoffman
Those are  info_particle_system's.

On Sun, Nov 22, 2009 at 5:46 PM, Lech unatten...@gmail.com wrote:

 I think there's rain/snow on some of the newest TF2 maps, no?

 On Sun, Nov 22, 2009 at 4:40 PM, Michael Corsaro corsa...@gmail.com
 wrote:
  Also, keep in mind that L4D2 uses a newer version of the particle
 systems.
  I'm not sure if Valve even plans on updating the old systems for Tf2 or
 for
  the SDK.
 
  On Sun, Nov 22, 2009 at 3:34 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
  Tom: Wouldn't particle systems overflow the edges of the brush?
 
  On Sun, Nov 22, 2009 at 12:04 PM, Jorge Rodriguez bs.v...@gmail.com
  wrote:
 
   I haven't seen how they actually do it but I doubt they would use
  anything
   but particles. Either way it would be very easy for you to do it with
   particles.
  
   --
   Jorge Vino Rodriguez
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Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Matt Hoffman
Remove friction.

On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 Has anyone here got any experience with the quake 3 movement physics?
 I'm trying to swap out the bhopping in source engine with strafe
 jumping from the quake series but the two codebases deviate quite a
 lot.

 I've tried adding checks here and there, removing all speed clamps,
 changing gravity, changing movement vars etc. but nothing I do gets me
 anywhere near the desired result.

 So, could anyone here help me out with this problem?


 Cheers,


 Harry

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Re: [hlcoders] BSP V21

2009-10-29 Thread Matt Hoffman
I thought entdata was only a suggested limit anyways?

On Thu, Oct 29, 2009 at 3:35 AM, BananaSandbags gear@gmail.com wrote:

 Looking like they moved up the entity data limits. Finally?

 On Wed, Oct 28, 2009 at 10:15 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

  I can confirm VMEX
  Thanks,
  - Saul.
 
 
  2009/10/28 Matt Hoffman lord.matt.hoff...@gmail.com
 
   Wonderful that means they broke VMex again... Hope we get all of the
  map's
   vmfs as part of the SDK update...
  
   On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote:
  
I attempted to load LFD2 maps in LFD. But didn't really get far.
   
map c5m1_waterfront
 Host_NewGame 
Compact released 131072 bytes to the backing store
   
Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in
maps/c5m1_waterfront.bsp
   
On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards 
  t_edwa...@btinternet.com
wrote:
   
 Everyone I've ever emailed at Valve has replied graciously and has
 usually been able to help with my problem. Except Doug Lombardi,
 but
  of
 course ignoring people asking difficult questions is his job. ;-)

 botman wrote:
  I'm sure the Valve guys really appreciate you sending them
   unsolicited
  email.  I bet they'll get right on that.  :)
 
 
  On 10/28/2009 8:43 AM, Saul Rennison wrote:
 
  That line was directed at VALVe, I sent that email to Mike
 Durand
   and
 Erik
  Johnson. I was wondering if anyone else has tried messing with
  L4D2
 BSPs?
 
  Thanks,
  - Saul.
 
 
  2009/10/28 Olly Gingeroli...@gmail.com
 
 
  You want a file from the sdk a game that the demo hasn't even
  been
  relesed for yet?
 
  Sent from my iPhone
 
  On 28 Oct 2009, at 11:57, Saul Rennison
 saul.renni...@gmail.com
  wrote:
 
 
  Hey,
 
  I've just tried decompiling *c5m1_waterfront*, to find that
 the
   BSP
  version
  has changed to 21. After putting it through my BSP lump
  introspector, I've
  found that the BSP format has changed slightly (an integer has
   been
  placed
  somewhere, I think in each lump header).
 
  Are VALVe willing to elaborate on this new BSP format,
 possibly
   with
  just
  the *bspfile.h* in the L4D2 SDK?
 
  Much appreciated,
  - Saul.
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Re: [hlcoders] BSP V21

2009-10-28 Thread Matt Hoffman
Wonderful that means they broke VMex again... Hope we get all of the map's
vmfs as part of the SDK update...

On Wed, Oct 28, 2009 at 8:46 AM, 1nsane 1nsane...@gmail.com wrote:

 I attempted to load LFD2 maps in LFD. But didn't really get far.

 map c5m1_waterfront
  Host_NewGame 
 Compact released 131072 bytes to the backing store

 Host_Error: Map_LoadModelGuts: bad LUMP_TEXINFO size in
 maps/c5m1_waterfront.bsp

 On Wed, Oct 28, 2009 at 11:12 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

  Everyone I've ever emailed at Valve has replied graciously and has
  usually been able to help with my problem. Except Doug Lombardi, but of
  course ignoring people asking difficult questions is his job. ;-)
 
  botman wrote:
   I'm sure the Valve guys really appreciate you sending them unsolicited
   email.  I bet they'll get right on that.  :)
  
  
   On 10/28/2009 8:43 AM, Saul Rennison wrote:
  
   That line was directed at VALVe, I sent that email to Mike Durand and
  Erik
   Johnson. I was wondering if anyone else has tried messing with L4D2
  BSPs?
  
   Thanks,
   - Saul.
  
  
   2009/10/28 Olly Gingeroli...@gmail.com
  
  
   You want a file from the sdk a game that the demo hasn't even been
   relesed for yet?
  
   Sent from my iPhone
  
   On 28 Oct 2009, at 11:57, Saul Rennisonsaul.renni...@gmail.com
   wrote:
  
  
   Hey,
  
   I've just tried decompiling *c5m1_waterfront*, to find that the BSP
   version
   has changed to 21. After putting it through my BSP lump
   introspector, I've
   found that the BSP format has changed slightly (an integer has been
   placed
   somewhere, I think in each lump header).
  
   Are VALVe willing to elaborate on this new BSP format, possibly with
   just
   the *bspfile.h* in the L4D2 SDK?
  
   Much appreciated,
   - Saul.
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Matt Hoffman
I'm sure most of us would Harry. :P

On Thu, Oct 8, 2009 at 2:59 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 What I would give for a sneak peek at Ep3.

 Hell, I'd even sign an NDA.

 2009/10/8 Adam Buckland adamjbuckl...@gmail.com:
  Only the chosen few who believe will be able to play it...
 
 
  On 8 Oct 2009, at 22:48, Garry Newman wrote:
 
  I heard they're aiming to raise the bar by not only developing HL3
  in secret
  - but also releasing it in secret.
  garry
 
  On Thu, Oct 8, 2009 at 9:36 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
  wrote:
 
 
  Well what we want to know is what are the next features that are
  going
  to be added to source.
  Also an company as big as valve is going to tell the world of hl3
  at E3.
 
  On 9/10/2009 5:31 a.m., botman wrote:
  On 10/8/2009 11:12 AM, Jorge Rodriguez wrote:
 
  This list is for programming in Source, not complaining about
  Source.
 
  Aren't they the same thing?  ZING!  :)
 
 
 
 
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Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Matt Hoffman
The body/legs is a seperate model. (Turns off on low model-detail)

Pretty sure each character still has a v_smg, v_huntingrifle, etc, because
as far as I know each character has separate animations for each weapon
(Instead of one animation for everyone).

On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris char...@resrchnet.comwrote:

 Yes I agree bodygroups is the best method to do this. I was wondering also
 what method is Left4Dead using for its models?

 Even though it is a full-body awareness it looks somewhat like it might
 still be a viewmodel. I'd looked at scripts and it seems they replace the
 arms based off the player model in use instead of having all the guns with
 models for each time the hands need to change.

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
 Sent: Tuesday, October 06, 2009 1:19 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Dynamic weapon attachments

 Lots of games still use view models. CoD4, Gears of War, Medal of Honour
 Airborne., Battlefield series, FarCry2, etc..
 The only game that I recall that doesn't use view models is OP Flashpoint.
 The huge advantage of using view models is that it allows the animator
 total freedom to use whatever bone setup he wants allowing him to do
 some funky things with the animation. Imagine trying to make an
 animation where the player switches the gun from one hand to another, or
 he holds the gun from a different part of the gun at different part of
 the animation. This sort of stuff is easy to do when the bones are all
 animated and exported in their own local space. It gets tricky to do
 this with third person anims cuz you have to work closely with the code
 to detach the model from the hand at various points in the animation.

 getting back to the original question, it's MUCH easier to just use
 bodygroups. I actually have done this successfully with my guns and it
 looks really solid. Plus, it's more efficient cuz you don't have an
 extra entity for the game to worry about.

 Ryan Sheffer wrote:
  It only looks bad if you stick with the Valve formula, make third person
  models look like crap. You would have to redo the third person anims but
 if
  you can pull it off, from the players view, things would look more fluid
 and
  realistic since the gun it moving like it should with the animation that
 is
  currently running. Not just some fake hacky movements put in place for
 every
  movement animation. You can use LODs to scale quality, have a first
 person
  LOD only the local player can see for themselves. You could even make
  players first person animations different to fix some of the issues that
  could arrise.
  Im pretty sure valve are one of the only companies still using v models.
  Might be wrong, but doom 3 even seemed to be using only world models.
 
  On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:
 
 
  I'd imagine it looks bad, would be harder to rig/setup things, you'd
 have
  to
  re-do the third-person animations, etc.
 
  On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 
 
  Consider totally ridding the game of the view models and just
 positioning
  the camera where you can see the world model. Its 100% possible, but
 will
  take some time to pull off.
 
  On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires 
 stephen.swi...@gmail.com
 
  wrote:
 
  Having them as seperate models makes it even more of a pain
 
  On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison 
 
  saul.renni...@gmail.com
 
  wrote:
 
  I want to save animating till later to be honest. And I'd prefer to
  have all the attachments as seperate models and attach them when need
  be. I don't want players to be removing / attaching on the fly; a bit
  like CoD4 attachments.
 
  All I want is code / concepts of how I would spawn this model and
  attach it to the local client's viewmodel (doing worldmodel later).
 
  FYI Viewmodels are bummers :(
 
  Thanks,
  - Saul.
 
  On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:
 
 
  Its best to just have the scope as a model group mentioned above.
 
  If
 
  you
  want the players hand to put the scope on, making the scopes verts
  part of
  bone and parent that bone to the hand during the animation and once
  attached
  unparent in the animation. Then just have the scope model group
 
  stay
 
  on
  until the player removed it again.
 
  If you dont want to do this, parenting new models to the player v
  model is
  going to be an annoying task, but its possible. Just need to keep
 
  in
 
  mind
  that it is hidden to all players cept the local. Maybe having the
  model
  entirely client side would be wise? But maybe too much work to
 
  setup.
 
  On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires 
 
  stephen.swi...@gmail.com
 
  wrote:
 
  You could try using bodygroups on the weapon and view model
 
  On Mon, Oct 5

Re: [hlcoders] terrains...finally its here:)

2009-10-06 Thread Matt Hoffman
Now add some export to Max options...

On Tue, Oct 6, 2009 at 11:59 AM, Saul Rennison saul.renni...@gmail.comwrote:

 Yeah I noticed the LOD-popping too.

 Otherwise I think that this is absolutely immense :D

 Thanks,
 - Saul.


 2009/10/3 Nathan Voge hl2fr...@msn.com

 
  I've seen you around here for years and I'm happy you posted it. It is
 good
  to see what people are up to every now and then.
 
  I think it looks great. There were a few LOD jumps at unexpected
 distances
  but I guess you gotta do it at some point. Congratulations.
 
 
   Date: Fri, 2 Oct 2009 22:52:39 +0200
   From: adamjjdono...@gmail.com
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] terrains...finally its here:)
  
   chill I love Valve..and realized that I needed to go elswhere to make
  what I
   wanted..I have been on this board for just soo long that I thought I
  would
   post it..It would be possible to put in some sort of LOD terrain system
   though..I mean this can run on the xbox so most modern pcs playing ep2
  would
   be ok with it..but dont worry your heads about it..just enjoy the view
 :)
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
I'd imagine it looks bad, would be harder to rig/setup things, you'd have to
re-do the third-person animations, etc.

On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote:

 Consider totally ridding the game of the view models and just positioning
 the camera where you can see the world model. Its 100% possible, but will
 take some time to pull off.

 On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com
 wrote:

  Having them as seperate models makes it even more of a pain
 
  On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com
  wrote:
 
   I want to save animating till later to be honest. And I'd prefer to
   have all the attachments as seperate models and attach them when need
   be. I don't want players to be removing / attaching on the fly; a bit
   like CoD4 attachments.
  
   All I want is code / concepts of how I would spawn this model and
   attach it to the local client's viewmodel (doing worldmodel later).
  
   FYI Viewmodels are bummers :(
  
   Thanks,
   - Saul.
  
   On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:
  
Its best to just have the scope as a model group mentioned above. If
you
want the players hand to put the scope on, making the scopes verts
part of
bone and parent that bone to the hand during the animation and once
attached
unparent in the animation. Then just have the scope model group stay
on
until the player removed it again.
   
If you dont want to do this, parenting new models to the player v
model is
going to be an annoying task, but its possible. Just need to keep in
mind
that it is hidden to all players cept the local. Maybe having the
model
entirely client side would be wise? But maybe too much work to setup.
   
On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires 
  stephen.swi...@gmail.com
wrote:
   
You could try using bodygroups on the weapon and view model
   
On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison 
  saul.renni...@gmail.com
wrote:
   
Hey hlcoders,
   
I'm wondering how I'd go about adding normal static props (i.e. a
small
scope) to an existing weapon. I've tried bone merging the
viewmodel to a
static prop I created to no avail, albeit I'm not sure I'm doing it
correctly. I'm basically requesting:
   
 - How would I go about spawning a prop/another viewmodel, and
where I
 should do this in the code;
 - How would I attach this newly spawned prop to my viewmodel (it's
 currently a bone, v_weapon.Scope.Attachment)
 - Has anyone tried this before and are they willing to release
 code
 [snippets].
   
   
Thanks so much in advance,
- Saul.
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Re: [hlcoders] Dynamic weapon attachments

2009-10-05 Thread Matt Hoffman
Yeah but the only thing we learned from Doom 3 was Doom 3
Syndrome.http://ucguides.savagehelp.com/Doom3/FAQ_Brightnesss.htm

On Mon, Oct 5, 2009 at 9:26 PM, Ryan Sheffer darksk...@gmail.com wrote:

 It only looks bad if you stick with the Valve formula, make third person
 models look like crap. You would have to redo the third person anims but if
 you can pull it off, from the players view, things would look more fluid
 and
 realistic since the gun it moving like it should with the animation that is
 currently running. Not just some fake hacky movements put in place for
 every
 movement animation. You can use LODs to scale quality, have a first person
 LOD only the local player can see for themselves. You could even make
 players first person animations different to fix some of the issues that
 could arrise.
 Im pretty sure valve are one of the only companies still using v models.
 Might be wrong, but doom 3 even seemed to be using only world models.

 On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.com
 wrote:

  I'd imagine it looks bad, would be harder to rig/setup things, you'd have
  to
  re-do the third-person animations, etc.
 
  On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com
 wrote:
 
   Consider totally ridding the game of the view models and just
 positioning
   the camera where you can see the world model. Its 100% possible, but
 will
   take some time to pull off.
  
   On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires 
 stephen.swi...@gmail.com
   wrote:
  
Having them as seperate models makes it even more of a pain
   
On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison 
  saul.renni...@gmail.com
wrote:
   
 I want to save animating till later to be honest. And I'd prefer to
 have all the attachments as seperate models and attach them when
 need
 be. I don't want players to be removing / attaching on the fly; a
 bit
 like CoD4 attachments.

 All I want is code / concepts of how I would spawn this model and
 attach it to the local client's viewmodel (doing worldmodel later).

 FYI Viewmodels are bummers :(

 Thanks,
 - Saul.

 On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote:

  Its best to just have the scope as a model group mentioned above.
  If
  you
  want the players hand to put the scope on, making the scopes
 verts
  part of
  bone and parent that bone to the hand during the animation and
 once
  attached
  unparent in the animation. Then just have the scope model group
  stay
  on
  until the player removed it again.
 
  If you dont want to do this, parenting new models to the player v
  model is
  going to be an annoying task, but its possible. Just need to keep
  in
  mind
  that it is hidden to all players cept the local. Maybe having the
  model
  entirely client side would be wise? But maybe too much work to
  setup.
 
  On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires 
stephen.swi...@gmail.com
  wrote:
 
  You could try using bodygroups on the weapon and view model
 
  On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison 
saul.renni...@gmail.com
  wrote:
 
  Hey hlcoders,
 
  I'm wondering how I'd go about adding normal static props (i.e.
 a
  small
  scope) to an existing weapon. I've tried bone merging the
  viewmodel to a
  static prop I created to no avail, albeit I'm not sure I'm
 doing
  it
  correctly. I'm basically requesting:
 
   - How would I go about spawning a prop/another viewmodel, and
  where I
   should do this in the code;
   - How would I attach this newly spawned prop to my viewmodel
  (it's
   currently a bone, v_weapon.Scope.Attachment)
   - Has anyone tried this before and are they willing to release
   code
   [snippets].
 
 
  Thanks so much in advance,
  - Saul.
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Re: [hlcoders] Water Buoyancy

2009-09-26 Thread Matt Hoffman
I think Source does it by Material property, but that may be a fallback?

On Sat, Sep 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote:

 I'm pretty sure mass and density calculates buoyancy :)

 Thanks,
 - Saul.


 2009/9/26 Ryan Horton d.ryan.hor...@gmail.com

  I'm trying to make certain props float when they otherwise wouldn't /
  shouldn't (for example, large metal objects)
  Now, I've gotten this to work to an extent, using
  IPhysicsObject::SetBuoyancyRatio()
 
  However, it seems that the way this works depends upon the material used
  maybe?
 
  So, for example, if I do BigMetalThing-SetBuoyancyRatio( 0.085 ) in one
  type of water (the murky, poisonous canal water), it floats well, but in
 a
  different type of water (clear, plain water), it floats poorly.
 
  So I'm wanting to make it so I don't have to save custom buoyancies on a
  per
  material basis (assuming the material is what's causing this behavior),
 how
  do I go about modifying the 'buoyancy factor' so that all water entities
  are
  created equal?
 
  Thanks!
 
  Ryan
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Re: [hlcoders] In game map editing

2009-09-22 Thread Matt Hoffman
That's just props... That doesn't include any sort of brushes or solids.

On Tue, Sep 22, 2009 at 1:27 AM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:

 Well this has already been done in an unpolished way using lua. There is
 a tool made by a comunatiy member that takes a vmf file with the bsp
 loaded into the engine and saves any new props added to it. This would
 not be hard to change for all ents.

 Ryan Sheffer wrote:
  VMF files just use the standard keyvalues syntax so I don't see a
 problem.
  I'm sure Garry has exposed creating and exporting of KV files through
 lua.
 
  On Sun, Sep 20, 2009 at 1:02 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.comwrote:
 
 
  True this has been done using a simple stool, the mesh building is built
  using a conblocks system and each object is a entiry, i am starting to
  think that using it in garrysmod would allow saving to a vmf, but i am
  not completely sure, i have the vmf for the conblocks map already and i
  think a modded version without the system would work fine
 
  Ryan Sheffer wrote:
 
  If you could use mesh builder to build the mesh ingame with an
 interface
 
  and
 
  such, and once done have the ability to get all vertex positions and
 
  export
 
  that correctly to a VMF file which you would then compile. Placing
 
  entities
 
  could be done the same way, in fact this has already been done for
 garrys
  mod.
 
  A project like this would be a lot of unnecessary work, but would be
 
  pretty
 
  interesting.
 
  On Sat, Sep 12, 2009 at 5:01 PM, Joshua Scarsbrook 
 
  jscarsbr...@gmail.comwrote:
 
 
  Hi
 
  Thanks for the hint about the map, i have seen one made for hl2ep2 as
  well called cb_conblocks and i finaly got a download link for it.
  http://solidfiles.com/d/BCs9, this map is just like the portal one
 but
  for hl2ep2
 
  Thanks,
  Vbitz
 
 
  Lech wrote:
 
 
  I believe someone already did something like this for portal:
  http://www.youtube.com/watch?v=65EDQB4OWcg
 
  While I don't know the exact specifics behind what else might be
  needed or how well it works, you can however see everything from
  building the map to applying game logic available from right within
  portal itself.
 
  -L
 
  On Sat, Sep 12, 2009 at 5:25 PM, Harry Jeffery
  harry101jeff...@googlemail.com wrote:
 
 
 
  Or go fullbright and apply a drawdistance of 1024 units to keep the
  fps friendly.
 
  2009/9/12 Andrew Ritchie gotta...@gmail.com:
 
 
 
  VMF != BSP
 
  You CAN reference brushes and things back to the VMF from a BSP but
 
  I'd
 
  suggest you go and do a little more reading and file browsing to
 see
 
 
  why
 
 
  what you are suggesting would require the elimination of seperate
 
  file
 
  formats and if you want it in real time either an massive overhaul
 of
 
 
  the
 
 
  RAD calculation or full transition to dynamic lighting.
 
  On Sat, Sep 12, 2009 at 11:07 PM, Joshua Scarsbrook
  jscarsbr...@gmail.comwrote:
 
 
 
 
  Well the vmf file contains alot of data and it is easy to draw the
  brushs but you can still not do lighting without alot of extra
 work
 
  on
 
  valves part. from what i know we can have a map load draw brushs
 and
 
 
  put
 
 
  colsision physics on it, is that not something that can be doen
 with
 
 
  the
 
 
  sdk, anyway the uses of this are opening map editing to more less
  knolageable players wanting to make a map.
  Andrew Ritchie wrote:
 
 
 
  What would the difference between this and normal hammer be?  The
 
 
  only
 
 
  thing
 
 
 
  you could do was run game logic, you'd still have to run the
 
 
  compilers
 
 
  each time to see the resulting changes.  There are rough features
 
  in
 
 
  place
 
 
 
  that make it appear like at some point Source was able to talk
 back
 
 
  to
 
 
  Hammer, especially with the Source BSP format having precompiled
 
 
  brush
 
 
  data
 
 
 
  in it.  However the advantages of the feature you want and hammer
 
  is
 
  nothing, except ingame you'd have to reload the map all the time.
 
  On Sat, Sep 12, 2009 at 10:45 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
 
 
 
  Because this totally doesn't go against the BSP/Compile mindset?
 
  On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook 
 
 
 
  jscarsbr...@gmail.com
 
 
 
  wrote:
 
  Hi
 
  I was wondering if it is possable to make a version of hammer
 
  that
 
 
  works
 
 
 
  ingame and renders the vmf as somesort of mesh and then allows
 
  you
 
  to
 
 
  edit it using ingame tools.
 
  Thanks,
  Vbitz
 
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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
Well... One specific difference that it has: Pop open the Heavy's DMX file
for his Morphs. Instead of a quasi-binary file format, there's actual
strings and words.

With my (admittedly limited knowledge) leads me to believe that they set the
Flex's up in Maya with some tool in Maya, and then exported it. There seems
to be no flex- part in the qc anymore, and it all seems to be done via the
DMX File.

Very curious... But yes, I'd love updated tools for Max. Someone get Jed
what he needs please. :)

On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:

 Having looked at the DMX and the associated SMD files I can't
 immediately see what it offers apart from maybe a tighter file format
 (and all the lovely information about Burke at Valve and his Windows
 XP service packs and choice of nVidia graphic card circa 2007). At
 first glance I thought it was just binary XML (which the compiler also
 seems to support...)

 Looking at the QC/QCI combos it seems that as far as modelling is
 concerned SMD is still good for a while yet, DMX just seems like a
 more efficient way of storing mesh/bone/animation data. I suppose the
 only people who will care are those trying to decompile DMX files and
 cant. For new models SMD will do for a while yet.

 That said if Valve want to release the DMX file format (and I'll be
 happy to sign an NDA if they wish) I'll have a go at making a Max
 exporter/importer/transporter/howsyourdaughter.

 - Jed

 2009/9/21 Saul Rennison saul.renni...@gmail.com:
  Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
 like
  DMX :D
 
  Thanks,
  - Saul.
 
 
  2009/9/21 Nick xnicho...@gmail.com
 
  Good site. I liked the very quick tutorial on how to make prop using
  blender and smd exporter::
  http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
 
  On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com
  wrote:
   The release of the Heavy model sources (which is excellent BTW) has
   confirmed that Valve's modellers now use Maya, and revealed the
   quasi-binary DMX format as the successor to SMD.
  
   What does this mean for XSI support, particularly the Mod Tool?  Its
   exporter has needed updating for a long time, mainly in terms of UI
 but
   also core functionality. I'm sure the Maya plugin is an improvement on
   all fronts but it's no help to most modders, as Maya doesn't have a
 free
   Mod Tool equivalent.
  
   I'm also a little wary about DMX, since it can't be easily understood
 by
   someone wanting to write a new exporter. Can we (and by we I mostly
 mean
   Jed of course) see a spec for it? Does it support new features that
 SMD
   does not?
  
   The good news is that there's a new Blender exporter out
   http://dvondrake.com/scripts/blendersmd that does everything except
   VTA. Blender may have to become the new modder's choice for Source,
   which, as much as I like it, isn't ideal given the exotic UI.
  
  
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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
And some of us who strive for quality work and animation are continuously
locked out. Even now that we FINALLY (Months late) have a model source, we
still can't do much with it. Neither  of us (Me and Mystfit who did this:
http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
correcting this to make up for the lack of DMX for Max but... It kinda means
throwing out all of our CAT motion rigs and such.

It's kind of a bummer. We've been fighting against what we have since day
one... no vtas for a while... finally got vta's working, massive amounts of
work... Decided to put it off until we got model sources because they were
Coming and now we still can't use them.

Such is life.

On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 This is exactly what I was worried about. There's several new flex
 animation features in those files, chiefly wrinklemaps and tongues, that
 (AFAIK) can't be achieved with SMD.

 Matt Hoffman wrote:
  Well... One specific difference that it has: Pop open the Heavy's DMX
 file
  for his Morphs. Instead of a quasi-binary file format, there's actual
  strings and words.
 
  With my (admittedly limited knowledge) leads me to believe that they set
 the
  Flex's up in Maya with some tool in Maya, and then exported it. There
 seems
  to be no flex- part in the qc anymore, and it all seems to be done via
 the
  DMX File.
 
  Very curious... But yes, I'd love updated tools for Max. Someone get Jed
  what he needs please. :)
 
  On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:
 
 
  Having looked at the DMX and the associated SMD files I can't
  immediately see what it offers apart from maybe a tighter file format
  (and all the lovely information about Burke at Valve and his Windows
  XP service packs and choice of nVidia graphic card circa 2007). At
  first glance I thought it was just binary XML (which the compiler also
  seems to support...)
 
  Looking at the QC/QCI combos it seems that as far as modelling is
  concerned SMD is still good for a while yet, DMX just seems like a
  more efficient way of storing mesh/bone/animation data. I suppose the
  only people who will care are those trying to decompile DMX files and
  cant. For new models SMD will do for a while yet.
 
  That said if Valve want to release the DMX file format (and I'll be
  happy to sign an NDA if they wish) I'll have a go at making a Max
  exporter/importer/transporter/howsyourdaughter.
 
  - Jed
 
  2009/9/21 Saul Rennison saul.renni...@gmail.com:
 
  Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe
 
  like
 
  DMX :D
 
  Thanks,
  - Saul.
 
 
  2009/9/21 Nick xnicho...@gmail.com
 
 
  Good site. I liked the very quick tutorial on how to make prop using
  blender and smd exporter::
  http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
 
  On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards 
 t_edwa...@btinternet.com
  wrote:
 
  The release of the Heavy model sources (which is excellent BTW) has
  confirmed that Valve's modellers now use Maya, and revealed the
  quasi-binary DMX format as the successor to SMD.
 
  What does this mean for XSI support, particularly the Mod Tool?  Its
  exporter has needed updating for a long time, mainly in terms of UI
 
  but
 
  also core functionality. I'm sure the Maya plugin is an improvement
 on
  all fronts but it's no help to most modders, as Maya doesn't have a
 
  free
 
  Mod Tool equivalent.
 
  I'm also a little wary about DMX, since it can't be easily understood
 
  by
 
  someone wanting to write a new exporter. Can we (and by we I mostly
 
  mean
 
  Jed of course) see a spec for it? Does it support new features that
 
  SMD
 
  does not?
 
  The good news is that there's a new Blender exporter out
  http://dvondrake.com/scripts/blendersmd that does everything
 except
  VTA. Blender may have to become the new modder's choice for Source,
  which, as much as I like it, isn't ideal given the exotic UI.
 
 
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 archives,
 
  please visit:
 
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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Matt Hoffman
Thanks. I already map, model, and animate. Source is my toolset.

I've debated another engine such as UT3 but there's just not the content for
it... Plus I don't like how little content is available.

And source on-the-hole is open, no? Unless you mean open as in another way?
And not only does Source provide entertainment, it also provides practice,
skill, and knowledge that would work in any engine.

On Mon, Sep 21, 2009 at 1:03 PM, Nick xnicho...@gmail.com wrote:

 Wouldn't your time and energy be better spent on an open game engine?
 or some program that provides actual value besides entertainment ? If
 you need ideas, msg me.

 On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman
 lord.matt.hoff...@gmail.com wrote:
  And some of us who strive for quality work and animation are continuously
  locked out. Even now that we FINALLY (Months late) have a model source,
 we
  still can't do much with it. Neither  of us (Me and Mystfit who did this:
  http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly
  correcting this to make up for the lack of DMX for Max but... It kinda
 means
  throwing out all of our CAT motion rigs and such.
 
  It's kind of a bummer. We've been fighting against what we have since day
  one... no vtas for a while... finally got vta's working, massive amounts
 of
  work... Decided to put it off until we got model sources because they
 were
  Coming and now we still can't use them.
 
  Such is life.
 
  On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.com
 wrote:
 
  This is exactly what I was worried about. There's several new flex
  animation features in those files, chiefly wrinklemaps and tongues, that
  (AFAIK) can't be achieved with SMD.
 
  Matt Hoffman wrote:
   Well... One specific difference that it has: Pop open the Heavy's DMX
  file
   for his Morphs. Instead of a quasi-binary file format, there's actual
   strings and words.
  
   With my (admittedly limited knowledge) leads me to believe that they
 set
  the
   Flex's up in Maya with some tool in Maya, and then exported it. There
  seems
   to be no flex- part in the qc anymore, and it all seems to be done via
  the
   DMX File.
  
   Very curious... But yes, I'd love updated tools for Max. Someone get
 Jed
   what he needs please. :)
  
   On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote:
  
  
   Having looked at the DMX and the associated SMD files I can't
   immediately see what it offers apart from maybe a tighter file format
   (and all the lovely information about Burke at Valve and his
 Windows
   XP service packs and choice of nVidia graphic card circa 2007). At
   first glance I thought it was just binary XML (which the compiler
 also
   seems to support...)
  
   Looking at the QC/QCI combos it seems that as far as modelling is
   concerned SMD is still good for a while yet, DMX just seems like a
   more efficient way of storing mesh/bone/animation data. I suppose the
   only people who will care are those trying to decompile DMX files and
   cant. For new models SMD will do for a while yet.
  
   That said if Valve want to release the DMX file format (and I'll be
   happy to sign an NDA if they wish) I'll have a go at making a Max
   exporter/importer/transporter/howsyourdaughter.
  
   - Jed
  
   2009/9/21 Saul Rennison saul.renni...@gmail.com:
  
   Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think
 VALVe
  
   like
  
   DMX :D
  
   Thanks,
   - Saul.
  
  
   2009/9/21 Nick xnicho...@gmail.com
  
  
   Good site. I liked the very quick tutorial on how to make prop
 using
   blender and smd exporter::
   http://www.dvondrake.com/tutorials/modeling-for-source-in-blender
  
   On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards 
  t_edwa...@btinternet.com
   wrote:
  
   The release of the Heavy model sources (which is excellent BTW)
 has
   confirmed that Valve's modellers now use Maya, and revealed the
   quasi-binary DMX format as the successor to SMD.
  
   What does this mean for XSI support, particularly the Mod Tool?
  Its
   exporter has needed updating for a long time, mainly in terms of
 UI
  
   but
  
   also core functionality. I'm sure the Maya plugin is an
 improvement
  on
   all fronts but it's no help to most modders, as Maya doesn't have
 a
  
   free
  
   Mod Tool equivalent.
  
   I'm also a little wary about DMX, since it can't be easily
 understood
  
   by
  
   someone wanting to write a new exporter. Can we (and by we I
 mostly
  
   mean
  
   Jed of course) see a spec for it? Does it support new features
 that
  
   SMD
  
   does not?
  
   The good news is that there's a new Blender exporter out
   http://dvondrake.com/scripts/blendersmd that does everything
  except
   VTA. Blender may have to become the new modder's choice for
 Source,
   which, as much as I like it, isn't ideal given the exotic UI.
  
  
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Re: [hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-20 Thread Matt Hoffman
But some of the settings adjusted work fine. (Such as mipmapping)... So I'm
not sure why they would code some and not others and have them all in the
DXSupport?

On Sun, Sep 20, 2009 at 11:33 AM, Ryan Sheffer darksk...@gmail.com wrote:

 Valve probably have the settings you are trying to alter strictly set in
 code.

 On Sun, Sep 13, 2009 at 12:24 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  Silly title is silly.
 
  Anyways. I'm attempting to use dxsupport.cfg
 (sourcesdk/bin/orangebox/bin)
  to force Hammer to anti-alias, picmips, antistropic, etc. I've poked
 around
  a bit and made some changes. However, nothing seems to be taking effect.
  The
  DXSupport file looks like this:
 
  0
 {
 name 50
 Unsupported1
  Convars
  }
 
  All the way up to DX 9
  5
 {
 name 95
 DefaultRes1024
  Convars
 }
 
  However, changing these convars doesn't seem to have an effect on Hammer
  after restarting it. Am I editing the wrong file/wrong section? (I edited
  the 90 section and 95 section).
 
  In addition to that there are card-specific changes, eg:
 
 317
 {
 name NVIDIA GeForce2 MX 100/200
 VendorID0x10DE
 MinDeviceID0x002B
 MaxDeviceID0x002B
 m_nDriverVersion_Build8421
 Convars
 }
 
  I'd assume you could make your own entries. However, What does it read?
 The
  Name field? Or the VendorID/DeviceID?
 
  If it's the Device ID, where can I get that for my card? (Radeon 4870).
  There's no existing entry for any of the 4xxx series for Radeon. I think
  with the convar   CentroidHack1 I could fix the off-set
 pixel
  centers on the text. (All the Radeon things have this, and only the 4xxx
  series has this issue... Since there's no entry for them...
 
 
  Thoughts?
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 --
 ~Ryan ( skidz )
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Re: [hlcoders] How safe is it to travel into The Void

2009-09-19 Thread Matt Hoffman
Erm. Can you explain to me... WHY you want to go into the void? And how do
you have a semi-sealable leak? The door won't stop the leak as it's a
brush entity... So it's a leak



On Sat, Sep 19, 2009 at 10:27 PM, Joshua Scarsbrook
jscarsbr...@gmail.comwrote:

 Hi

 Using Garrysmod and Entiry Infomation Outputs i was able to send a
 normal prop down to a z of - 16000 aprox without a crash, the map i made
 is designed to work well with the void, it has a semi sealable leek that
 is a large door and a area out into the void. All of this has been done
 in hl2ep2 engine and has worked without a sign of abnormalty, no console
 spam, so i am asking here, how safe is the Void? i have already found
 that the crashing that is normal is caused by a complex map, so i do not
 know alot about the void and i want to know what problems i will
 encounter, i am thinking that if i travel down to about -10
 there could be a buffer overflow and a engine crash but aside from that,
 what problems will i encounter.

 Thanks,
 Vbitz

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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Matt Hoffman
Remember when they broke them all?

It wasn't even that long ago...

On Tue, Sep 15, 2009 at 3:38 PM, Nick xnicho...@gmail.com wrote:

 Remember when valve gave modders good tools and fixed bugs?

 no, neither do i..

 On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com
 wrote:
  You guys remember when they broke say in hl2mp?
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay
 Croghan
  Sent: Tuesday, September 15, 2009 12:42 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] CSS FOV since last update?
 
  Thanks for your help but I've been around long enough to know all
  about network vars. I can't think of how it wouldn't be intentional
  though, breaking console commands wouldn't be too easily done!
 
  - Jay
 
  Quoting Saul Rennison saul.renni...@gmail.com:
 
  A) No it wouldn't have been intentional.
  B) Change the CBasePlayer::m_iFOV SendProp to change FOV
  Thanks,
  - Saul.
 
 
  2009/9/15 Jay Croghan c...@c0ld.net
 
  Hey,
 
  I would consider it a coding question as I'm writing code which
  used
  to use it server side via the IServerPluginHelpers interface and
  it
  stopped working after the last update with no console messages. I
  was
  simply wondering if this was intentional or not :)
 
  - Jay
 
  Quoting ZuM eduardo...@gmail.com:
 
   Well, but he asked why it isn't working with sv_cheats enable,
  so
  it is
   considered as cheat but changing the values with sv_cheats
  enable
  does
   nothing.
  
   Honestly, i don't know why it isn't working since i'm not a
  Valve
  employee
   and also i don't play CS:S anymore to check if this is true :X.
  
   2009/9/15 Jorge Rodriguez bs.v...@gmail.com
  
   Jay,
  
   I'm not sure if this is even a coding question, which is why
  you
  probably
   got all of the snarky replies.
  
   I'm not a Valve employee, but it think I would be accurate if I
  said that
   the reason fov is considered a cheat is because players used to
  set it to
   ridiculously large values to be able to see other players who
  were
  directly
   behind them, or zoom in to be able to see players far away,
  even
  without a
   scope or binoculars.
  
   It shouldn't be restricted entirely, but rather capped to a
  certain value
   range, like 80 to 120 or so. Can we stop bickering now?
  
   --
   Jorge Vino Rodriguez
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[hlcoders] DXSupport.CFG - An Attempt at HQ Hammer

2009-09-13 Thread Matt Hoffman
Silly title is silly.

Anyways. I'm attempting to use dxsupport.cfg (sourcesdk/bin/orangebox/bin)
to force Hammer to anti-alias, picmips, antistropic, etc. I've poked around
a bit and made some changes. However, nothing seems to be taking effect. The
DXSupport file looks like this:

0
{
name 50
Unsupported1
Convars
 }

All the way up to DX 9
5
{
name 95
DefaultRes1024
Convars
}

However, changing these convars doesn't seem to have an effect on Hammer
after restarting it. Am I editing the wrong file/wrong section? (I edited
the 90 section and 95 section).

In addition to that there are card-specific changes, eg:

317
{
name NVIDIA GeForce2 MX 100/200
VendorID0x10DE
MinDeviceID0x002B
MaxDeviceID0x002B
m_nDriverVersion_Build8421
Convars
}

I'd assume you could make your own entries. However, What does it read? The
Name field? Or the VendorID/DeviceID?

If it's the Device ID, where can I get that for my card? (Radeon 4870).
There's no existing entry for any of the 4xxx series for Radeon. I think
with the convar   CentroidHack1 I could fix the off-set pixel
centers on the text. (All the Radeon things have this, and only the 4xxx
series has this issue... Since there's no entry for them...


Thoughts?
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Re: [hlcoders] Huge SDK/Hammer Problems

2009-09-12 Thread Matt Hoffman
I'm running on Windows 7 RC (Build 7100) 64 Bit and it works fine.

On Sat, Sep 12, 2009 at 2:33 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 You're running a pre-release 64bit operating system. Hmm...

 The Hammer problems happen to everyone who launches Hammer directly. I
 really wish they'd fix it!

 Alex Kane wrote:
  Firstly, I'm running Windows 7 RC, 64 bit, for reference.
 
  So basically, the problem is firstly, that the Source SDK is not working.
  I try to launch it through Steam, and the program appears to start,
  appearing in the Superbar, however nothing ever appears on screen (I
  left it going all day).
 
  However, this is not a huge deal as I can get around this by manually
  launching Hammer from its executable in the orangebox folder.
 
  Again, however, upon launching and choosing the TF2 launch option and
  trying to load my map, I get the message Failed to load the default
  scheme file. The map views may be missing some visual elements. This is
  true, as I cannot see any measurements for my brushes - e.g. how high,
  wide, long something is. It's simply not there.
 
  Then, the second problem is that the editor will crash as soon as I
  attempt to browse for models. I create a prop entity and try to choose a
  world model, however a few seconds after clicking 'browse', the editor
  will close completely with no error message.
 
  As well as this, when I try to compile a map I get errors, and vbsp.exe
  crashes. Here's a log:
  http://pastebin.com/m1eb545cd
 
  I'm really stuck here, as this makes it really tricky to do anything but
  copy/paste existing brushes and fit them to already existing areas in my
  level.
 
  If anyone could help, I'd greatly appreciate it!
 
  Thanks,
 
  - Beacon
 
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Re: [hlcoders] In game map editing

2009-09-12 Thread Matt Hoffman
Because this totally doesn't go against the BSP/Compile mindset?

On Sat, Sep 12, 2009 at 2:43 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:

 Hi

 I was wondering if it is possable to make a version of hammer that works
 ingame and renders the vmf as somesort of mesh and then allows you to
 edit it using ingame tools.

 Thanks,
 Vbitz

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Re: [hlcoders] Backface Culling

2009-09-03 Thread Matt Hoffman
I don't know if $nocull works on brushes but try adding $nocull 1 to the
VMT.

On Thu, Sep 3, 2009 at 5:50 PM, Bob Somers magicbob...@gmail.com wrote:

 Is there a way to turn off backface culling for a particular entity?
 I'd like to draw the texture on the inside of a brush entity when a
 player walks inside it.

 Thanks for your help.

 --Bob

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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
I don't think that's quite true Saul. Our copy seems to differer from theirs
because they keep breaking ours and not theirs. :p


On Sat, Aug 29, 2009 at 2:54 PM, Saul Rennison saul.renni...@gmail.comwrote:

 You also have to take into account VALVe's priorities are:

   1. VALVe
   2. Everyone else

 The Source SDK is basically just ripped from their *src/* folder which
 contains the engine, VPhysics, Havok, etc. They aren't going to re-organise
 the entire code base just to suit 20 people who want to save 1 hour per
 week
 with the improvement it results in.
 Thanks,
 - Saul.


 2009/8/29 Paul Peloski paulpelo...@gmail.com

  The SDK is improving all the time, but only to the extent necessary for
  Valve to make awesome games. While an XML-based weapon system might be
 what
  *you* need, or maybe what *you think the community needs*, it's not what
  Valve needed. I suggest if that if you have list of massive improvements
  that *you get to work on them*, or pick an engine that already has the
  features and tools you need.
 
  Paul
 
  On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
  wrote:
 
   Hi Tony
  
   I think that the source sdk is a bit out dated; I think that with the
   realece of hl2ep3 or just after it, there needs to be a massive
   improvement in the source software development kit. For one there needs
   to be a weapon generator that uses tags and xml to define a weapon a
   basic weapon to speed up development of new weapons.  For two there
   needs to be a technical improvement to hammer. Hammer as said by many
   members of the community is out dated and needs to be improved; a
 simple
   improvement would be to add a progress bar to the run map window, also
   there needs to be a lighting render button to give a preview of the
 dev.
   In addition, there needs to be profiles added to the engine, say like a
   dev mode, which does not load custom content. Another thing would be to
   add crash tracking in the engine, the report bug system is not
   implicated enough and most map devs will understand technical details.
 A
   micro-engine in hammer to test whether a player can fit under a league
   is also a importing thing. A defeat visleef system would be a very
   powerful improvement to show things the player would be seeing and only
   that. The hammer editor is treated very much like a cad program and
   should be made easier to understand and with inbuilt documentation to
   help newcomers to mapping, the doc would be placed as tooltips and info
   in the entries window. In addition, it would be important make the
   skeathup plug-in more available though it is hidden in the source sdk
   gcf. In addition, improvements need to be made to the documentation of
   the source sdk, such as a separate wiki that contains a detailed
   expiation of what each coding file does. With all of this said I think
   that the source sdk and Valve Developers Wiki is out of date and both
   need an improvemt considering the amount of people that use them. Also
   worth noting, that it is too hard to change basic game play rules and
   they should be in a collective header file. What I propose is both
   employees of valve and the coumumatiy surrounding them do this as to
   continue communality support for years to come. Though these
   improvements would require a lot of development, I think that they
 would
   appeal to the entire communality.
  
   Thanks,
  
   Vbitz
  
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Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
We'll see how pretty Episode 3 is when it's released. It will blow UE3 out
of the fucking water.

(I still dunno how to do a quote :p)

Why wait for Ep3 when Ep2 already blows UE3 out of the water? If you look at
most UT mods you can recognize them in a snap as a Ut mod for one reason.
Their bump/normals look incredibly fugly/odd and I can tell almost any UE3
mod from it. It's also very brown and generic, least as far as Gears of War,
UT3, etc. Mirrors Edge is an exception but it's also liscenced from Unreal
and not made by them.

On Sat, Aug 29, 2009 at 3:36 PM, Joshua Scarsbrook jscarsbr...@gmail.comwrote:

 Well the doc is almost done.
 Lighting RENDER, not really just real time
 the compile map is good and a bar is not too hard to make since valve
 was so kind as to give us the source for the compile apps
 added stuff. we need the maps to work for alot of people, i have seen
 ugly custom texture problems
 and the wiki, working on it right now
 and finaly  adding directx 10 to source would be wonderful but i think
 that thay are doing that for ep3 and lfd2

 Thanks for all the coments
  Vbitz

 p.s. i have alot of stuff to work on and you are almost the first to
 complain on my grammer, no offence
 p.s.s. thunderbird likes my spelling and sending it to word would take
 to long

 Harry Jeffery wrote:
  Well please run a spellcheck on it, format it into neat paragraphs and
  get someone to proof read it before you post it.
 
  That first message here nearly killed me.
 
 
  The lighting is not as it is seen inside the engine when you use that
 
  That's probably because your computer really wouldn't be able to
  calculate the lightmaps in realtime. What do you think vrad spends
  those minutes doing?
 
 
  The progruss bar needs to show total progruss
 
  Once you know the process of compiling a map you can easily tell how
  far through you are. I can at least. No need for a progress bar.
 
 
  Profiles are to test weather the map will work without added stuff.
 
  Why would you even want the map to work without added stuff? That's
  what modding is about. ADDING STUFF.
 
 
  Players fitting under the leage is something that needs alot of testing
 
  normaly
  Err no, It's like 58 or 64 units isn't it? It can be measured in hammer
 easily.
 
 
  finaly the wiki needs more coding documatasion
 
  Sure it does, but that's not valve's no.1 priority. Why don't you go
  out there, learn the source engine and add some useful stuff to it
  yourself?
 
 
  also thay do not keep braking ours, thay use a seprate copy that has
 direct links with true engine heders.
 
  Well actually wait what??? Nope, we have the same thing they do.
  We just don't get access to the engine itself. We have everything we
  need to make a game like TF2/L4D without engine access anyways.
 
 
  Tony,
  I for one am actually satisfied with the source SDK, you're doing a
  great job. The only thing I'd like in future is for valve to add more
  functionality to the engine itself. Dynamic model scaling, DirectX 10
  support and other stuff that would put the engine at a commercial and
  featurewise par with UE3 and thus earn more licenses and more money
  for valve in future and give valve greater resources to keep improving
  the engine.
 
  2009/8/29 Joshua Scarsbrook jscarsbr...@gmail.com:
 
  Hi
 
  Well the only other engine i liked is irrlicht but source is much beter
  for indie projects. i hope valve does not mind that i am making my own
  help file for the sdk, it will take forever to make but it will be
  preaty cool, it is working right now. with the ok from valve i will put
  it on the Valve Devlopers Wiki.
 
  Hope theres no repeat of last time
  Thanks Vbitz
 
 
  Logan Baldock wrote:
 
  Meh, I like it the way it is actually. I got into modding using the
 same
  methods that are there right now, and it just works. Unlike some other
  engines.
 
 
  You also have to take into account VALVe's priorities are:
 
 1. VALVe
 2. Everyone else
 
  The Source SDK is basically just ripped from their *src/* folder which
  contains the engine, VPhysics, Havok, etc. They aren't going to
 re-organise
  the entire code base just to suit 20 people who want to save 1 hour
 per week
  with the improvement it results in.
  Thanks,
  - Saul.
 
 
  2009/8/29 Paul Peloski paulpelo...@gmail.com
 
 
 
 
  The SDK is improving all the time, but only to the extent necessary
 for
  Valve to make awesome games. While an XML-based weapon system might
 be what
  *you* need, or maybe what *you think the community needs*, it's not
 what
  Valve needed. I suggest if that if you have list of massive
 improvements
  that *you get to work on them*, or pick an engine that already has
 the
  features and tools you need.
 
  Paul
 
  On Sat, Aug 29, 2009 at 3:37 PM, Joshua Scarsbrook 
 jscarsbr...@gmail.com
 
 
 
  wrote:
 
  Hi Tony
 
  I think that the source sdk is a bit out dated; I think that with
 the
  realece of hl2ep3 or just after it, there 

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Matt Hoffman
It worked fine on my Intel/Geforce XP build, but does the problem you
describe on my AMD/ATI Win7 build.

On Sat, Aug 29, 2009 at 4:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 This is only slightly off topic, but:

 Every version of Hammer (even back to Worldcraft and before) I've ever
 worked with, the build window always stops updating about 20 or 30 seconds
 into the process. All of Hammer then freezes up until the build is
 completely done, so progress isn't visible. Does this happen to anybody
 else?

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Matt Hoffman
More popularity. If you see on the novient site it says GAMES SUPPORTED: .
I'd assume it was a fairly easy implementation into Source, and Valve
thought Cool another way to get more customers and please existing ones,
so they went ahead and did it.

On Sat, Aug 22, 2009 at 1:49 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 The guys at Novint probably had something to do with it.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Trouble Implementing Ironsights

2009-08-20 Thread Matt Hoffman
Because most of the tutorials say Here's C++ and not 'Here's how to
effectively use and work Visual Studios.

Course, you could find it on MSDN/M$/Google I'd imagine.

On Thu, Aug 20, 2009 at 11:42 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 I prefer to use Class View. Not many people seem to know about it, which
 is odd.

 Jorge Rodriguez wrote:
  A quick Find in Files for CWeaponInfo should find you a class
  declaration in some file that ends in .h and that will be your file.
 
 
 


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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
Is it really a good idea to post the link? Not everyone on this list has the
best intentions, nor do I think anyone can do anything about it? (Correct me
if I'm wrong)

Wouldn't it work better directly mailed to Valve?

On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Luigi has found yet another exploit in Valve's up-to-date,
 unexploitable engine :D



 Thanks,
 - Saul.

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Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-20 Thread Matt Hoffman
I don't personally know a ton of stuff about this, but:

Maybe it's not a simple thing to fix or is heavily embedded and hard to fix
and [to valve] not worth the trouble?

On Thu, Aug 20, 2009 at 9:54 PM, Zach Kanzler they4k...@gmail.com wrote:

 As many have said, these exploits have been known for years, and still
 haven't been fixed, so Valve definitely needs more than just a little
 nudge.

 On Fri, Aug 21, 2009 at 00:42, Spencer 'voogru' MacDonald 
 voo...@voogru.com
  wrote:

  Not really.
 
  I've personally seen valve fix stuff like this once they were made aware
 of
  it. I'm wondering if this guy even alerted valve to it before releasing
 it.
 
  I don't mind him publicly disclosing stuff, but giving out pre-packaged
  binaries with the exploit that any 13 year old could figure out how to
 use
  is a little silly in my opinion.
 
  It's enough to describe the exploit and the specifics related to it.
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
  Sent: Friday, August 21, 2009 12:21 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Fragments memory corruption in the Source Engine
  (exploit; arbitary memory access)
 
  Public disclosure is the only way to get something fixed.
 
  On Thu, Aug 20, 2009 at 11:09 PM, Adam amckern McKern
  amck...@yahoo.comwrote:
 
   Dont you just love public disclosure by black hats?
  
   
   Owner Nigredo Studios http://www.nigredostudios.com
  
   --- On Fri, 21/8/09, 1nsane 1nsane...@gmail.com wrote:
  
   From: 1nsane 1nsane...@gmail.com
   Subject: Re: [hlcoders] Fragments memory corruption in the Source
 Engine
   (exploit; arbitary memory access)
   To: Discussion of Half-Life Programming 
  hlcoders@list.valvesoftware.com
   
   Received: Friday, 21 August, 2009, 12:55 PM
  
   And there's still some left.
  
   But hey, now this is super public!
  
   On Thu, Aug 20, 2009 at 10:49 PM, AzuiSleet azuisl...@gmail.com
 wrote:
  
These exploits are already public, and have been floating around for
   years
before anyway.
   
On Thu, Aug 20, 2009 at 8:43 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:
   
 Is it really a good idea to post the link? Not everyone on this
 list
   has
 the
 best intentions, nor do I think anyone can do anything about it?
   (Correct
 me
 if I'm wrong)

 Wouldn't it work better directly mailed to Valve?

 On Thu, Aug 20, 2009 at 7:37 PM, Saul Rennison 
   saul.renni...@gmail.com
 wrote:

  Luigi has found yet another exploit in Valve's up-to-date,
  unexploitable engine :D
 
 
 
  Thanks,
  - Saul.
 
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Re: [hlcoders] Barnacle weapon

2009-08-18 Thread Matt Hoffman
Someone with more experience is gonna have to take a look at making a SP
variation. Since SP doesn't have the weapon_hl2mpbasehlmpcombatweapon.h,
switching it to the basehlcombatweapon just starts a string of errors.


On Mon, Aug 17, 2009 at 7:56 PM, Ryan Sheffer darksk...@gmail.com wrote:

 It needs to be included in the client and server code, no weapon stub is
 needed.

 Here is the weapon script.
 // Grapple Hook

 WeaponData
 {
// Weapon data is loaded by both the Game and Client DLLs.
printnameGRAPPLE HOOK
viewmodelmodels/weapons/v_crossbow.mdl
playermodelmodels/weapons/w_crossbow.mdl
anim_prefixbow
bucket5
bucket_position2


 //clip_size1
 //default_clip5
 //primary_ammoXBowBolt
 //secondary_ammoNone

clip_size-1
clip2_size-1
primary_ammoNone
secondary_ammoNone
default_clip-1
default_clip2-1

autoswitchto0
autoswitchfrom0
weight0
item_flags0


// Sounds for the weapon. There is a max of 16 sounds per category (i.e.
 max 16 single_shot sounds)
SoundData
{
single_shotWeapon_Crossbow.Single
reloadWeapon_Crossbow.Reload
special1Weapon_Crossbow.BoltElectrify
special2Weapon_Crossbow.BoltFly
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
weapon
{
fontWeaponIcons
characterg
}
weapon_s
{
fontWeaponIconsSelected
characterg
}
ammo
{
fontWeaponIcons
characterw
}
crosshair
{
fontCrosshairs
characterQ
}
autoaim
{
filesprites/crosshairs
x0
y96
width24
height24
}
zoom
{
fontCrosshairs
characterQ
}
zoom_autoaim
{
filesprites/crosshairs
x24
y112
width104
height16
}
}
 }

 On Mon, Aug 17, 2009 at 3:54 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  Doesn't appear to work for OB SP. Compiles fine, added it to the
  c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
  C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted
 a
  weapon_crossbow weapon script and renamed to weapon_grapple to no dice.
 
  Just get:
  ] give weapon_grapple
  Attempted to create unknown entity type weapon_grapple!
  NULL Ent in GiveNamedItem!
 
 
  On Mon, Aug 17, 2009 at 2:58 PM, Gabriel ga29sm...@yahoo.com wrote:
 
   Thank you so much! I will take a look at it!
  
   Gabriel Smith
  
   On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote:
  
   I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
   wiki
   for all to view.
  
   http://developer.valvesoftware.com/wiki/Grapple_Hook
  
   I am sure it would come in handy, all you would need to do is get a
   barnacle
   weapon view model and world model going, and perhaps change the color
 of
   the
   rope used, and the hook model.
  
   Cheers,
  
   On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com
  wrote:
  
   ob
  
   Gabriel Smith
  
  
  
  
   
   From: Adam amckern McKern amck...@yahoo.com
   To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  
   Sent: Sunday, August 9, 2009 5:45:01 PM
   Subject: Re: [hlcoders] Barnacle weapon
  
   It uses a sprite attachment - are you doing this in goldsrc or ob?
  
   
   Owner Nigredo Studios http://www.nigredostudios.com
  
   --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com
  wrote:
  
   From: Harry Jeffery harry101jeff...@googlemail.com
   Subject: Re: [hlcoders] Barnacle weapon
   To: Discussion of Half-Life Programming 
  hlcoders@list.valvesoftware.com
  
   Received: Monday, 10 August, 2009, 7:41 AM
  
   I think it used a rope for the visuals but for moving the player I have
  no
   idea.
  
   2009/8/9 Gabriel ga29sm...@yahoo.com:
   I am trying to implement a barnacle like weapon like the weapon in
   Hl:OP in my mod. Does any one know the extendable tougue was made,
   since I am sure it was not just a long cillinder modeled in.
  
   Gabriel Smith
  
  
  
  
  
  
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Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Ahaha I love you. Not that I needed it for barnacles, but I love grappling
hooks. Will defintly implement this into my mod, thanks!

On Mon, Aug 17, 2009 at 2:38 PM, Ryan Sheffer darksk...@gmail.com wrote:

 I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
 wiki
 for all to view.

 http://developer.valvesoftware.com/wiki/Grapple_Hook

 I am sure it would come in handy, all you would need to do is get a
 barnacle
 weapon view model and world model going, and perhaps change the color of
 the
 rope used, and the hook model.

 Cheers,

 On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote:

  ob
 
   Gabriel Smith
 
 
 
 
  
  From: Adam amckern McKern amck...@yahoo.com
  To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
  Sent: Sunday, August 9, 2009 5:45:01 PM
  Subject: Re: [hlcoders] Barnacle weapon
 
  It uses a sprite attachment - are you doing this in goldsrc or ob?
 
  
  Owner Nigredo Studios http://www.nigredostudios.com
 
  --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com
 wrote:
 
  From: Harry Jeffery harry101jeff...@googlemail.com
  Subject: Re: [hlcoders] Barnacle weapon
  To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
  
  Received: Monday, 10 August, 2009, 7:41 AM
 
  I think it used a rope for the visuals but for moving the player I have
 no
  idea.
 
  2009/8/9 Gabriel ga29sm...@yahoo.com:
   I am trying to implement a barnacle like weapon like the weapon in
   Hl:OP in my mod. Does any one know the extendable tougue was made,
   since I am sure it was not just a long cillinder modeled in.
  
   Gabriel Smith
  
  
  
  
  
  
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Re: [hlcoders] Barnacle weapon

2009-08-17 Thread Matt Hoffman
Doesn't appear to work for OB SP. Compiles fine, added it to the
c_weapon__stubs_hl2 (STUB_WEAPON_CLASS( weapon_grapple, WeaponGrapple,
C_BaseHLCombatWeapon ); ) but can't get it in game. Even copy-and pasted a
weapon_crossbow weapon script and renamed to weapon_grapple to no dice.

Just get:
] give weapon_grapple
Attempted to create unknown entity type weapon_grapple!
NULL Ent in GiveNamedItem!


On Mon, Aug 17, 2009 at 2:58 PM, Gabriel ga29sm...@yahoo.com wrote:

 Thank you so much! I will take a look at it!

 Gabriel Smith

 On Aug 17, 2009, at 5:38 PM, Ryan Sheffer darksk...@gmail.com wrote:

 I have posted the Obsidian Conflict Grapple Hook code on the Source SDK
 wiki
 for all to view.

 http://developer.valvesoftware.com/wiki/Grapple_Hook

 I am sure it would come in handy, all you would need to do is get a
 barnacle
 weapon view model and world model going, and perhaps change the color of
 the
 rope used, and the hook model.

 Cheers,

 On Sun, Aug 9, 2009 at 5:56 PM, Gabriel Smith ga29sm...@yahoo.com wrote:

 ob

 Gabriel Smith




 
 From: Adam amckern McKern amck...@yahoo.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Sunday, August 9, 2009 5:45:01 PM
 Subject: Re: [hlcoders] Barnacle weapon

 It uses a sprite attachment - are you doing this in goldsrc or ob?

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

 --- On Mon, 10/8/09, Harry Jeffery harry101jeff...@googlemail.com wrote:

 From: Harry Jeffery harry101jeff...@googlemail.com
 Subject: Re: [hlcoders] Barnacle weapon
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Received: Monday, 10 August, 2009, 7:41 AM

 I think it used a rope for the visuals but for moving the player I have no
 idea.

 2009/8/9 Gabriel ga29sm...@yahoo.com:
 I am trying to implement a barnacle like weapon like the weapon in
 Hl:OP in my mod. Does any one know the extendable tougue was made,
 since I am sure it was not just a long cillinder modeled in.

 Gabriel Smith






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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
It appears only the position and size of the entire model browser window is
stored there, and not the actual layout.



On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 It's all stored in the registry at HKEY_CURRENT_USER\Software\Valve\Hammer.

 Matt Hoffman wrote:
  First off is a personal issue: When I noticed that the Model viewer
 inside
  of hammer had a Screen Cap button or  something, I was fooling with the
  window size trying to make it bigger and make the font readable. In the
  process I dragged the bar down and now it looks like this:
 
  http://img34.imageshack.us/img34/2569/ss20090805202523.png
 
  While I like seeing my model nice and big, I like being able to search
 too.
  I can't seem to find where the file that controls this is kept. I've
 tried
  restarting hammer, the SDK, my computer, resetting game configurations,
  refreshing SDK content, etc.
 
 
  All to no avail. I'm stuck like this. D:
 
 
  Now, what's broken about model viewer(Before I broke it): I'm having
 trouble
  rotating models recently. I can tilt them but not rotate around them.
  Sometimes fooling with the lock camera button fixes it, other times no.
 
  Also, sometimes when the model browser is launched it locks up and
 refuses
  to let you click anything or type anything. Sometimes closing it and
  re-opening it fixes it, but often not. Usually the only fix is to restart
  hammer.
 
 
  Thanks.
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Re: [hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-05 Thread Matt Hoffman
Thanks Tom!

On Wed, Aug 5, 2009 at 10:15 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 There's also hammer.vdf, in the same folder as the executable. In fact
 it looks like the sole purpose of that file is to store the information
 you want to delete. :-P

 Matt Hoffman wrote:
  It appears only the position and size of the entire model browser window
 is
  stored there, and not the actual layout.
 
 
 
  On Wed, Aug 5, 2009 at 4:12 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:
 
 
  It's all stored in the registry at
 HKEY_CURRENT_USER\Software\Valve\Hammer.
 
  Matt Hoffman wrote:
 
  First off is a personal issue: When I noticed that the Model viewer
 
  inside
 
  of hammer had a Screen Cap button or  something, I was fooling with
 the
  window size trying to make it bigger and make the font readable. In the
  process I dragged the bar down and now it looks like this:
 
  http://img34.imageshack.us/img34/2569/ss20090805202523.png
 
  While I like seeing my model nice and big, I like being able to search
 
  too.
 
  I can't seem to find where the file that controls this is kept. I've
 
  tried
 
  restarting hammer, the SDK, my computer, resetting game configurations,
  refreshing SDK content, etc.
 
 
  All to no avail. I'm stuck like this. D:
 
 
  Now, what's broken about model viewer(Before I broke it): I'm having
 
  trouble
 
  rotating models recently. I can tilt them but not rotate around them.
  Sometimes fooling with the lock camera button fixes it, other times no.
 
  Also, sometimes when the model browser is launched it locks up and
 
  refuses
 
  to let you click anything or type anything. Sometimes closing it and
  re-opening it fixes it, but often not. Usually the only fix is to
 restart
  hammer.
 
 
  Thanks.
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  please visit:
 
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[hlcoders] Unable to reset Hammer's Model Viewers Layout (And it's somewhat broken)

2009-08-04 Thread Matt Hoffman
First off is a personal issue: When I noticed that the Model viewer inside
of hammer had a Screen Cap button or  something, I was fooling with the
window size trying to make it bigger and make the font readable. In the
process I dragged the bar down and now it looks like this:

http://img34.imageshack.us/img34/2569/ss20090805202523.png

While I like seeing my model nice and big, I like being able to search too.
I can't seem to find where the file that controls this is kept. I've tried
restarting hammer, the SDK, my computer, resetting game configurations,
refreshing SDK content, etc.


All to no avail. I'm stuck like this. D:


Now, what's broken about model viewer(Before I broke it): I'm having trouble
rotating models recently. I can tilt them but not rotate around them.
Sometimes fooling with the lock camera button fixes it, other times no.

Also, sometimes when the model browser is launched it locks up and refuses
to let you click anything or type anything. Sometimes closing it and
re-opening it fixes it, but often not. Usually the only fix is to restart
hammer.


Thanks.
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Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
The whole upside-down-reflection isn't helping the screen imo. Maybe it
looks better in motion but right now it looks disorienting.

Anyways: Have you tried assigning a 256^2 to the specific faces of that
glass panel, one for each panel?

On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net wrote:

 http://www3.telus.net/public/a6a91102/1.jpg

 I think I'm gonna try splitting the glass up and using more cubemaps...

 Matt Hoffman wrote:
  Interesting idea but it sounds like you could better accomplish this with
  multiple cubemaps on smaller surfaces than single cubemaps on large
  glass
  surfaces.
 
  There's also the concern of large BSP's from these. Each cubemap taking a
  1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add quite
 a
  bit of filesize if your map has anywhere near the proper amount of
 cubemaps.
  Not saying that every cubemap is going to be big however...
 
  Could you possibly show us an example of what your trying to cubemap?
 Only
  thing I can think of is large glass buildings like in mirrors edge. (In
  which case, I'm interested!)
 
 http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg
 
  I haven't looked, but I imagine it's buried deep in engine code we don't
  have.
 
 
  On Fri, Jul 31, 2009 at 11:24 PM, Minh minh...@telus.net wrote:
 
 
  Has anyone tried to increase the max cubemap resolution of 256x256?
  We're running into some ugly ass large glass windows that look terrible
  because of the low cubemap resolution.
 
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Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Matt Hoffman
Couldn't you take a 1024^2 map, and then in the glass's vmt set $envmapto
that texture? I've never tried making a glass with a reflective texture like
that but it seems like it would work. You could probably get away with one
texture for all the panels in the area.

On Sat, Aug 1, 2009 at 4:11 AM, Adam amckern McKern amck...@yahoo.comwrote:

 Why not use a decal projector?

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

 --- On Sat, 1/8/09, Minh minh...@telus.net wrote:

 From: Minh minh...@telus.net
 Subject: Re: [hlcoders] Increasing cubemap max size
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Saturday, 1 August, 2009, 5:28 PM

 right now, im only using 1 cubemap for the entire curved glass (which
 consists of 5 seperate glass panels).
 Using 1 cubemap for each panel, I'd really run up my cubemap budget as I
 have about 20 of these curved glass pieces..
 20 x 5 = 100 cubemap entities, each using 256x256.
 That's a lot of memory :(

 Matt Hoffman wrote:
  The whole upside-down-reflection isn't helping the screen imo. Maybe it
  looks better in motion but right now it looks disorienting.
 
  Anyways: Have you tried assigning a 256^2 to the specific faces of that
  glass panel, one for each panel?
 
  On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net wrote:
 
 
  http://www3.telus.net/public/a6a91102/1.jpg
 
  I think I'm gonna try splitting the glass up and using more cubemaps...
 
  Matt Hoffman wrote:
 
  Interesting idea but it sounds like you could better accomplish this
 with
  multiple cubemaps on smaller surfaces than single cubemaps on large
 
   glass
 
  surfaces.
 
  There's also the concern of large BSP's from these. Each cubemap taking
 a
  1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add
 quite
 
  a
 
  bit of filesize if your map has anywhere near the proper amount of
 
  cubemaps.
 
  Not saying that every cubemap is going to be big however...
 
  Could you possibly show us an example of what your trying to cubemap?
 
  Only
 
  thing I can think of is large glass buildings like in mirrors edge. (In
  which case, I'm interested!)
 
 
 
 http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg
 
  I haven't looked, but I imagine it's buried deep in engine code we
 don't
  have.
 
 
  On Fri, Jul 31, 2009 at 11:24 PM, Minh minh...@telus.net wrote:
 
 
 
  Has anyone tried to increase the max cubemap resolution of 256x256?
  We're running into some ugly ass large glass windows that look
 terrible
  because of the low cubemap resolution.
 
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Re: [hlcoders] Disable Warning

2009-08-01 Thread Matt Hoffman
I don't see why people mix that up. 95% of the time I see trigger_push
mentioned, they type func_push. :s

On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.comwrote:

 BTW, it's trigger_push not func_push.

 Harry Jeffery wrote:
  Is it possible to disable this warning from within the SDK or would I
  need engine access? My mod will involve players travelling at somewhat
  high speeds and being pushed around by func_push brush entities. I
  cannot find func_push in the SDK either so I cant edit that. It'd be
  really nice if my console wasn't spammed like this as I use the
  console a lot.
 
  If this warning is in the engine could it be possible in future for
  specific warnings to be disabled, like in visual studio?
 
  The out of range value varies depending on the velocity with which the
  func_push, pushes the player.
  DataTable warning: (class player): Out-of-range value (-2000.00)
  in SendPropFloat 'm_vecBaseVelocity', clamping.
 
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Re: [hlcoders] Skeleton gamerules giving client errors

2009-08-01 Thread Matt Hoffman
You wanna post how you fixed it, as it seems to affect the base template
too?

On Sat, Aug 1, 2009 at 1:33 PM, Tom Edwards t_edwa...@btinternet.comwrote:

 Fixed: it was somehow related to the base viewport not being created
 properly! :-S

 Tom Edwards wrote:
  I'm trying to make a skeleton game that provides a featureless
  framework for new mods. Everything compiles at this point, but when I
  run the game it quits soon after the map starts loading with the classic
  OnGameRulesCreationStringChanged: missing gamerules class on the
  client error.
 
  My code is at http://pastebin.com/m7d40cf7f. Uncommenting the
  networking section has no effect.
 
 
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Re: [hlcoders] whats happening with this engine

2009-07-26 Thread Matt Hoffman
I for one would also like a fix for the ATI Hammer text... jaggies.

Or should I make a separate hlcoders email about that instead of including
all my hard-earned research in this one?


On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
char...@resrchnet.comwrote:

 My only wish for updates to the tools is to update Faceposer to work fully
 with Vista. Currently it is not possible to do auto-generation of the
 lip-synch data in Vista, and furthermore another dev and I both had trouble
 on his XP machine locating a working link to the Speech SDK that Faceposer
 requires, all the MS links were 404, etc.

 I will just say that doing the lip synch data yourself is extremely lemons,
 not to mention that I am a coder not an artiste :D

 Chris

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry
 Pidcock
 Sent: Saturday, July 25, 2009 9:32 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] whats happening with this engine

 Whitespace should be easy to embed in the engine if you create a wrapper
 that works with the feature I presented before. Whitespace is a very visual
 language that is great for particle effects and shaders(it is then
 translated into complex hlsl).

 --
 From: Harry Jeffery harry101jeff...@googlemail.com
 Sent: Sunday, July 26, 2009 4:40 AM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Subject: Re: [hlcoders] whats happening with this engine

  I thought it looked so clean and easy, then I selected the whitespace. =[
 
  2009/7/25 Spencer 'voogru' MacDonald voo...@voogru.com:
  I like this one better.
 
  http://compsoc.dur.ac.uk/whitespace/
 
 
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
  Sent: Saturday, July 25, 2009 10:54 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] whats happening with this engine
 
  Its a good job you used tinyurl, otherwise it wouldn't have fit on my
  screen!...
 
  2009/7/25 Harry Pidcock haz...@tpg.com.au
 
  Valve contacted me yesterday to tell me they have successfully
  implemented
  a
  new feature.
 
  http://tinyurl.com/4f6mt
 
  I hope to see more of these innovations in the future.
 
  --
  From: Andrew Ritchie gotta...@gmail.com
  Sent: Saturday, July 25, 2009 10:21 AM
  To: Discussion of Half-Life Programming
  hlcoders@list.valvesoftware.com
  
  Subject: Re: [hlcoders] whats happening with this engine
 
   Surely this topic could be split into several different points.
  Personally
   I
   see 4 different ones here.
  
   1) Engine features
   2) Tools Capabilities
   3) Tools Availability
   4) Tools Presentation
  
   The first is ignorable, Valve is clearly only going to add new
   features
  or
   change things, like BSP and displacement maps, when they think it's
   important.  It's their engine and it needs to do what their games
 need
   doing.  If you choose to use Source then you have to accept you are
   modding
   their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a
  lot
   of
   money and brought huge success but they were also developed around
 the
   constraints of the engine rather than the engine being built FOR
 these
   mods
   to be made.  If a technical limitation is big enough to warrent an
  engine
   change then do so rather than hanging about wanting Valve to add the
   feature, as big as the previous mentioned mods are you'd need to
   really
   prove you're up to their popularity before Valve would make a drastic
   change
   for you.  So either accept the engine's features before you get
   underway
   or
   be prepared to encounter the fact you can't do certain things without
   a
   lot
   of work, if not at all.
  
   The Tools Capabilities I think is what Jed was really getting at, I
  don't
   mean like adding features to hammer and stuff but specifically
   allowing
   the
   chance for modders to by pass say model exporting to smd and just use
   a
   common format.  The tool would need to have the importer and
 converter
   written but I personally think that approaching Valve with a specific
  and
   industry accepted intermediate format might be a good cause.
   Especially
  if
   it makes life easier for getting the raw assets into a format that
 the
   tool
   can then use.
  
   With the availability of tools, I mean those asking that they be open
   source.  Specifically referring to a comment about hammer, look at
   Worldcraft and BSP ( Yahn's editor iirc ) they were originally
   personal
   projects.  So you could take a leaf and have a bash at your own
 editor
  and
   open source it, you never know might turn out to be a better designed
   tool.
   However just having the source code to hammer, I doubt would be of
 any
   

[hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
I'm sure at one time or another, we've all seen the thread HALP HAMMAR TEXT
IS BROKED. This is usually in response to the 2d view's text jaggies caused
by Radeon 4xxx series cards. (And more?)

This can be seen here:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png

While all hope seemed lost for a while, On 09-29-2008 Toni Sergi wrote:
Looks like we need to update the dxoverride.cfg in a Steampowered forum
post (
http://forums.steampowered.com/forums/showpost.php?p=8210699postcount=5).

He also said:
ati probably changed settings, which means dxoverride needs to be updated
for the new cards, so antialiasing etc shuts off, and other things.

Either Valve didn't update it, or their update didn't do anything. If you
look at the rest of the thread, Users tried to do it on their own, disabling
picmips, and antialiasing, etc.

dxsupport
{
0
{
ConVar.mat_picmip-2
ConVar.mat_antialias0
}
}

All to no dice. I haven't had time to look into it myself, but I doubt I'll
be able to do anything.

Then, a new hope arose. Using the ATI Tray Tools, you could Enable
Alternate-Pixel Centers, and suddenly, IT WAS FIXED! (So I don't think it's
a anti-aliasing thing, or such)

However, this breaks the text in Model Viewer and Games so it's kinda a
tossup... Have trouble mapping, or have trouble playing games and browsing
for models. :/

http://forums.steampowered.com/forums/showthread.php?p=10718929

More pictures available here:
http://forums.guru3d.com/showpost.php?p=3218866postcount=792

Is Valve aware of this problem? Or is this going to become another one of
those Oh we don't give support for our tools things?
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Re: [hlcoders] ATI Hammer 2d View Text Errors (Jaggies)

2009-07-26 Thread Matt Hoffman
Has anyone gotten Hammer to run outside of the SDK? If so, you can use a
Game Profile in the ATI Tray Tools, and launch hammer from that with the
specific thing fixed. Then only model browser is broken, and you don't
exactly need the text there.

However, I'm unable to test this. Hammer crashes if I have the ATI Tray
Tools open. (Yet enabling the setting and closing works)

On Sun, Jul 26, 2009 at 2:00 PM, Saul Rennison saul.renni...@gmail.comwrote:

 I have this issue too, ATI 4870X2, latest drivers.

 Thanks,
 - Saul.


 2009/7/26 Matt Hoffman lord.matt.hoff...@gmail.com

  I'm sure at one time or another, we've all seen the thread HALP HAMMAR
  TEXT
  IS BROKED. This is usually in response to the 2d view's text jaggies
  caused
  by Radeon 4xxx series cards. (And more?)
 
  This can be seen here:
  http://hailaeros.com/ZScreen_Uploads/SS-2009.07.27-10.41.03.png
 
  While all hope seemed lost for a while, On 09-29-2008 Toni Sergi wrote:
  Looks like we need to update the dxoverride.cfg in a Steampowered forum
  post (
  http://forums.steampowered.com/forums/showpost.php?p=8210699postcount=5
 ).
 
  He also said:
  ati probably changed settings, which means dxoverride needs to be
 updated
  for the new cards, so antialiasing etc shuts off, and other things.
 
  Either Valve didn't update it, or their update didn't do anything. If you
  look at the rest of the thread, Users tried to do it on their own,
  disabling
  picmips, and antialiasing, etc.
 
  dxsupport
  {
 0
 {
 ConVar.mat_picmip-2
 ConVar.mat_antialias0
 }
  }
 
  All to no dice. I haven't had time to look into it myself, but I doubt
 I'll
  be able to do anything.
 
  Then, a new hope arose. Using the ATI Tray Tools, you could Enable
  Alternate-Pixel Centers, and suddenly, IT WAS FIXED! (So I don't think
  it's
  a anti-aliasing thing, or such)
 
  However, this breaks the text in Model Viewer and Games so it's kinda a
  tossup... Have trouble mapping, or have trouble playing games and
 browsing
  for models. :/
 
  http://forums.steampowered.com/forums/showthread.php?p=10718929
 
  More pictures available here:
  http://forums.guru3d.com/showpost.php?p=3218866postcount=792
 
  Is Valve aware of this problem? Or is this going to become another one of
  those Oh we don't give support for our tools things?
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Re: [hlcoders] Advanced Video Options for Mod Multi-core combo is empty.

2009-07-26 Thread Matt Hoffman
Ep2 is like this too. (Actually EP2)
I think Valve added it to the default res for all OB? I dunno.

On Sun, Jul 26, 2009 at 3:55 PM, Christopher Harris
char...@resrchnet.comwrote:

 Does anyone know if there is some file needing to be extracted to get this
 combo to have choices in it. Would be excellent to have the rendering done
 multi-core for those machines that can support it.



 Chris

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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
 If I can write a bloody GUI to StudioMDL, why can't Valve?

Because you already wrote it. Why would they need to duplicate your work?
Why pay paid developers to do something the modding community does for free?
;)

I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
written in Lua or C++ or such), so that even if Valve didn't take the time
to make their tools more user-friendly, the users could.

What Source lacks in high-end graphics, and ultra precise physics and so on,
I do think that they make up for it in Gameplay. You still see huge gaming
communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
old, yet people still play them daily.

And yeah, content creation is way too much of a fight. Un-descriptive
errors, illogical errors, etc. While the CLI doesn't bother me, having
learned to use it, I could see how it could be an issue for a new user.
(Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
me. Also not having the model sources for more complex things really annoys
me, because it's left the modders to try and figure it out on their own.
Things like MDLDecompiler aren't a terrible help with the new stuff because
it isn't even put into the qcs or models, so we have NO clue if some of the
commands even exist.

On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan adamjjdono...@gmail.comwrote:

 I agree that gameplay options are great in hammer..its more some of the
 oldschool stuff in hammer that could use an update..as for the spelling
 comments I dont care Im employed as an artist not a public relations
 officer
 ot spelling bee judge.
 nava
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Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Matt Hoffman
They seem to break stuff fixing other things.

On Thu, Jul 23, 2009 at 10:11 PM, Jonathan Murphy
nuclearfri...@gmail.comwrote:

 I certainly couldn't complain, where I work we make our level environments
 entirely in 3DSMAX... :(

 I imagine that if Valve is like most developers then they are quite adept
 enough at using their own tools that they don't see a huge need to revamp
 things into the more agile form that today's engines tool chains are moving
 towards. Sure there might be some benefit there but they seem to quite
 suffice as the quality of Valves games attest to. If it ain't broke, why
 fix
 it?


 On Fri, Jul 24, 2009 at 1:10 PM, Ryan Sheffer darksk...@gmail.com wrote:

  I remember some guy was developing an alternative to Hammer. I don't know
  what happened with that but it looked promising.
 
  On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com
 wrote:
 
   G typos...
  
   send = sending
   without = within
  
   --Bob
  
  
  
   On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com
  wrote:
There's nothing wrong with improvement, offering suggestions, or send
your own improvements. Just be civil about it.
   
I just get really tired of one guy making a perfectly civil
suggestion, and then without hours my email box gets flooded with
people tossing in their 2 cents and bitching about things like
 here's
why the engine sucks or here's a laundry list of stuff they need to
fix.
   
Geez, if you hate it that much go mod on a different platform. Or at
least keep your bitching off the list. This is a QA mailing list,
 not
a feel-good Modders Anonymous support group.
   
*steps off soap box*
   
--Bob
   
   
   
On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivas
 giaym.m...@gmail.com
   wrote:
The solution is that valve hires Jed as Tools programmer.
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[hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I'm trying to resurrect the Jetski from the HL2 Beta. I found the serverside
file still shipping with Ep2's Mod code so I figured I'd give it a shot. I
got the code to compile, but now it crashes the map if I start with a
prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses
the Airboat's model). So now my question is, how do I debug this crash
(Memory could not be read) when it happens on load time? Or should I go
about spawning the entity a different way that might be more prone to
letting me debug?

Also I assume not having a client-side file is going to be bad? (And may be
the source of my crashes even?)
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I guess maybe the question was of how to debug it. Build it in Debug Config,
and then put a breakpoint...where? Or just wait until it crashes and then
step through?

/me is new to debugging something this big.

On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 1ze...@googlemail.comwrote:

 Not having it client-side produces an error, not a crash though.What's
 wrong
 with crashing while it loads? Debugging should work regardless of the
 game-state :S

 On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  I'm trying to resurrect the Jetski from the HL2 Beta. I found the
  serverside
  file still shipping with Ep2's Mod code so I figured I'd give it a shot.
 I
  got the code to compile, but now it crashes the map if I start with a
  prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat, uses
  the Airboat's model). So now my question is, how do I debug this crash
  (Memory could not be read) when it happens on load time? Or should I go
  about spawning the entity a different way that might be more prone to
  letting me debug?
 
  Also I assume not having a client-side file is going to be bad? (And may
 be
  the source of my crashes even?)
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
It crashes at

m_pVehicle-Update( gpGlobals-frametime, m_controls);

in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at
0x0e60f730 in hl2.exe: 0xC005: Access violation reading location
0x.

However, I'm not sure/can't find what is actually crashing. If I look under
gpGlobalsCGlobalVarBasepSaveData, I find several red X's  saying CXX0030:
Error: expression cannot be evaluated. I'd say this would be my problem,
but I haven't touched anything to do with save data and normal maps don't
crash, just ones with my Jetski in them... So now I'm throughly confused. :D

On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 1ze...@googlemail.comwrote:

 Yes, just wait for the crash and analyze it in the debugger.

 On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  I guess maybe the question was of how to debug it. Build it in Debug
  Config,
  and then put a breakpoint...where? Or just wait until it crashes and then
  step through?
 
  /me is new to debugging something this big.
 
  On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 
 1ze...@googlemail.com
  wrote:
 
   Not having it client-side produces an error, not a crash though.What's
   wrong
   with crashing while it loads? Debugging should work regardless of the
   game-state :S
  
   On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
I'm trying to resurrect the Jetski from the HL2 Beta. I found the
serverside
file still shipping with Ep2's Mod code so I figured I'd give it a
  shot.
   I
got the code to compile, but now it crashes the map if I start with a
prop_vehicle_jetski in it. (Added a FGD entry based off the Airboat,
  uses
the Airboat's model). So now my question is, how do I debug this
 crash
(Memory could not be read) when it happens on load time? Or should I
 go
about spawning the entity a different way that might be more prone to
letting me debug?
   
Also I assume not having a client-side file is going to be bad? (And
  may
   be
the source of my crashes even?)
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
How do I find which part of that line points to a NULL-pointer?

On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 1ze...@googlemail.comwrote:

 Whatever line it is pointing at, that line contains an access to a
 NULL-pointer (Access violation reading location 0x).I have too
 little information to find out how to fix that.

 That CXX0030-error could just be because of insufficient debug-information
 and code-optimazations.

 On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  It crashes at
 
  m_pVehicle-Update( gpGlobals-frametime, m_controls);
 
  in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at
  0x0e60f730 in hl2.exe: 0xC005: Access violation reading location
  0x.
 
  However, I'm not sure/can't find what is actually crashing. If I look
 under
  gpGlobalsCGlobalVarBasepSaveData, I find several red X's  saying
  CXX0030:
  Error: expression cannot be evaluated. I'd say this would be my problem,
  but I haven't touched anything to do with save data and normal maps don't
  crash, just ones with my Jetski in them... So now I'm throughly confused.
  :D
 
  On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 
 1ze...@googlemail.com
  wrote:
 
   Yes, just wait for the crash and analyze it in the debugger.
  
   On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
I guess maybe the question was of how to debug it. Build it in Debug
Config,
and then put a breakpoint...where? Or just wait until it crashes and
  then
step through?
   
/me is new to debugging something this big.
   
On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 
   1ze...@googlemail.com
wrote:
   
 Not having it client-side produces an error, not a crash
  though.What's
 wrong
 with crashing while it loads? Debugging should work regardless of
 the
 game-state :S

 On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
 lord.matt.hoff...@gmail.comwrote:

  I'm trying to resurrect the Jetski from the HL2 Beta. I found the
  serverside
  file still shipping with Ep2's Mod code so I figured I'd give it
 a
shot.
 I
  got the code to compile, but now it crashes the map if I start
 with
  a
  prop_vehicle_jetski in it. (Added a FGD entry based off the
  Airboat,
uses
  the Airboat's model). So now my question is, how do I debug this
   crash
  (Memory could not be read) when it happens on load time? Or
 should
  I
   go
  about spawning the entity a different way that might be more
 prone
  to
  letting me debug?
 
  Also I assume not having a client-side file is going to be bad?
  (And
may
 be
  the source of my crashes even?)
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
I mean, I know which line the code is breaking on. How do I find out which
part of the line (m_pVehicles, or the Update, or gpGlobals, or Frametime or
m_Controls, etc) is causing the problem? Or is it caused by the entire line?
Or is there not enough information provided by the engine/crash to help me
here?



On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijs yorg.ku...@home.nl wrote:

 Ehm the pointer itself would be the null pointer?
 So m_pVehicle is a NULL pointer, not enough to know when or how the
 pointer should get something to point to though.

 Matt Hoffman wrote:
  How do I find which part of that line points to a NULL-pointer?
 
  On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch 
 1ze...@googlemail.comwrote:
 
 
  Whatever line it is pointing at, that line contains an access to a
  NULL-pointer (Access violation reading location 0x).I have too
  little information to find out how to fix that.
 
  That CXX0030-error could just be because of insufficient
 debug-information
  and code-optimazations.
 
  On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
  It crashes at
 
  m_pVehicle-Update( gpGlobals-frametime, m_controls);
 
  in fourwheelvehiclephysics.cpp, with the error: Unhandled exception at
  0x0e60f730 in hl2.exe: 0xC005: Access violation reading location
  0x.
 
  However, I'm not sure/can't find what is actually crashing. If I look
 
  under
 
  gpGlobalsCGlobalVarBasepSaveData, I find several red X's  saying
  CXX0030:
  Error: expression cannot be evaluated. I'd say this would be my
 problem,
  but I haven't touched anything to do with save data and normal maps
 don't
  crash, just ones with my Jetski in them... So now I'm throughly
 confused.
  :D
 
  On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch 
 
  1ze...@googlemail.com
 
  wrote:
 
  Yes, just wait for the crash and analyze it in the debugger.
 
  On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
  I guess maybe the question was of how to debug it. Build it in Debug
  Config,
  and then put a breakpoint...where? Or just wait until it crashes and
 
  then
 
  step through?
 
  /me is new to debugging something this big.
 
  On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch 
 
  1ze...@googlemail.com
 
  wrote:
 
  Not having it client-side produces an error, not a crash
 
  though.What's
 
  wrong
  with crashing while it loads? Debugging should work regardless of
 
  the
 
  game-state :S
 
  On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
  lord.matt.hoff...@gmail.comwrote:
 
 
  I'm trying to resurrect the Jetski from the HL2 Beta. I found the
  serverside
  file still shipping with Ep2's Mod code so I figured I'd give it
 
  a
 
  shot.
 
  I
 
  got the code to compile, but now it crashes the map if I start
 
  with
 
  a
 
  prop_vehicle_jetski in it. (Added a FGD entry based off the
 
  Airboat,
 
  uses
 
  the Airboat's model). So now my question is, how do I debug this
 
  crash
 
  (Memory could not be read) when it happens on load time? Or
 
  should
 
  I
 
  go
 
  about spawning the entity a different way that might be more
 
  prone
 
  to
 
  letting me debug?
 
  Also I assume not having a client-side file is going to be bad?
 
  (And
 
  may
 
  be
 
  the source of my crashes even?)
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  archives,
 
  please visit:
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Re: [hlcoders] Mod crashes on loading map with custom entity inside, how to debug?

2009-07-19 Thread Matt Hoffman
You are correct on the C++ statement Bot. However, I'm not entirely new to
it, no.

Anyways, I set a breakpoint on my Jetski's  Think function. This gets called
when the level is loaded. I go into the BaseClass::Think() function, which
takes me into vehicle_base.cpp's Think. Then we go back to
fourwheelvehiclephysics.cpp's think function. Once I step over
m_pVehicle-Update, I error.

// Set save data.
float carSpeed = fabs( INS2MPH( carState.speed ) );
m_nLastSpeed = m_nSpeed;
m_nSpeed = ( int )carSpeed;
m_nRPM = ( int )carState.engineRPM;
m_nHasBoost = vehicleData.engine.boostDelay;// if we have any boost
delay, vehicle has boost ability

m_pVehicle-Update( gpGlobals-frametime, m_controls);


So now I know that there is a problem with it thinking... How do I track it
down from here?
Here's the Jetski's think function: http://pastebin.com/m3f9cfeec , but it
never executes anything past BaseClass::Think();. Where can I go from here
to try and determine what is wrong? It doesn't have any errors on the
::Precache() or  ::Spawn() functions.

Here's the entire cpp file. http://pastebin.com/m7da2b209


On Sun, Jul 19, 2009 at 1:16 PM, Joel R. joelru...@gmail.com wrote:

 You can see the values the variables are holding on that line.  Use that to
 figure out which is bonkers.

 On Sun, Jul 19, 2009 at 3:01 PM, botman botman.hlcod...@gmail.com wrote:

  Maybe this will help...
 
  http://msdn.microsoft.com/en-us/library/k0k771bt%28VS.71%29.aspx
 
   From your questions, it sounds like you really don't know C++.  Is that
  the case?
 
  On 7/19/2009 1:50 PM, Matt Hoffman wrote:
   I mean, I know which line the code is breaking on. How do I find out
  which
   part of the line (m_pVehicles, or the Update, or gpGlobals, or
 Frametime
  or
   m_Controls, etc) is causing the problem? Or is it caused by the entire
  line?
   Or is there not enough information provided by the engine/crash to help
  me
   here?
  
  
  
   On Sun, Jul 19, 2009 at 11:44 AM, Yorg Kuijsyorg.ku...@home.nl
  wrote:
  
   Ehm the pointer itself would be the null pointer?
   So m_pVehicle is a NULL pointer, not enough to know when or how the
   pointer should get something to point to though.
  
   Matt Hoffman wrote:
   How do I find which part of that line points to a NULL-pointer?
  
   On Sun, Jul 19, 2009 at 11:23 AM, Alexander Hirsch
   1ze...@googlemail.comwrote:
  
   Whatever line it is pointing at, that line contains an access to a
   NULL-pointer (Access violation reading location 0x).I have
  too
   little information to find out how to fix that.
  
   That CXX0030-error could just be because of insufficient
   debug-information
   and code-optimazations.
  
   On Sun, Jul 19, 2009 at 8:08 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
   It crashes at
  
   m_pVehicle-Update( gpGlobals-frametime, m_controls);
  
   in fourwheelvehiclephysics.cpp, with the error: Unhandled
 exception
  at
   0x0e60f730 in hl2.exe: 0xC005: Access violation reading
 location
   0x.
  
   However, I'm not sure/can't find what is actually crashing. If I
 look
  
   under
  
   gpGlobalsCGlobalVarBasepSaveData, I find several red X's  saying
   CXX0030:
   Error: expression cannot be evaluated. I'd say this would be my
   problem,
   but I haven't touched anything to do with save data and normal maps
   don't
   crash, just ones with my Jetski in them... So now I'm throughly
   confused.
   :D
  
   On Sun, Jul 19, 2009 at 10:54 AM, Alexander Hirsch
  
   1ze...@googlemail.com
  
   wrote:
  
   Yes, just wait for the crash and analyze it in the debugger.
  
   On Sun, Jul 19, 2009 at 7:46 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
   I guess maybe the question was of how to debug it. Build it in
  Debug
   Config,
   and then put a breakpoint...where? Or just wait until it crashes
  and
  
   then
  
   step through?
  
   /me is new to debugging something this big.
  
   On Sun, Jul 19, 2009 at 10:04 AM, Alexander Hirsch
  
   1ze...@googlemail.com
  
   wrote:
  
   Not having it client-side produces an error, not a crash
  
   though.What's
  
   wrong
   with crashing while it loads? Debugging should work regardless
 of
  
   the
  
   game-state :S
  
   On Sun, Jul 19, 2009 at 6:59 PM, Matt Hoffman
   lord.matt.hoff...@gmail.comwrote:
  
  
   I'm trying to resurrect the Jetski from the HL2 Beta. I found
 the
   serverside
   file still shipping with Ep2's Mod code so I figured I'd give
 it
  
   a
  
   shot.
  
   I
  
   got the code to compile, but now it crashes the map if I start
  
   with
  
   a
  
   prop_vehicle_jetski in it. (Added a FGD entry based off the
  
   Airboat,
  
   uses
  
   the Airboat's model). So now my question is, how do I debug
 this
  
   crash
  
   (Memory could not be read) when it happens on load time? Or
  
   should
  
   I
  
   go
  
   about spawning the entity a different way that might be more
  
   prone
  
   to
  
   letting

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Matt Hoffman
I was going to say that until I remembered It's 1/4th Life.  I don't think
he's ever released anything, just does all these cool looking things
everyone wants.

On Sun, Jul 19, 2009 at 5:47 PM, Jorge Rodriguez bs.v...@gmail.com wrote:

 If you have a quad core and you're having problems with the particle
 effects
 being too expensive, probably you need to lighten up on those particle
 effects. Not everybody has a quad core. Open up the showbudget panel to see
 how long your particles are taking to render.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Matt Hoffman
Search it up on youtube. There's still a res file called BoxRocket which
was Valve's internal name for it in L4D. (\Resource)

I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.

However, using dynamic_light, I can get this:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png

Which looks pretty good. However if you get too close to the light source
you see it lighting per-vertex (Triangle face?) and becomes really jagged.
Probably a setting.

Also anyone know what mat_softwarelighting 1 does? It makes the model not be
lit by my dynamic light, and makes other lights only effect it to some
extent.

On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets idr...@hotmail.com wrote:


 How exciting!  I would love to tinker with those tools.  Thanks for that
 image, I had no idea there was any public info on it.

 -Kohan



  From: lord.matt.hoff...@gmail.com
  Date: Sun, 12 Jul 2009 22:09:14 -0700
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Getting self-shadowing models in OB?
 
  Well I wager they need to release it. I know it exists:
  http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
 
  It was in the TF2 beta I think, there's youtube videos of people claiming
 to
  use it.
 
  A steampost by Eram (Steam forums Moderator) claims that ...The tools
 will
  be released after the final meet the team video.
 
  However, this doesn't take Valve time into it's account... And I like my
 own
  ways.
 
  I'm looking into both the light_dynamic entity (Looks pretty broken) and
 the
  EP2 scene.
 
  On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets idr...@hotmail.com
 wrote:
 
  
   Episode 2 does have self-shadowing, so it's definitely possible.
Nevertheless, I'm just about positive that none of the Meet the Team
 videos
   were done using the conventional Source engine.  I wager that they have
   their own special utility for making such high-quality videos.
  
   -Kohan
  
  
  
From: lord.matt.hoff...@gmail.com
Date: Sun, 12 Jul 2009 21:40:05 -0700
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting self-shadowing models in OB?
   
I've noticed that none of the models in the Source engine self
 shadow.
   (As
in cast a shadow on themselves,  caused by themselves)
   
A good example of this would be from Meet the Spy:
   
  
 https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
   
As you can see the soldiers arms are shadowing on him, so is his
 shotgun.
Even his collar casts a shadow (And it doesn't suck).
   
Is there anyway we can do something like this? Preferably without any
 new
code or shaders (Eg. So it will work in TF2)
   
I don't want them for anything realtime or player models running
 around,
   so
preformance isn't an issue.
   
Thanks!
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[hlcoders] Getting self-shadowing models in OB?

2009-07-12 Thread Matt Hoffman
I've noticed that none of the models in the Source engine self shadow. (As
in cast a shadow on themselves,  caused by themselves)

A good example of this would be from Meet the Spy:
https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png

As you can see the soldiers arms are shadowing on him, so is his shotgun.
Even his collar casts a shadow (And it doesn't suck).

Is there anyway we can do something like this? Preferably without any new
code or shaders (Eg. So it will work in TF2)

I don't want them for anything realtime or player models running around, so
preformance isn't an issue.

Thanks!
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-12 Thread Matt Hoffman
Well I wager they need to release it. I know it exists:
http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg

It was in the TF2 beta I think, there's youtube videos of people claiming to
use it.

A steampost by Eram (Steam forums Moderator) claims that ...The tools will
be released after the final meet the team video.

However, this doesn't take Valve time into it's account... And I like my own
ways.

I'm looking into both the light_dynamic entity (Looks pretty broken) and the
EP2 scene.

On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets idr...@hotmail.com wrote:


 Episode 2 does have self-shadowing, so it's definitely possible.
  Nevertheless, I'm just about positive that none of the Meet the Team videos
 were done using the conventional Source engine.  I wager that they have
 their own special utility for making such high-quality videos.

 -Kohan



  From: lord.matt.hoff...@gmail.com
  Date: Sun, 12 Jul 2009 21:40:05 -0700
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Getting self-shadowing models in OB?
 
  I've noticed that none of the models in the Source engine self shadow.
 (As
  in cast a shadow on themselves,  caused by themselves)
 
  A good example of this would be from Meet the Spy:
 
 https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
 
  As you can see the soldiers arms are shadowing on him, so is his shotgun.
  Even his collar casts a shadow (And it doesn't suck).
 
  Is there anyway we can do something like this? Preferably without any new
  code or shaders (Eg. So it will work in TF2)
 
  I don't want them for anything realtime or player models running around,
 so
  preformance isn't an issue.
 
  Thanks!
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Re: [hlcoders] G-15 Support?

2009-07-11 Thread Matt Hoffman
Dunno if this helps you...

I've found from what I've read on other forums, the SDK (located C:\Program
Files\Logitech G15\SDK\LCDSDK_1.02.218.zip) My question is, how do I
install/run it? I checked the readme but it wasn't very specific. Or do I
have to have Visual C++ to be able to design app's for the G15?

You can also ask here. http://www.g15forums.com/

On Sat, Jul 11, 2009 at 3:04 PM, David Kraeutmann da...@davidkra.netwrote:

 There must be a G15 SDK somewhere. Get it.

 On 7/11/09, Christopher Harris char...@resrchnet.com wrote:
  No, because there is no g15.dll anywhere I can find which is what makes
 it
  bomb out when trying to init.
 
  It is looking for a bin/g15.dll
 
  Thanks
  Chris
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
  Sent: Saturday, July 11, 2009 6:09 AM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] G-15 Support?
 
  You just have to launch your mod with -g15 on the command line, and add
 the
  code to all of your hud elements (or any other place you want to print
 text
  to it, as by default it's only health and ammo) and it'll work.
 
 
 
  -Tony
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com
  [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David
  Kraeutmann
  Sent: July-11-09 3:10 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] G-15 Support?
 
  Well, if it doesn't work, do it yourself.
 
  On Sat, Jul 11, 2009 at 7:23 AM, Christopher
  Harrischar...@resrchnet.com wrote:
  Will we ever get the g15.dll to implement direct in-game lcd
  functionality,
  or should we just create our own dll from the sdk and use it in place of
  the
  one referenced in ig15.h?
 
 
 
  Thanks
 
  Chris
 
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Re: [hlcoders] Access reception to hlcoders forum

2009-07-06 Thread Matt Hoffman
Don't think they have a checksum?

On Sun, Jul 5, 2009 at 3:55 PM, Saul Rennison saul.renni...@gmail.comwrote:

 won't modifying DEM files raw screw up the checksum? :\

 Sent from my iPhone

 On 5 Jul 2009, at 23:41, Tom Leighton tomrleigh...@googlemail.com
 wrote:

  The STEAM id's are indeed in the demo files aswell, in plain text,
  which
  is why you should never rely on demos to be entirely secure on their
  own, and 100% proof someone's a hacker.
 
 
 
  Harry Jeffery wrote:
  Yeah - I thought that when I found out about how demos are stored.
  Very easy to incriminate an opposing team in CSS if you're desperate
  to win.
 
  2009/7/4 Matt Hoffman lord.matt.hoff...@gmail.com:
 
  Demo's look easy to fake. I was poking around in one the other day
  and found
  the server name/player names as strings.
 
  I was unable to test it, but I wonder if you can change the
  strings and save
  and have the differences in game... Make it easy to be an imposter
  and
  incriminate someone else. ;)
 
  On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery 
  harry101jeff...@googlemail.com wrote:
 
 
  IIRC .dem files are just logs of the packets received and sent.
 
  Thats why going to a tick in a CSS demo is a bit glitchy - it has
  to
  roll forwards to that tick so that everything is correct - it's
  mere
  updates not exactly where everything was each tick.
 
  2009/7/3 Joel R. joelru...@gmail.com:
 
  I think he is trying to learn how to remove speed hackers by using
 
  recorded
 
  demos.  In any case, he definately needs some work on that
  engrish.
 
 
  On Fri, Jul 3, 2009 at 7:38 AM, botman botman.hlcod...@gmail.com
 
  wrote:
 
  Jonas 'Sortie' Termansen wrote:
 
  Engrish anyone?
 
  Trinitron, I have no idea what you are talking about. This
  isn't a
 
  'forum',
 
  it's a mailing list. But if you want to see the previous
  mails, there
 
  should
 
  be some website where you can browse them.
 
  But what I understood was, you want the current .dem format?
 
 
 
  There is a searchable archive of the hlcoders email list here...
 
  http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/
 
  ...but the history doesn't go back as far as the archives here...
 
  http://list.valvesoftware.com/mailman/private/hlcoders/
 
  --
  Jeffrey botman Broome
 
 
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Re: [hlcoders] Access reception to hlcoders forum

2009-07-04 Thread Matt Hoffman
Demo's look easy to fake. I was poking around in one the other day and found
the server name/player names as strings.

I was unable to test it, but I wonder if you can change the strings and save
and have the differences in game... Make it easy to be an imposter and
incriminate someone else. ;)

On Fri, Jul 3, 2009 at 3:40 PM, Harry Jeffery 
harry101jeff...@googlemail.com wrote:

 IIRC .dem files are just logs of the packets received and sent.

 Thats why going to a tick in a CSS demo is a bit glitchy - it has to
 roll forwards to that tick so that everything is correct - it's mere
 updates not exactly where everything was each tick.

 2009/7/3 Joel R. joelru...@gmail.com:
  I think he is trying to learn how to remove speed hackers by using
 recorded
  demos.  In any case, he definately needs some work on that engrish.
 
 
  On Fri, Jul 3, 2009 at 7:38 AM, botman botman.hlcod...@gmail.com
 wrote:
 
  Jonas 'Sortie' Termansen wrote:
   Engrish anyone?
  
   Trinitron, I have no idea what you are talking about. This isn't a
  'forum',
   it's a mailing list. But if you want to see the previous mails, there
  should
   be some website where you can browse them.
  
   But what I understood was, you want the current .dem format?
  
  
  There is a searchable archive of the hlcoders email list here...
 
  http://www.mail-archive.com/hlcoders%40list.valvesoftware.com/
 
  ...but the history doesn't go back as far as the archives here...
 
  http://list.valvesoftware.com/mailman/private/hlcoders/
 
  --
  Jeffrey botman Broome
 
 
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