Re: [hlcoders] Paused state

2014-07-21 Thread Michael Kramer
I don't know if it would work...but maybe setting sv_timescale to 0, which
would effectively stop all gameplay but should allow for mouse and keyboard
input.


On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak 
wrote:

>  Hello,
>
> I’ve got a question regarding the paused state: is it possible to pause
> the game programmatically while still allowing kb/mouse input for a vgui
> element? What I’m trying to accomplish is a kind of menu, like e.g. the buy
> menu in CS, with the small difference that the game does not run, entities
> do not think, but are still drawn and the focus is on the UI as long as the
> player holds down a key.
> The best I could find in the source code was CBaseEntity’s MakeDormant
> method, although I’d have to alter it or write an own method that works
> similarly, because that one sets nodraw entity flags and does other
> undesirable things that I’d rather not have.
> Actually, what I want is not so different from the “normal” pause state
> when you press ESC, just that a custom panel should be rendered instead of
> the usual game menu. Does anybody know a good way to do this?
>
> Regards,
> Krzysztof Lesiak
>
>
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Re: [hlcoders] Abd'al'hazred

2013-09-26 Thread Michael Kramer
;>
>>
>> Von: hlcoders-boun...@list.valvesoftware.com
>> [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Tony
>> "omega"
>> Sergi
>> Gesendet: Donnerstag, 12. September 2013 21:26
>> An: Discussion of Half-Life Programming
>> Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
>> listenservers are not registered with the master servers
>>
>>
>>
>> Your firewall is open?
>>
>> Your router is forwarding the correct ports?
>>
>>
>>
>> On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung  wrote:
>>
>> sv_lan is set correctly and a heartbeat is sent as well, so that cannot
>> cause the issue.
>>
>>
>>
>>
>>
>>
>>
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Re: [hlcoders] i want join yr hl server

2013-05-16 Thread Michael Kramer
Server ID: 1


On Thu, May 16, 2013 at 2:14 AM, shansakthi  wrote:

>  Pls give half life server id…I want join with u…help me…I don’t know
> how  connect with u… how I will do this..pls tell me
>
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Re: [hlcoders] Player voice volume

2013-05-09 Thread Michael Kramer
 in the EP1 code base there was still code to handle the
>>>> original HL1 method of moving the player model mouths based on the
>>>> amplitude of the input audio. It basically moved a controller bone alone a
>>>> defined axis based on the volume making the jaw "flap". It's in the code
>>>> base for the HL1:Source port.
>>>>
>>>> I used it myself and got the mouths of HL2 player models to move based
>>>> on the in-game voice volume so the code is still "valid".
>>>>
>>>> I'd start looking there at the code that controls the jaw and look at
>>>> where to pull the amplitude out (a normalised value).
>>>>
>>>> // Jed
>>>>
>>>>
>>>> On 8 May 2013 10:40, Neico  wrote:
>>>>
>>>>>  You're only able to get which player is currently speaking by
>>>>> pPlayer->IsSpeaking() was the function I believe, for the waveforms, they
>>>>> are hidden behind an internal engine interface which you can't access 
>>>>> under
>>>>> normal ways (if one got trough that feel free to write it down here), but
>>>>> I've been mimicing it by using random (the following code is taken from
>>>>> Garry's Lua code for moving the player's mouth and turned into C++ Code
>>>>> with a working solution), also note that this is client side code (I use 
>>>>> it
>>>>> in CHL2MPPlayerAnimState::Update in case you want to know):
>>>>>
>>>>> if( m_fVoiceTimeout >= gpGlobals->curtime ) return;
>>>>> // If we had access to the volume or waveforms from the player one
>>>>> could replace the following line to use that instead of a Random Float, 
>>>>> but
>>>>> this is as close as it'll get
>>>>> if( GetClientVoiceMgr()->IsPlayerSpeaking(
>>>>> pHL2MPPlayer->entindex() ) || ( pHL2MPPlayer->IsLocalPlayer() &&
>>>>> GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) ) m_fVoice = (
>>>>> random->RandomFloat( 0.1f, 1.0f ) / m_fVoice );
>>>>>
>>>>> LocalFlexController_t iFlexNum =
>>>>> pHL2MPPlayer->GetNumFlexControllers();
>>>>> if( --iFlexNum <= 0 ) return;
>>>>>
>>>>> for( LocalFlexController_t i = LocalFlexController_t( 0 ); i <
>>>>> iFlexNum; i++ )
>>>>> {
>>>>> const char* szName = pHL2MPPlayer->GetFlexControllerName( i );
>>>>>
>>>>> if( !V_strcmp( szName, "jaw_drop" ) || !V_strcmp( szName,
>>>>> "right_part" ) || !V_strcmp( szName, "left_part" ) || !V_strcmp( szName,
>>>>> "right_mouth_drop" ) || !V_strcmp( szName, "left_mouth_drop" )  )
>>>>> {
>>>>> if( GetClientVoiceMgr()->IsPlayerSpeaking(
>>>>> pHL2MPPlayer->entindex() ) || ( pHL2MPPlayer->IsLocalPlayer() &&
>>>>> GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) )
>>>>> pHL2MPPlayer->SetFlexWeight( i, clamp( m_fVoice * 2, 0, 2 ) );
>>>>> else pHL2MPPlayer->SetFlexWeight( i, 0 );
>>>>> }
>>>>> }
>>>>>
>>>>> m_fVoiceTimeout = gpGlobals->curtime + 0.2f;
>>>>>
>>>>> I hope this helps you figure out how to do whatever you're trying to
>>>>> archive
>>>>>
>>>>> On 08.05.2013 10:23, Garry Newman wrote:
>>>>>
>>>>> I don't think it's exposed to modders. I had to add engine code to get
>>>>> it in G(arry's )Mod.
>>>>>
>>>>>
>>>>> On Wed, May 8, 2013 at 3:52 AM, Jesse F  wrote:
>>>>>
>>>>>> I was hoping someone might be able to help me out. I'd like access to
>>>>>> info about the waveforms sent by people using in game voice. I'd mainly
>>>>>> like to know how loud they are speaking (or some similar average value) 
>>>>>> and
>>>>>> I'd like to be able to keep a list updated with which players are 
>>>>>> speaking.
>>>>>> My initial search through the code for this functionality didn't turn up
>>>>>> much.
>>>>>>
>>>>>>  --
>&g

Re: [hlcoders] Player voice volume

2013-05-08 Thread Michael Kramer
Hmm...somebody got denied a job at Valve and is a little butt-hurt me
thinks


On Wed, May 8, 2013 at 4:57 PM, Viktor Anely wrote:

> Valve hasn't developed anything new since Mike Harrington left the
> company. Gabe can't stand the thought of working with people smarter than
> himself, thus, the current group of retards that work for valve. Simply
> opening the same old source code in the latest version of visual studio and
> recompiling isn't a new version,  it's the same old software. So basically
> they have been reselling the same version of the quake engine since 1996.
>
> Steam isn't going to cut it and valve will ultimately fail. Even razer is
> getting in on the gamer community action with their new razer comms
> software. I have to laugh at all the dumbasses that thought it was a great
> idea to let a private corporation keep all the installation files for
> software they purchased. Have fun on the day valve pulls the nic cables
> from the switches.
>
> The only security for mod/game developers is to code their own game
> engines and tools. But alas, all the kiddie-coders of this generation don't
> have a clue about actually doing that, so they will ultimately try to
> crowbar games out of 3rd party engines like cryo and unreal. And the gamer
> community will be stuck playing the same games with different flavors of
> graphics and such.
>
> It's a crying shame what valve has done. I wish good ol' Mike would just
> start a new game-ware company and put the final nails in the valves coffin.
>
> This message isn't to troll the group it's a wake up call to all the
> people that made the community great and the games better. Stop wasting
> your time trying to use this valve garbage and keep re-fixing all the stuff
> they break with every update. Start learning to code, and apply your know
> how to something you can actually control.
>
> that is all, have a nice day.
>
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Re: [hlcoders] Compiling in VS 2012

2012-11-27 Thread Michael Kramer
Thanks for the link, for the life of me I could not find the desktop
version, I could only find the Express edition to compile "Metro" apps,
which obviously wouldn't help me.

I'm glad to hear that someone has been able to compile it in 2012 (even
with switching the toolset), I just have the need for some of the features
of the Professional version for other projects, and don't feel like having
different IDEs.

Thanks,


On Tue, Nov 27, 2012 at 2:05 PM, Neico  wrote:

>  You can use it if you change the Toolset to the VS2010 one, then
> basically everything is the same as in VS2010...
> I must say that I didn't bother trying to get the 2012 Toolset to work as
> I've heard about many incompatibilities with Source.
>
> - Neico
>
> On 26.11.2012 19:14:09 GMT+0100, Michael Kramer 
> 
>  wrote:
>
> Has anyone been able to compile the SDK in Visual Studio 2012? I need to
> purchase Visual Studio Professional, and the newest (2012) is the cheapest
> at $500, but isn't worth it if I can't get the SDK to compile with it.
>
>  Thanks,
>
>
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[hlcoders] Compiling in VS 2012

2012-11-26 Thread Michael Kramer
Has anyone been able to compile the SDK in Visual Studio 2012? I need to
purchase Visual Studio Professional, and the newest (2012) is the cheapest
at $500, but isn't worth it if I can't get the SDK to compile with it.

Thanks,
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Re: [hlcoders] vsMaster.mll – Maya 2012 Fatal Error

2012-09-10 Thread Michael Kramer
Are you on 64bit Maya or 32bit?

I don't believe they are compatible with 64Bit, and I'm currently in the
process of developing an SMD exporter for it, but it would be a while
before I get it completed.


In the meantime, you can check this out:

http://www.northcapestudios.com/blog/?p=45


It uses a different exporter than the one shipped with the SDK, and it
should work with 64bit Maya, it is just a bit buggy. (Also works flawlessly
with 32bit)

On Mon, Sep 10, 2012 at 2:02 PM, Александр Мяоц  wrote:

> vsMaster.mll – Maya 2012 Fatal Error
> I have a problem installing Source SDK Maya plug-ins.I follow these
> https://developer.valvesoftware.com/wiki/Maya instructions, but on
> step 4, when trying to activate vsMaster plug-in, Maya crashes with
> fatal error. Other plug-ins (vstSmdIO.mll and vstUtils.mll) are loaded
> properly without any problems. I tried to re-install Maya and SDK, and
> did the same on another machine but all with the same results.
>
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Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
Modifying it in the animstate does properly do what I'm wanting, I just
didn't know if it was proper, it seems like modifying the roll values in
gamemovement would carry over, but no where in the animstate does it
overwrite the angles passed in by gamemovement, but doesn't seem to carry
over ROLL.

I think I'll just modify animstate to properly read the angles from
gamemovement.

Thanks everyone,

On Sun, Aug 19, 2012 at 10:29 AM, Garry Newman wrote:

> I might be missing something obvious, but can't you just override
>
> *Player::GetRenderAngles()
>
> or
>
> *PlayerAnimState::GetRenderAngles()
>
> or find out where it's fudging m_angRender in the playeranimstate
>
> // Rotate entire body into position
> m_angRender[YAW] = m_flCurrentFeetYaw;
>  m_angRender[PITCH] = m_angRender[ROLL] = 0;
>
> and make it do what you want there?
>
> garry
>
>
>
> On Sun, Aug 19, 2012 at 5:20 PM, Michael Kramer wrote:
>
>> If I attempt to modify the player angles in gamemovement, nothing
>> changes, even though it is the last step pretty much, it should be able to
>> overwrite everything else.
>>
>> Adjusting the angles in playermove, does work, even though it is called
>> way before gamemovement.
>>
>> I can adjust the viewangles (engine->SetViewAngles()) in gamemovement,
>> but can't adjust the player angles at all.
>>
>> Your hierarchy is very helpful though, so thank you for that, but it
>> seems like finishmove does not use the angles from gamemovement, the code
>> is in there (player->SetLocalAngles( move->m_vecAngles );) but no matter
>> what m_vecAngles is set at, nothing changes even the slightest.
>>
>> I was hoping that animstate would update relative to the model/entities
>> position, but it does seem like it is overwriting anything sent back from
>> gamemovement in regards to angles. If I adjust the angles in animstate it
>> properly updates.
>>
>> I can do this without updating angles at all, simply with a barrel roll
>> animation, but was hoping I could do it all code wise easily.
>>
>> On Sun, Aug 19, 2012 at 1:54 AM, Tony "omega" Sergi 
>> wrote:
>>
>>> It's not that it's "all over the place" but rather they are different
>>> components of the entire process.
>>> The majority of the actual movement is handled inside gamemovement.
>>> the in_* (CInput) handles the raw input itself for the local client (and
>>> by default the view angles as manipulated by the mouse) which puts it into
>>> CUserCmd. CUserCmd is then transmitted every frame down to the server which
>>> is used by playermove and finally into CGameMovement for the final step,
>>> and CPrediction also uses it to predict locally.
>>> Once all of that is done, animstate is called from postthink every frame
>>> to take the final result of everything and then decides what animations to
>>> play as well as the final rendering angles of the player.
>>>
>>> So to summarize the whole process (from memory here, I might be missing
>>> something):
>>>
>>> Input - Create CUserCmd
>>> CUserCmd is sent for each frame to the server, and processed locally
>>> with prediction
>>> CPlayerMove then does:
>>>   some prelimilary copy like eyeangles and buttons
>>>prethink (calls prethink on the player)
>>>think (calls think on the player if set)
>>>setupmove (copy usercmd -> CMoveData)
>>>  gamemovement
>>>finishmove (update the player origin, angles, etc from gamemovement
>>> (CMoveData)
>>>  postthink (run animstate)
>>>
>>> the client-side is slightly different for networked players, but the
>>> local player runs the same process (more or less, through CPrediction
>>> instead of PlayerRunCommand.
>>>
>>> and note, that it doesn't happen precisely in that order for every
>>> command, as the client will run and transmit input/CUserCmd as fast as it
>>> can.
>>>
>>> Gamemovement is where you should be handling your "barrel roll"; why
>>> that it's not working for you, I cannot say as I cannot see your
>>> implementation.
>>>
>>> -Tony
>>>
>>>
>>>
>>>
>>> On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer wrote:
>>>
>>>> Alright, I was able to modify the angles by adding some code into the
>>>> multiplayer animstate, but I have a question for you.
>>>>
>>>> It seems that gam

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Michael Kramer
If I attempt to modify the player angles in gamemovement, nothing changes,
even though it is the last step pretty much, it should be able to overwrite
everything else.

Adjusting the angles in playermove, does work, even though it is called way
before gamemovement.

I can adjust the viewangles (engine->SetViewAngles()) in gamemovement, but
can't adjust the player angles at all.

Your hierarchy is very helpful though, so thank you for that, but it seems
like finishmove does not use the angles from gamemovement, the code is in
there (player->SetLocalAngles( move->m_vecAngles );) but no matter what
m_vecAngles is set at, nothing changes even the slightest.

I was hoping that animstate would update relative to the model/entities
position, but it does seem like it is overwriting anything sent back from
gamemovement in regards to angles. If I adjust the angles in animstate it
properly updates.

I can do this without updating angles at all, simply with a barrel roll
animation, but was hoping I could do it all code wise easily.

On Sun, Aug 19, 2012 at 1:54 AM, Tony "omega" Sergi wrote:

> It's not that it's "all over the place" but rather they are different
> components of the entire process.
> The majority of the actual movement is handled inside gamemovement.
> the in_* (CInput) handles the raw input itself for the local client (and
> by default the view angles as manipulated by the mouse) which puts it into
> CUserCmd. CUserCmd is then transmitted every frame down to the server which
> is used by playermove and finally into CGameMovement for the final step,
> and CPrediction also uses it to predict locally.
> Once all of that is done, animstate is called from postthink every frame
> to take the final result of everything and then decides what animations to
> play as well as the final rendering angles of the player.
>
> So to summarize the whole process (from memory here, I might be missing
> something):
>
> Input - Create CUserCmd
> CUserCmd is sent for each frame to the server, and processed locally with
> prediction
> CPlayerMove then does:
>   some prelimilary copy like eyeangles and buttons
>prethink (calls prethink on the player)
>think (calls think on the player if set)
>setupmove (copy usercmd -> CMoveData)
>  gamemovement
>finishmove (update the player origin, angles, etc from gamemovement
> (CMoveData)
>  postthink (run animstate)
>
> the client-side is slightly different for networked players, but the local
> player runs the same process (more or less, through CPrediction instead of
> PlayerRunCommand.
>
> and note, that it doesn't happen precisely in that order for every
> command, as the client will run and transmit input/CUserCmd as fast as it
> can.
>
> Gamemovement is where you should be handling your "barrel roll"; why that
> it's not working for you, I cannot say as I cannot see your implementation.
>
> -Tony
>
>
>
>
> On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer wrote:
>
>> Alright, I was able to modify the angles by adding some code into the
>> multiplayer animstate, but I have a question for you.
>>
>> It seems that gamemovement adjusts only the origin, and not the
>> viewangles/player angles at all, so I'm assuming adding anything in there
>> would be wrong to do.
>> It also seems like the movement code is all over the place, in player,
>> gamemovement, in_mouse, playermove, etc is there a reason it is spread all
>> over the place?
>>
>> It seems like ideally all player movement should be controlled in 1
>> place, and not 5 or 6 different areas...
>>
>
>
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Re: [hlcoders] Can't seem to modify Player Angles

2012-08-18 Thread Michael Kramer
Alright, I was able to modify the angles by adding some code into the
multiplayer animstate, but I have a question for you.

It seems that gamemovement adjusts only the origin, and not the
viewangles/player angles at all, so I'm assuming adding anything in there
would be wrong to do.
It also seems like the movement code is all over the place, in player,
gamemovement, in_mouse, playermove, etc is there a reason it is spread all
over the place?

It seems like ideally all player movement should be controlled in 1 place,
and not 5 or 6 different areas...

On Fri, Aug 17, 2012 at 12:27 PM, Psy_Commando wrote:

> The animstates override player angles, if I remember correctly. You may
> want to check it out.
>
> On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer <
> gameexpertmas...@gmail.com> wrote:
>
>> I've been trying for the past few days to implement a "barrel roll"
>> function, by applying a transform on the player angles, but no matter what
>> I do, the angles never seem to update.
>>
>> I've tried implementing it in several places, including gamemovement.cpp,
>> and even setting the player angles to all 0, doesn't affect a thing.
>>
>> I've tried tracing through my code, and it seems that the value gets
>> saved, but nothing ever updates on the player in-game.
>>
>> I'm wondering if there is something in the code that is overriding my set
>> angles, I've traced through and cannot seem to find anything involving
>> playermovement or the player itself that is modifying the angles.
>>
>> Thanks,
>>
>> ___
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>> please visit:
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>>
>
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[hlcoders] Can't seem to modify Player Angles

2012-08-17 Thread Michael Kramer
I've been trying for the past few days to implement a "barrel roll"
function, by applying a transform on the player angles, but no matter what
I do, the angles never seem to update.

I've tried implementing it in several places, including gamemovement.cpp,
and even setting the player angles to all 0, doesn't affect a thing.

I've tried tracing through my code, and it seems that the value gets saved,
but nothing ever updates on the player in-game.

I'm wondering if there is something in the code that is overriding my set
angles, I've traced through and cannot seem to find anything involving
playermovement or the player itself that is modifying the angles.

Thanks,
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Re: [hlcoders] ATTN Valve: Server browser player count fluctuates/fails with bots

2012-07-30 Thread Michael Kramer
That would be the sourcemods/yourmod/bin/ directory

On Mon, Jul 30, 2012 at 2:34 PM, Saul Rennison wrote:

> "to your mods install"?
>
>
> Kind regards,
> *Saul Rennison*
>
>
>
> On 30 July 2012 21:22, Alfred Reynolds  wrote:
>
>> We will look into this, in the mean time you could try copying
>> steamclient.dll, tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2
>> dedicated server install over to your mods install. That may fix the issue
>> in the interim.
>>
>> - Alfred
>>
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
>> Sent: Monday, July 30, 2012 9:46 AM
>> To: hlcoders@list.valvesoftware.com
>> Subject: [hlcoders] ATTN Valve: Server browser player count
>> fluctuates/fails with bots
>>
>> Valve,
>>
>> There is a bug with the way the SDK version of the engine reports the
>> amount of players in a server to the server browser and clients
>> attempting to connect. When bots (fake clients) are created using the
>> following command:
>>
>> edict_t *pEdict = engine->CreateFakeClient( "bot" );
>>
>> and subsequently removed with
>>
>> engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", pBot->GetUserID() ) );
>>
>> the instance of the bot still exists in the server browser game info
>> display but the bot is properly removed! I verified removal by
>> tracing through the disconnect sequence and saw the edict being freed.
>>
>> This issue seems to have had affected TF2 servers in the past:
>>
>> http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
>> It was also posted on this board as well:
>> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html
>>
>> What ends of happening is that if you add enough bots over the course
>> of the server being active, you will fill your server even though no
>> one is playing in it currently. The server actively refuses
>> connections to incoming clients with the Game Info display showing
>> some ridiculous number like 24/16 players with the list dominated by
>> the names of bots that have been removed from the server long ago.
>>
>> I believe porting your fix from the TF2 engine to the SDK engine will
>> fix this issue quite easily. Right now, it is impacting our mod
>> significantly since we are debuting bots :'(
>>
>> Thanks,
>> Jonathan White
>> GoldenEye: Source
>>
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[hlcoders] C_BaseAnimatingOverlay issues for Player Animation

2012-05-22 Thread Michael Kramer
I am having some major issues implementing a player anim table for my mod.

I get a failed Assert in ResizeAnimationLayerCallback in
c_baseanimatingoverlay.cpp

Assert( pVec->Count() == pVecIV->Count() );

pVecIV being pEnt->m_iv_AnimOverlay; <--- This is the issue

No where in the code does m_iv_AnimOverlay ever get set/initialized. There
is no code in any file that sets it, there is no information on how to
properly set it, what it is used for, or any examples.

If I ignore the assert, then I have half working player animations. They
seem to only play when I jump, or run up a hill. Odd.

So I want to tackle this assert first, and see if the fact that
m_iv_AnimOverlay being empty is part of the issue.



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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-22 Thread Michael Kramer
I haven't run into this issue with my 2007 based mod yet. I'm wondering if
it matters if you run it in 32bit vs 64bit.

I'm on 32bit at the moment and haven't had a closing issue once.

On Tue, May 22, 2012 at 9:55 AM, Cale Dunlap  wrote:

> Update on this...
>
> Saul, I tried your suggestion but it didn't have any effect. It sounds
> like that was sort of expected though since your stacktrace was different
> than mine. Oh well, worth a shot at least and I appreciate the suggestion.
>
> Andrew, I had actually come across your hack by way of Google when I first
> started looking into this problem. I didn't immediately jump on it
> because--like your comments in the code--its a hack. I did however take
> note that it was there, figuring it would be an option when needed.
>
> Well, it turns out it was needed... the hack worked and hl2.exe closes
> now. Though I can't say for certain it is closing gracefully, most likely
> not. But now at least I won't have a bunch of testers whining about not
> being able to launch the mod a second time without encountering a nag about
> a previous instance already running, lol. Until we find a more appropriate
> fix, or Valve decides to patch the 2007 SDK again, this will have to work.
> I highly dislike doing little duct-tape & toothpick hacks like this, but I
> guess it is the only option at the present time.
>
> Thanks again everyone.
>
> -Cale
>
> On Monday, May 21, 2012, Cale Dunlap wrote:
>
>> Great feedback everyone, I appreciate it. It is good to know it isn't
>> just 218-based mods that have this problem. That sort of reinforces my
>> findings--being related to Steam, or something outside of the game/mod.
>> I'll try out some of the suggestions and report back.
>>
>> Thanks again!
>>
>> -Cale
>>
>> On Sun, May 20, 2012 at 1:52 PM, Saul Rennison 
>> wrote:
>>
>> Let me know if this works for you guys. We had this problem in CSProMod
>> and I fixed it a few months ago, but my stacktrace was different to yours
>> Cale, so this might not be it.
>>
>> public/tier1/utllinkedlist.h, around line 654:
>> while ( i != InvalidIndex() )
>>
>> Replace with:
>> while ( IsValidIndex(i) )
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>>
>>
>> On 20 May 2012 16:43, Ben Pye  wrote:
>>
>> Happens to me on Alien Swarm sometimes too, odd issue.
>>
>>
>> On Sun, May 20, 2012 at 3:42 PM, Jan Hartung  wrote:
>>
>> We’re strictly 2007 based and it happens for our mod as well. Although it
>> didn’t happen up to about 3 or 4 weeks ago and also doesn’t happen every
>> time now. It’s a strange problem.
>>
>> ** **
>>
>> Jan
>>
>> ** **
>>
>> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tobias
>> Kammersgaard
>> *Gesendet:* Sonntag, 20. Mai 2012 15:53
>> *An:* Discussion of Half-Life Programming
>> *Betreff:* Re: [hlcoders] Hung hl2.exe process for 2007-based mods
>>
>> ** **
>>
>> I believe this happens with mods based on Alien Swarm, if that's any
>> consolation . We're currently bringing our mod over to that branch, and
>> I've noticed Swarm.exe keeps running in the background after shutting the
>> mod down.
>>
>> ** **
>>
>> - ScarT
>>
>> ** **
>>
>> ** **
>>
>> On 20 May 2012 07:55, Andrew McWatters  wrote:
>> 
>>
>> You're not alone, Cale. This happens on all 2007-based mods, and it's
>> been months without a fix. I can't remember when this first started, but I
>> don't see it being fixed anytime soon. Considering that I can't remember
>> when the issue started, it could even have been years since the issue first
>> arose.
>>
>> ** **
>>
>> To be frank, considering support for the Source SDK codebases is sparce
>> in terms of frequency, you'll just have to deal with the problem. A
>> terrible way that I resolved the issue with my mod was to simply terminate
>> the process right at the end of the game code shutdown routine.
>>
>> ** **
>>
>>
>> <http://code.google.com/p/hl2sb-src/source/detail?r=50&path=/trunk/src/game/client/cdll_client_int.cpp>
>>
>>
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&g

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-03 Thread Michael Kramer
m. It works on dedicated, however
>>>>>>>>>>>>>> >> >>>
>>>>>>>>>>>>>> >> >>>
>>>>>>>>>>>>>> >> >>> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <
>>>>>>>>>>>>>> psycomma...@gmail.com>
>>>>>>>>>>>>>> >> >>> wrote:
>>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>>> >> >>>> I found what was causing the stuttering with 0 ping
>>>>>>>>>>>>>> and in
>>>>>>>>>>>>>> >> >>>> singleplayer.
>>>>>>>>>>>>>> >> >>>> I disabled this code in cbaseentity_shared :
>>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> //-
>>>>>>>>>>>>>> >> >>>>> // Purpose: My physics object has been updated,
>>>>>>>>>>>>>> react or extract
>>>>>>>>>>>>>> >> >>>>> data
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> //-
>>>>>>>>>>>>>> >> >>>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject
>>>>>>>>>>>>>> *pPhysics )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> switch( GetMoveType() )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> case MOVETYPE_VPHYSICS:
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> if ( GetMoveParent() )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> Log_Warning( LOG_DEVELOPER_VERBOSE,
>>>>>>>>>>>>>> "Updating
>>>>>>>>>>>>>> >> >>>>> physics
>>>>>>>>>>>>>> >> >>>>> on object in hierarchy %s!\n", GetClassname());
>>>>>>>>>>>>>> >> >>>>> return;
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>> Vector origin;
>>>>>>>>>>>>>> >> >>>>> QAngle angles;
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> pPhysics->GetPosition( &origin, &angles
>>>>>>>>>>>>>> );
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> if ( !IsFinite( angles.x ) || !IsFinite(
>>>>>>>>>>>>>> angles.y ) ||
>>>>>>>>>>>>>> >> >>>>> !IsFinite( angles.x ) )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> Msg( "Infinite angles from vphysics!
>>>>>>>>>>>>>> (entity %s)\n",
>>>>>>>>>>>>>> >> >>>>> GetDebugName() );
>>>>>>>>>>>>>> >> >>>>> angles = vec3_angle;
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>>> >> >>>>> Vector prevOrigin = GetAbsOrigin();
>>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> for ( int i = 0; i < 3; ++i )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> angles[ i ] = AngleNormalize(
>>>>>>>>>>>>>> angles[ i ] );
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>>> >> >>>>> NetworkQuantize( origin, angles );
>>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> if ( origin.IsValid() )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> SetAbsOrigin( origin );
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>> else
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> Msg( "Infinite origin from vphysics!
>>>>>>>>>>>>>> (entity %s)\n",
>>>>>>>>>>>>>> >> >>>>> GetDebugName() );
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>> SetAbsAngles( angles );
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> // Interactive debris converts back to
>>>>>>>>>>>>>> debris when it
>>>>>>>>>>>>>> >> >>>>> comes
>>>>>>>>>>>>>> >> >>>>> to rest
>>>>>>>>>>>>>> >> >>>>> if ( pPhysics->IsAsleep() &&
>>>>>>>>>>>>>> GetCollisionGroup() ==
>>>>>>>>>>>>>> >> >>>>> COLLISION_GROUP_INTERACTIVE_DEBRIS )
>>>>>>>>>>>>>> >> >>>>> {
>>>>>>>>>>>>>> >> >>>>> SetCollisionGroup(
>>>>>>>>>>>>>> COLLISION_GROUP_DEBRIS );
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> >> >>>>> #ifndef CLIENT_DLL
>>>>>>>>>>>>>> >> >>>>> PhysicsTouchTriggers( &prevOrigin );
>>>>>>>>>>>>>> >> >>>>>
>>>>>>>>>>>>>> PhysicsRelinkChildren(gpGlobals->frametime);
>>>>>>>>>>>>>> >> >>>>> #endif
>>>>>>>>>>>>>> >> >>>>> }
>>>>>>>>>>>>>> >> >>>>> break;
>>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>>> >> >>>>> .
>>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>>> >> >>>>
>>>>>>>>>>>>>> >> >>>> However I still have stuttering when I set
>>>>>>>>>>>>>> "net_fakelag" to anything
>>>>>>>>>>>>>> >> >>>> >
>>>>>>>>>>>>>> >> >>>> 0. And its gets worst the higher the FPS...
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> >> >> ___
>>>>>>>>>>>>>> >> >> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>>> >> >> please visit:
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> >> >>
>>>>>>>>>>>>>> >> >
>>>>>>>>>>>>>> >> >
>>>>>>>>>>>>>> >> > ___
>>>>>>>>>>>>>> >> > To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>>> >> > please visit:
>>>>>>>>>>>>>> >> >
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>> >> >
>>>>>>>>>>>>>> >> >
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >> ___
>>>>>>>>>>>>>> >> To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>>> >> please visit:
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>> >>
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> > ___
>>>>>>>>>>>>>> > To unsubscribe, edit your list preferences, or view the
>>>>>>>>>>>>>> list archives,
>>>>>>>>>>>>>> > please visit:
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>> >
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> ___
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>>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> ___
>>>>>>>>>>>>> To unsubscribe, edit your list preferences, or view the list
>>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>>>
>>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
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>>>>>>>>>>>> archives, please visit:
>>>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
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>>>>>>>>>>> archives, please visit:
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>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> ___
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>>>>>>>>>> archives, please visit:
>>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>> ___
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>>>>>>>>> archives, please visit:
>>>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
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>>>>>>>> archives, please visit:
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>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>> ___
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>>>>>>> archives, please visit:
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>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
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>>>
>>>
>>
>>
>> --
>> -Tony
>>
>>
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Re: [hlcoders] Transparent VGUI Blocking Model

2012-03-31 Thread Michael Kramer
It is a separate entity that is simply parented and attached to the model.
I would assume the player model gets drawn first but I'm not positive on
that.

I also find that depending on the angle it will block out other props in
the scene. Really weird behavior

On Wed, Mar 21, 2012 at 4:08 PM, Nick  wrote:

> drawing the model first?
>
> On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer wrote:
>
>> I have a floating VGUI Panel that follows a given entity, it seems to
>> allow brush geometry through it, and other models. But the model of the
>> entity it is attached to gets cut out.
>>
>> [image: Inline image 1]
>> http://gyazo.com/5e3126bad2d65a7117131ad84603984b.png
>>
>>
>> I've set the flags to all non solid, and obviously it is transparent on
>> the bg. I'm just wondering if anyone has run across this before, and if so
>> what they might have done to fix it.
>>
>> Thanks,
>>
>>
>> --
>> *Michael Kramer, Software Engineer & SEO Expert*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>> *
>> *
>> *
>> *
>>
>> 
>> This email and any files transmitted with it are confidential and
>> intended solely for the use of the individual or entity to whom they are
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Re: [hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
I had a CNetworkArray( EHANDLE, m_aAlerts, 25);

and I could pass it through just fine, however, when assigning one of the
slots, I would try:


m_aAlerts.Set(1, new CEntityAlert() ); which failed, since technically it
isn't an EHANDLE, and I couldn't cast it to an EHANDLE.

I tried making an EHANDLE but I couldn't see how to define the entity type,
when you do a network ehandle I could do CNetworkEHandle( CEntityAlert,
m_aAlert); which worked great, casting works just fine, but I don't know in
an array how to define the EHANDLE entity type.

On Tue, Mar 20, 2012 at 1:23 AM, Saul Rennison wrote:

> Can I ask why it failed? You should be able to send an array of handles no
> problem.
>
> On Tuesday, March 20, 2012, Michael Kramer 
> wrote:
> > Is it possible to send an array of entities to the client?
> > I tried creating an array of EHandle, but assigning the slots proved
> impossible. Is there a better way to send an array of entities to the
> client side?
> >
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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[hlcoders] Send Array of Entities to Client?

2012-03-20 Thread Michael Kramer
Is it possible to send an array of entities to the client?

I tried creating an array of EHandle, but assigning the slots proved
impossible. Is there a better way to send an array of entities to the
client side?
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[hlcoders] Transparent VGUI Blocking Model

2012-03-16 Thread Michael Kramer
I have a floating VGUI Panel that follows a given entity, it seems to allow
brush geometry through it, and other models. But the model of the entity it
is attached to gets cut out.

[image: Inline image 1]
http://gyazo.com/5e3126bad2d65a7117131ad84603984b.png


I've set the flags to all non solid, and obviously it is transparent on the
bg. I'm just wondering if anyone has run across this before, and if so what
they might have done to fix it.

Thanks,


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Re: [hlcoders] Following a curved track?

2012-03-09 Thread Michael Kramer
I think I'm going to use the Hermite Curve Interpolation, I believe that
might be the simplest. I wonder if it will be to expensive to calculate
though, essentially I'd have maybe 1000 steps per curve of the track, and
get the points for each step. I could tweak that value for less precision
but faster performance if it becomes an issue.

On Thu, Mar 8, 2012 at 11:56 PM, Michael Kramer wrote:

> That makes sense, I guess I'd just need to have it look continually at the
> next 3 points along the track and graph the curve between the entities, and
> I'll just need to ensure the models line up properly with the entities.
> Would be nice if I could have it show the bell curve in hammer, but I guess
> continued tweaking and play testing will have to do.
>
>
> On Thu, Mar 8, 2012 at 8:44 PM, Adam "amckern" McKern 
> wrote:
>
>> It would be nice (from a mapping stand point), but i suspect would be a
>> pain in the bum to complete.
>>
>> If you look at a normal turn on a track_train path your going to have at
>> least 3 entity - each placed in a bell curve, with each entity a 1/3 of the
>> total turn angle.
>>
>> The only way your going to be able to simulate a turn, and speed is graph
>> it out, and then enter your trains path, if i was looking at making a 1:4
>> roller coaster (or even a 1:8) i would use the default speed of 100 at the
>> start, and if i was going up hill, i would expect the speed to be 50% of
>> that at the 1/2 way point, and 150% if going down hill.
>>
>> Good luck!
>>
>> 
>> Owner Nigredo Studios http://www.nigredostudios.com
>>
>>   --
>> *From:* Michael Kramer 
>> *To:* Discussion of Half-Life Programming <
>> hlcoders@list.valvesoftware.com>
>> *Sent:* Friday, 9 March 2012 12:54 PM
>> *Subject:* [hlcoders] Following a curved track?
>>
>> This is kind of an abstract programming question, but I can't find
>> anything online that is what I'm looking for.
>>
>> I'm building an entity somewhat like the path_track, but it needs to
>> allow for hills and turns (think of a rollercoaster), and the items I want
>> to follow the track.
>>
>> I've been scratching my head as to how to get the object to follow the
>> track and realistically speed up on downward slopes, slowdown on upward
>> slopes, and stay on the track. I've tried to find examples, and physics
>> explanations. I found a wonderful article on 2d rollercoaster simulation,
>> however they used a chart to dictate the points of each curve, which I'm
>> hoping to not do that.
>>
>> I thought possibly adding extra metadata to each segment of the track
>> model, which includes the points of the curve of that specific track
>> segment, but was hoping there was an easier way.
>>
>> Wondering if anyone on this list has any thoughts on how I could possibly
>> implement something like this.
>>
>> Thanks.
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
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>
>
> --
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> http://www.siosphere.com | kra...@siosphere.com
>  *[c] 801-530-9454*
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> This email and any files transmitted with it are confidential and intended
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Re: [hlcoders] Following a curved track?

2012-03-08 Thread Michael Kramer
That makes sense, I guess I'd just need to have it look continually at the
next 3 points along the track and graph the curve between the entities, and
I'll just need to ensure the models line up properly with the entities.
Would be nice if I could have it show the bell curve in hammer, but I guess
continued tweaking and play testing will have to do.

On Thu, Mar 8, 2012 at 8:44 PM, Adam "amckern" McKern wrote:

> It would be nice (from a mapping stand point), but i suspect would be a
> pain in the bum to complete.
>
> If you look at a normal turn on a track_train path your going to have at
> least 3 entity - each placed in a bell curve, with each entity a 1/3 of the
> total turn angle.
>
> The only way your going to be able to simulate a turn, and speed is graph
> it out, and then enter your trains path, if i was looking at making a 1:4
> roller coaster (or even a 1:8) i would use the default speed of 100 at the
> start, and if i was going up hill, i would expect the speed to be 50% of
> that at the 1/2 way point, and 150% if going down hill.
>
> Good luck!
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
>   --
> *From:* Michael Kramer 
> *To:* Discussion of Half-Life Programming 
>
> *Sent:* Friday, 9 March 2012 12:54 PM
> *Subject:* [hlcoders] Following a curved track?
>
> This is kind of an abstract programming question, but I can't find
> anything online that is what I'm looking for.
>
> I'm building an entity somewhat like the path_track, but it needs to allow
> for hills and turns (think of a rollercoaster), and the items I want to
> follow the track.
>
> I've been scratching my head as to how to get the object to follow the
> track and realistically speed up on downward slopes, slowdown on upward
> slopes, and stay on the track. I've tried to find examples, and physics
> explanations. I found a wonderful article on 2d rollercoaster simulation,
> however they used a chart to dictate the points of each curve, which I'm
> hoping to not do that.
>
> I thought possibly adding extra metadata to each segment of the track
> model, which includes the points of the curve of that specific track
> segment, but was hoping there was an easier way.
>
> Wondering if anyone on this list has any thoughts on how I could possibly
> implement something like this.
>
> Thanks.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
>
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> please visit:
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>
>
>


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[hlcoders] Following a curved track?

2012-03-08 Thread Michael Kramer
This is kind of an abstract programming question, but I can't find anything
online that is what I'm looking for.

I'm building an entity somewhat like the path_track, but it needs to allow
for hills and turns (think of a rollercoaster), and the items I want to
follow the track.

I've been scratching my head as to how to get the object to follow the
track and realistically speed up on downward slopes, slowdown on upward
slopes, and stay on the track. I've tried to find examples, and physics
explanations. I found a wonderful article on 2d rollercoaster simulation,
however they used a chart to dictate the points of each curve, which I'm
hoping to not do that.

I thought possibly adding extra metadata to each segment of the track
model, which includes the points of the curve of that specific track
segment, but was hoping there was an easier way.

Wondering if anyone on this list has any thoughts on how I could possibly
implement something like this.

Thanks.
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Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Michael Kramer
Regardless of that, a lot of the stuff is still spam, such as his "Let's
make a sex game like GTA" among others

On Sun, Oct 30, 2011 at 10:51 AM, Tony "omega" Sergi wrote:

> Thought of that too, but if you look at his "blog" for his "space racer"
> game, he talks similar to how he does here.
>
>
> On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando wrote:
>
>> Its a chatterbot.
>> It probably parsed the hlcoder archives and is spewing semi cohesive
>> sentences related to the discussions. Like Jan said.
>>
>> Could be useful for brainstorming though...
>>
>> On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi > > wrote:
>>
>>> This is the one and only time that i'm going to reply to anything you've
>>> said,
>>>
>>> *Pro-Tip*: Don't Post here when you're High.
>>> You make no sense 100% of the time.
>>>
>>> -Tony
>>>
>>>
>
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Re: [hlcoders] Getting an attachment position on client side view model

2011-08-19 Thread Michael Kramer
is pEntity of type CBaseViewModel?

if not, try casting pEntity to CBaseViewModel

On Fri, Aug 19, 2011 at 12:55 PM, Ryan Sheffer  wrote:

> Thanks for the code, but unfortunately I need a way to get the attachment
> without using the beams attachment point stuff.
>
>
> On Thu, Aug 18, 2011 at 11:13 PM, Michael Kramer <
> gameexpertmas...@gmail.com> wrote:
>
>> When I drew a beam for one of my weapons I used the following:
>>
>> pBeam->PointEntInit( endPos, this );
>> pBeam->SetEndAttachment( 1 );
>> pBeam->SetWidth( width / 4.0f );
>> pBeam->SetEndWidth( width );
>>
>> However this was serverside code, But I did then have it also spark on the
>> muzzle, so I did:
>> CBaseViewModel *pViewModel = pOwner->GetViewModel();
>> pViewModel->GetAttachment(LookupAttachment("muzzle"),origin,angles);
>> g_pEffects->Sparks(origin);
>>
>>
>> Below is the entire drawBeam function I used:
>>
>> CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
>> CBaseViewModel *pViewModel = pOwner->GetViewModel();
>>
>>  if ( pOwner == NULL )
>> return;
>>
>> //Check to store off our view model index
>>  if ( pViewModel == NULL )
>> {
>> CBaseViewModel *vm = pOwner->GetViewModel();
>>  if ( vm )
>> {
>> m_hViewModel.Set( vm );
>>  }
>> }
>> #ifndef CLIENT_DLL
>> //Draw a tracer down the middle
>>  UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500,
>> true, "GaussTracer" );
>>
>> //Draw the main beam shaft
>>  CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );
>>
>> if ( useMuzzle )
>>  {
>> pBeam->PointEntInit( endPos, this );
>> pBeam->SetEndAttachment( 1 );
>>  pBeam->SetWidth( width / 4.0f );
>> pBeam->SetEndWidth( width );
>> }
>>
>> else
>> {
>> pBeam->SetStartPos( startPos );
>>  pBeam->SetEndPos( endPos );
>> pBeam->SetWidth( width );
>> pBeam->SetEndWidth( width / 4.0f );
>>  }
>>
>> pBeam->SetBrightness( 255 );
>> pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
>>  pBeam->RelinkBeam();
>> pBeam->LiveForTime( 5.1f );
>>
>>
>> On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer wrote:
>>
>>> Hey coders!
>>>
>>> I came across a nasty little issue and I thought maybe somebody has come
>>> across this before.
>>> I am trying to create a client side beam from the muzzle of the players
>>> view model to where the bullet impacts, but I cannot get the attachment
>>> position for the muzzle on the view model.
>>>
>>> Here is the code I am using for getting the attachment:
>>>
>>> intattachment = pEntity->LookupAttachment( "muzzle" );
>>> pEntity->GetAttachment( attachment, vecAttachment, angAttachment );
>>>
>>> pEntity is the view model.
>>> This is the same way I saw it done on the physcannons client side code.
>>> The position it gets appears to be somewhere close to the origin of the
>>> map but the coordinates are not exactly 0, 0, 0. One way to fix the position
>>> is to give myself a weapon_physcannon and then when I switch back to my gun
>>> the attachment position is where it should be, from the muzzle. I don't see
>>> anything special in the weapon_physcannon's code so I am baffled.
>>>
>>> Some things to note:
>>> - This is a client side entity, client side code
>>> - The attachment on the model looks fine in the model viewer
>>>
>>> So any help would be wonderful, I am just digging away at the debugging
>>> trying to find the issue but nothing sticks out, only the fact that having a
>>> physcannon at the same time fixes the problem.
>>>
>>> Here is the full code for the beam just in case:
>>>
>>> void C_WeaponSonicRifle::CreateShotBeam(void)
>>> {
>>> CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
>>>
>>> if ( pOwner == NULL )
>>> return;
>>>
>>> BeamInfo_t beamInfo;
>>> C_BaseAnimating *pEntity = NULL;
>>> trace_t tr;
>>>
>>> VectorvecAttachment, vecCrosshair, vecDir;
>>> QAngleangAttachment;
>>>
>>> if ( IsCarriedByLocalPlayer() && !::input->CAM_IsThirdPerson() )
>>> {
>>> pEntity = pOwner->GetViewModel();
>>> vecDir = pOwner->GetAutoaimVector(AUTOAI

Re: [hlcoders] Getting an attachment position on client side view model

2011-08-18 Thread Michael Kramer
When I drew a beam for one of my weapons I used the following:

pBeam->PointEntInit( endPos, this );
pBeam->SetEndAttachment( 1 );
pBeam->SetWidth( width / 4.0f );
pBeam->SetEndWidth( width );

However this was serverside code, But I did then have it also spark on the
muzzle, so I did:
CBaseViewModel *pViewModel = pOwner->GetViewModel();
pViewModel->GetAttachment(LookupAttachment("muzzle"),origin,angles);
g_pEffects->Sparks(origin);


Below is the entire drawBeam function I used:

CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
CBaseViewModel *pViewModel = pOwner->GetViewModel();

 if ( pOwner == NULL )
return;

//Check to store off our view model index
 if ( pViewModel == NULL )
{
CBaseViewModel *vm = pOwner->GetViewModel();
 if ( vm )
{
m_hViewModel.Set( vm );
 }
}
#ifndef CLIENT_DLL
//Draw a tracer down the middle
 UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, true,
"GaussTracer" );

//Draw the main beam shaft
 CBeam *pBeam = CBeam::BeamCreate( GAUSS_BEAM_SPRITE, width );

if ( useMuzzle )
 {
pBeam->PointEntInit( endPos, this );
pBeam->SetEndAttachment( 1 );
 pBeam->SetWidth( width / 4.0f );
pBeam->SetEndWidth( width );
}

else
{
pBeam->SetStartPos( startPos );
 pBeam->SetEndPos( endPos );
pBeam->SetWidth( width );
pBeam->SetEndWidth( width / 4.0f );
 }

pBeam->SetBrightness( 255 );
pBeam->SetColor( 255, 145+random->RandomInt( -16, 16 ), 0 );
 pBeam->RelinkBeam();
pBeam->LiveForTime( 5.1f );


On Thu, Aug 18, 2011 at 11:11 PM, Ryan Sheffer  wrote:

> Hey coders!
>
> I came across a nasty little issue and I thought maybe somebody has come
> across this before.
> I am trying to create a client side beam from the muzzle of the players
> view model to where the bullet impacts, but I cannot get the attachment
> position for the muzzle on the view model.
>
> Here is the code I am using for getting the attachment:
>
> intattachment = pEntity->LookupAttachment( "muzzle" );
> pEntity->GetAttachment( attachment, vecAttachment, angAttachment );
>
> pEntity is the view model.
> This is the same way I saw it done on the physcannons client side code.
> The position it gets appears to be somewhere close to the origin of the map
> but the coordinates are not exactly 0, 0, 0. One way to fix the position is
> to give myself a weapon_physcannon and then when I switch back to my gun the
> attachment position is where it should be, from the muzzle. I don't see
> anything special in the weapon_physcannon's code so I am baffled.
>
> Some things to note:
> - This is a client side entity, client side code
> - The attachment on the model looks fine in the model viewer
>
> So any help would be wonderful, I am just digging away at the debugging
> trying to find the issue but nothing sticks out, only the fact that having a
> physcannon at the same time fixes the problem.
>
> Here is the full code for the beam just in case:
>
> void C_WeaponSonicRifle::CreateShotBeam(void)
> {
> CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
>
> if ( pOwner == NULL )
> return;
>
> BeamInfo_t beamInfo;
> C_BaseAnimating *pEntity = NULL;
> trace_t tr;
>
> VectorvecAttachment, vecCrosshair, vecDir;
> QAngleangAttachment;
>
> if ( IsCarriedByLocalPlayer() && !::input->CAM_IsThirdPerson() )
> {
> pEntity = pOwner->GetViewModel();
> vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES);
> }
> else
> {
> pEntity = this;
> vecDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES);
> }
>
> pEntity->PushAllowBoneAccess( true, true, "sonic rifle" );
>
> intattachment = pEntity->LookupAttachment( "muzzle" );
> pEntity->GetAttachment( attachment, vecAttachment, angAttachment );
>
> pEntity->PopBoneAccess( "sonic rifle" );
>
> vecCrosshair = pOwner->Weapon_ShootPosition();
> UTIL_TraceLine(vecCrosshair, vecCrosshair + (vecDir *
> MAX_TRACE_LENGTH), MASK_SONICBEAMS, pOwner, COLLISION_GROUP_NONE, &tr);
>
> beamInfo.m_pStartEnt = NULL;
> beamInfo.m_pEndEnt = NULL;
>
> //beamInfo.m_nType = TE_BEAMPOINTS;
> beamInfo.m_vecStart = tr.endpos;
> beamInfo.m_vecEnd = vecAttachment;
>
> beamInfo.m_nStartAttachment = NULL;
> beamInfo.m_nEndAttachment = NULL;
>
> beamInfo.m_pszModelName = "sprites/laserbeam.vmt";
> beamInfo.m_flHaloScale = 0.0f;
> beamInfo.m_flLife = 2.5f;
>
> beamInfo.m_flWidth = 3.0f;
> beamInfo.m_flEndWidth = 3.0f;
>
> beamInfo.m_flFadeLength = 0.0f;
> beamInfo.m_flAmplitude = 0;
>
> beamInfo.m_flBrightness = 255.0;
>
> beamInfo.m_flSpeed = 1.0f;
> beamInfo.m_nStartFrame = 0.0;
> beamInfo.m_flFrameRate = 30.0;
>
> beamInfo.m_flRed = 255;
> beamInfo.m_flGreen = 255;
> beamInfo.m_flBlue = 255;
>
> beamInfo.m_nSegments = 4;
> beamInfo.m_bRenderable = true;
> beamInfo.m_nFlags = (FBEAM_SHADEIN | FBEAM_SHADEOUT | FBEAM_FADEOUT);
>
> beams->CreateBeamPoints( beamInfo );
> }
>
> Thanks guys :)
>
> --
> ~Ryan (

Re: [hlcoders] Alive?

2011-05-09 Thread Michael Kramer
I use it :)

On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak'  wrote:

>   Is the coders mailing forum still active?
>
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Re: [hlcoders] Npc Sparking on Think?

2011-03-21 Thread Michael Kramer
I actually tracked it down and it was because I told it to follow and 
walk to a certain target but never gave it the capabilities to walk.



On 3/20/11 11:52 PM, Psy_Commando wrote:
Has your character or the npc a custom made collision mesh ? Last time 
something like that happened to me, it was because the model compiler 
didn't like my custom collision model and replaced it with a super 
huge random shape. Result, everything on the map was stuck in the new 
model's collision mesh...



On Sun, Mar 20, 2011 at 10:28 PM, Michael Kramer 
mailto:gameexpertmas...@gmail.com>> wrote:


I looked through the back catalog of hlcoders list emails, but
can't seem to find out why my new NPC just sits there and sparks :)

I created a new NPC from a dummy, and added the follow behavior,
and I notice that everytime I move, and the NPC should follow, it
simply sparks instead. (sparks fly from it's head)

Any idea what is missing?

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[hlcoders] Npc Sparking on Think?

2011-03-20 Thread Michael Kramer
I looked through the back catalog of hlcoders list emails, but can't seem to
find out why my new NPC just sits there and sparks :)

I created a new NPC from a dummy, and added the follow behavior, and I
notice that everytime I move, and the NPC should follow, it simply sparks
instead. (sparks fly from it's head)

Any idea what is missing?
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[hlcoders] Should I wait?

2011-03-17 Thread Michael Kramer
I want to start my mod, I used Source when it first came out (2004-2005) and
used it for a year or two, and I'm getting back into it again, but I'm
wondering if I should wait until the 2009 SDK is out? Or the better tools
that are "coming" Or if the coming soon is still just Valve Time, in which
case I could develop my mod twice over before I get my hands on anything new
haha.

I just don't want to spend 6 months programming my mod, and working with
hammer, and faceposer, etc, and have new tools come out that would have
SIMPLIFIED everything haha
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Re: [hlcoders] Shared variables

2008-04-04 Thread Michael Kramer
*baseplayer_shared.h* I believe

On Fri, Apr 4, 2008 at 4:45 PM, Kenrick Rilee <[EMAIL PROTECTED]>
wrote:

> Where would I put a variable which I want hl2mp_player,
> c_hl2mp_player.cpp,
> and weapon classes to be able to see?
>
> Thanks,
>
> Kenrick Rilee
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Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-26 Thread Michael Kramer

Is express that much different from pro? I have the pro beta and I got
it to compile debug with no errors


On Nov 26, 2007, at 1:30 PM, Tom Leighton
<[EMAIL PROTECTED]> wrote:


Intellisense has been improved... a LOT.

Apart from that, and the fact it is much more reliable / responsive,
there is no difference.

I am using it to compile RELEASE without errors.

Tobias Kammersgaard wrote:

--
[ Picked text/plain from multipart/alternative ]
I don't see any new feature that would make me update from VS 2005
to VS
2008, so I'd rather you spend time working on Hammer and stuff like
that ;-)

/ProZak


On 26/11/2007, Mike Durand <[EMAIL PROTECTED]> wrote:


I have no plans right now to make the mod source code work with VS
2008
since we are still using VS 2005 internally. So I'd suggest using
VS 2005
Express rather than VS 2008 Express.

If this is a really big problem for some of you then I can spend
some time
getting this to work once the updated SDK source code is released.
But the
initial release definitely won't have VS 2008 support.

-Mike

-Original Message-
From: [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] On Behalf Of Adam Maras
(memzero)
Sent: Saturday, November 24, 2007 4:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Compiling with Visual C++ 2008 Express
Edition

*sigh*

Well, hopefully Mike Durand reads this and makes sure it isn't an
issue
in the new version of the source code (hint hint!)

//   Adam Maras (memzero)

Ondřej Hošek wrote:

http://scottbilas.blogspot.com/2007/10/figuring-out-how-to-override-malloc-and.html


I guess this pretty much describes the problem which has been
"solved"
by memoverride.cpp at Valve.

Unfortunately, there is no way to shut the linker up about those
warnings (the previously undocumented-yet-existent /IGNORE switch
was,
AFAIK, removed with VS2k5) without dumping memoverride.cpp, which
then
might go on to break other things.

We'll have to wait for Valve to do something about this problem
(if they
will). Until then, you're going to just have to clench your teeth
and
ignore the warnings.

~~ Ondra

On 24.11.07 23:25 Uhr, Adam Maras (memzero) wrote:


I've got more errors than just those functions... it looks it's
a bunch
of the _Crt  and *_dbg functions in memoverride.cpp. I can't
simply
undefine them, or the game won't start.

//   Adam Maras (memzero)

Jorge Rodriguez wrote:


--
[ Picked text/plain from multipart/alternative ]
I remember getting similar errors after applying a patch that I
found on
some wiki. I removed the patch and it worked. This may or may not
help you
but this is the patch that fixed that problem for me.

Index: memoverride.cpp
===

--- memoverride.cpp(revision 40)
+++ memoverride.cpp(revision 41)
@@ -403,28 +399,28 @@
#ifdef _WIN32

#if defined(_DEBUG) && _MSC_VER >= 1300
-void__cdecl _aligned_free(
+void__cdecl _aligned_free_base(
void *
);

-void *  __cdecl _aligned_malloc(
+void *  __cdecl _aligned_malloc_base(
size_t,
size_t
);

-void *  __cdecl _aligned_malloc_base(
+void *  __cdecl _aligned_malloc(
size_t size,
size_t align
)
{
-return _aligned_malloc(size, align);
+return _aligned_malloc_base(size, align);
}

-void __cdecl _aligned_free_base(
+void __cdecl _aligned_free(
void *memblock
)
{
-_aligned_free(memblock);
+_aligned_free_base(memblock);
}
#endif
#endif

--
Jorge "Vino" Rodriguez
--


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Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer

It is 1 player. Not 32. Singleplayer only. But I understand what you
mean.




On Nov 1, 2007, at 7:32 PM, "Jorge Rodriguez" <[EMAIL PROTECTED]> wrote:


--
[ Picked text/plain from multipart/alternative ]
No.

32 players * 256 quests * 256 objectives = 2097152 entries, and the
prop
buffer is probably something like 1024. You probably don't want all
of that
data in DT's because each field needs to be initialized and
baselined and
all that jazz, and that would take forever and kill your load time and
network performance.

One thing I would suggest is to use the gamerules system to do this,
which
is the job that it is supposed to perform anyways, and the other
thing is to
use messages to do some things instead of DT's, as it allows you to
optimize
what goes over the wire.

--
Jorge "Vino" Rodriguez
--

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Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
If i make MAX_QUESTS and MAX_OBJECTIVES something really small like 4, it
goes away, which doesn't really help me, because i'm sure i'll be using more
than 4 quests

But something even like 32, makes it give that engine error.

Is there a way I can increase the prop buffer?
--

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Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Both are set to 256
--

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[hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-10-31 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I'm getting this error when trying to implement my quest system,

My Server Class is setup like
BEGIN_SEND_TABLE_NOBASE( CObjective, DT_Objective )
SendPropString( SENDINFO( m_iszName ) ),
SendPropString( SENDINFO( m_iszDescription ) ),
SendPropBool( SENDINFO( m_bDisabled ) ),
SendPropBool( SENDINFO( m_bCompleted ) ),
END_SEND_TABLE();

BEGIN_SEND_TABLE_NOBASE( CQuest, DT_Quest )
SendPropString( SENDINFO( m_iszName ) ),
SendPropString( SENDINFO( m_iszGiver ) ),
SendPropString( SENDINFO( m_iszShort ) ),
SendPropString( SENDINFO( m_iszDescription ) ),
SendPropBool( SENDINFO( m_bCompleted ) ),
SendPropUtlVectorDataTable( m_Objectives, MAX_OBJECTIVES, DT_Objective
),
END_SEND_TABLE();

IMPLEMENT_SERVERCLASS_ST_NOBASE( CQuestSystem, DT_QuestSystem )
SendPropInt( SENDINFO( m_iActiveQuest ) ),
SendPropUtlVectorDataTable( m_Quests, MAX_QUESTS, DT_Quest ),
END_SEND_TABLE();

Client Class Is setup like

BEGIN_RECV_TABLE_NOBASE( C_Objective, DT_Objective )
RecvPropString( RECVINFO( m_iszName ) ),
RecvPropString( RECVINFO( m_iszDescription ) ),
RecvPropBool( RECVINFO( m_bDisabled ) ),
RecvPropBool( RECVINFO( m_bCompleted ) ),
END_RECV_TABLE();

BEGIN_RECV_TABLE_NOBASE( C_Quest, DT_Quest )
RecvPropString( RECVINFO( m_iszName ) ),
RecvPropString( RECVINFO( m_iszGiver ) ),
RecvPropString( RECVINFO( m_iszShort ) ),
RecvPropString( RECVINFO( m_iszDescription ) ),
RecvPropBool( RECVINFO( m_bCompleted ) ),
RecvPropUtlVectorDataTable( m_Objectives, MAX_OBJECTIVES, DT_Objective
),
END_RECV_TABLE();

IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_QuestSystem, DT_QuestSystem, CQuestSystem
)
RecvPropInt( RECVINFO( m_iActiveQuest ) ),
RecvPropUtlVectorDataTable( m_Quests, MAX_QUESTS, DT_Quest ),
END_RECV_TABLE();


And i'm unsure...what is wrong...
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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help, it was the NPC_TranslateActivity, I didn't have a
ACT_RANGE_ATTACK1 Setup,

And also, the weapon wasn't setup for NPC's either, so i had to do that as
well.

So thanks,
--

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Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
The Relationship is setup, that is why i'm confused.

But it is completely custom NPC's, no hl2 npc's,

But the relationships are still there.
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[hlcoders] Enemy AI to attack you...

2007-10-20 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I'm building my NPC from scratch, and i'm having trouble getting enemy NPC's
to attack me, or other NPC's.

This is a "From Scratch" Mod, but the AI has been enabled, and relationships
setup,

It has the assault behavior, and has all the capabilities to attack, but it
just stands in place...and looks at me. And rotates as i walk around it.


Any help would be greatly appreciated.


-Michael Kramer
--

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Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I'm not quite up to date on the wiki style, so if someone else would like
to, that would be fine,

basically, i'm an idiot, and messed up on the link configuration for
client_dll

anyway, to get it to work, compile and link in Visual Studio 2008,

In both Client dll and Server dll project properties, under linker command
arguments you need to add

/FORCE:MULTIPLE
/NODEFAULTLIB:LIBCMT

You will get a bunch of warnings, but it works perfect, compiles and links,
and runs.
--

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Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Woot,

Successfully compiled, linked, and running with visual studio 2008, so i
guess you can ignore this now,
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Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I got it to compile and link...just not run successfully ha,
hmm, i can continue to use 2005, but i haven't used it that much, so i don't
know if it does the same thing that 2008 does,
but 2008 compiles both client and server each on separate cores, so i can
compile both client and server dlls at the same time,one feature i seem
to quite like.
--

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Re: [hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
http://msdn2.microsoft.com/en-us/vstudio/aa700831.aspx

Vista Only,
--

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[hlcoders] Compiling under Visual Studio 2008

2007-10-17 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I recently got Visual Studio 2008, which supposedly is very compatible with
visual studio 2005 project files,

I did a new mod from scratch, and started compiling, it compiled fine, but I
got a bunch of link errors,

I fixed the Link errors by adding

/FORCE:MULTIPLE
/NODEFAULTLIB:LIBCMT

It then compiled fine,
and linked successfully with a bunch of link warnings,

I launched the mod, and get to the menu,
when i attempt to run a map, it kicks me out of the game with a "Hl2.exe has
encountered an error"

I ran the mdmp dump in visual studio, and the error it is running into is on
collisionproperty.h line 336

which says
SetSolidFlags( m_usSolidFlags | flags );

the error is m_Value = CXX0030: Error: expression cannot be evaluated


Any help will be greatly appreciated.
--

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Re: [hlcoders] Loading screen art

2007-08-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Can't you just modify the loading dialog.res set it to be full screen and
add an image based on what map is loading?
--

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Re: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
When i run a debug build, and try to run it thorugh steam without
-allowdebug, it does exactly what you are saying, kicks me out, no error
message, nothing, just out.

But if it is a release build...then i have no idea..
--

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Re: [hlcoders] Beta Testers Having Issues Running Modification

2007-08-10 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
If you compiled under debug, then you need to have them add

-allowdebug

to source sdk base, not just the mod, or compile under release, not debug.
--

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Re: [hlcoders] plugin loading issues

2007-08-01 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I believe it checks the bin folder by default place it in
SourceMods/YourMod/bin
--

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Re: [hlcoders] Screen To World (from mouse cursor to world coords)

2007-07-30 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Direct Copy paste from another email with same problem,

>From Yahn at Valve:
Note that the client .dll can request the last worldToScreen from the
engine through the engine->GetWorldToScreenMatrix API.  You might have
to do this differently if the view model code hoses that matrix, though,
or you could cache the matrix during the rendering of regular entities
and use it later when you need it.

This gives you and origin an direction for what's under the mouse and
then you just trace a ray from that origin in the forward direction and
see what it hits.

Yahn


// x and y are the mouse position relative to the viewport/engine view
which is w wide and h high
void CreatePickingRay( float x, float y, int w, int h, Vector& org,
Vector& forward, const Vmatrix& worldToScreen )
{
   // Remap x and y into -1 to 1 normalized space
   float xf, yf;
   xf = ( 2.0f * x / (float)(w-1) ) - 1.0f;
   yf = ( 2.0f * y / (float)(h-1) ) - 1.0f;

   // Flip y axis
   yf = -yf;

   VMatrix screenToWorld;
   MatrixInverseGeneral( worldToScreen, screenToWorld );

   // Create two points at the normalized mouse x, y pos and at the
near and far z planes (0 and 1 depth)
   Vector v1, v2;
   v1.Init( xf, yf, 0.0f );
   v2.Init( xf, yf, 1.0f );

   Vector o2;
   // Transform the two points by the screen to world matrix
   screenToWorld.V3Mul( v1, org ); // ray start origin
   screenToWorld.V3Mul( v2, o2 );  // ray end origin
   VectorSubtract( o2, org, forward );
   forward.NormalizeInPlace();
--

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Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

2007-07-26 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Vector startPos;

QAngle angles;
GetAttachment( LookupAttachment("muzzle"), startPos, angles );

Run that server side, and replace muzzle with whatever the attachment is
called on the world model.
--

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Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

2007-07-25 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
The 3rd person model uses a different skeleton then the viewmodel.

You have to update those animations and the muzzle position there as well.
--

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Re: [hlcoders] Stopping Sounds via QC File

2006-11-09 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
It is the script used for compiling models, holds information like scale,
weight, textures, animations, and sounds that are triggered.
--

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Re: [hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Thanks, worked like a charm.
--

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Re: [hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I have

#ifdef CLIENT_DLL

#endif

around it, so wouldn't that ensure it is on the client side, therefore the
view model?
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[hlcoders] Getting the world origin of a bone.

2006-09-13 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I have a weapon, where I want it to spark from the muzzle.

In the code I have

Vector origin;
QAngles angles;
GetAttachment(LookupAttachment("muzzle") , origin, angles);
g_pEffects->Sparks(origin);


It sparks in the middle of the screen, and not where it should.

Any help would be appreciated.

Thanks - Michael Kramer
--

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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Him being a nub wasn't really the problem, it was more his attitude and
immaturity towards others that was the real problem. Some of the questions
he asked, weren't Source SDK Nub questions, they were basically C++ nub
questions, which is not really what this list is for. Asking what headers to
include for a function isn't really the Source SDK, because if he knows the
function, he should at least know where to get the header files for it to
work.

You got "miffed" up at me for asking nub questions that involved functions
regarding the SDK, not howto include header files, but I'm guessing I have
shaped up since then, considering I actually can help people with their
problems now, and haven't asked any questions lately.


But anyway, Thanks Mike, banning him (even with just that email) will at
least send a message that is immaturity and illuse of this mailing list will
not be tolerated.


Thanks --=

Michael Kramer
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
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Do you get that error launching any other source game?
Or even the Source SDK Base itself with no launch options?
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
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Try

c:\steam\steam.exe" -applaunch 215 -dev -game
"c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9
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Re: [hlcoders] EmitSound

2006-08-19 Thread Michael Kramer
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Could you guys please continue this outside of the mailing list. It really
detracts from the appeal of the mailing list, and is a waste, and would be
much better handled over regular email.


Thanks-

Kramer
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Re: [hlcoders] EmitSound

2006-08-18 Thread Michael Kramer
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Why don't you try searching through the examples and files that are already
in the source sdk?

It isn't hard to search for EmitSound() and then look at the page and right
clicking and going to "Goto Declaration" and seeing what header file it is
in.
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Re: [hlcoders] cannot view pupil in 3ds max???

2006-08-18 Thread Michael Kramer
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qceyes, the eyes are handled by the source engine, they are not part of the
model.

http://developer.valvesoftware.com/wiki/Character_Setup_Overview
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Re: [hlcoders] SetThink

2006-08-17 Thread Michael Kramer
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SetThink and SetNextThink are in c_baseentity.h and basentity.h

You can include them simply with cbase.h.


You also need to declare the think functions in a DATADESC as Steve showed.
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
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Those errors suggest that you have an old version of hltvcamera.h and
hltvcamera.cpp

as well as an old version of glow_overlay,h .

Your sdk is not updating all the files, make sure you aren't running steam
with -beta sdk, or -beta engine. Validate the SDK content, and refresh.


If you want a quick fix, email me seperatly, with the full list of errors,
and I can send you the correct files.
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
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Can you post some of the errors you are getting please?
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Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

2006-08-12 Thread Michael Kramer
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You're right, we aren't going to get you removed, you just did with your
inappropriate words.
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Re: [hlcoders] SDK Patch Released 8/11/2006

2006-08-11 Thread Michael Kramer
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You are going to need to merge your modifications into the new code, The
easiest way to do this is with the patch file that is floating around
http://tinyurl.com/mjht6
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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Michael Kramer
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I had this as well, but now I don't I think it is the MOTD window, look
under sdk_player.cpp and search for PANEL
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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
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your $body studio is wrong I believe it should be

$body studio "./abc"


no .smd and have a ./ before it.
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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
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opps your idle sequence is also wrong,

$modelname abc/abc.mdl
$cdmaterials models/abc
$staticprop
$scale 1.0
$body studio "./abc"
$sequence idle "abc" fps 1
$collisionmodel "abc.smd" {
 $Mass 20
}
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Re: [hlcoders] modifying vgui2

2006-08-09 Thread Michael Kramer
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What compiler are you using?
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Michael Kramer
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Well Wouldn't Episode One Shared mean that it is sharing with other
episodes, so to legally use it you would have to own episode 1 2 or 3. Such
as Source Shared, you have to own a source game to get that .gcf
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Re: [hlcoders] Updated Known SDK Issues Page

2006-08-07 Thread Michael Kramer
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Thanks Mike
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Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Michael Kramer
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I believe they are under ths sprites/ folder in hl2mp gcf (under materials)
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Re: [hlcoders] Launching mod from error, Error!

2006-08-07 Thread Michael Kramer
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Thanks Mike :D
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-07 Thread Michael Kramer
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I made a new map with func_door_rotating, and it works fine.

On another note, it seems im getting random ASSERTS from GameMovement.cpp,
anyone else getting these? After I get the error, the player begins to move
around randomly
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Re: [hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
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used to always work for me.
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[hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
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I get this when I try to launch a map from hammer using my mod (app id 215)

http://img137.imageshack.us/img137/3314/errorfw8.jpg


Any ideas what is causing it?
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
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Same here..debug mode.
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
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Same thing is happening to me, it opens up I see the game menu, then ding
and vanishes. And my mod is the Mod from Scratch.
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Michael Kramer
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Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be
waiting for Half-Life 4...?
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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-05 Thread Michael Kramer
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it is npc_basezombie
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Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
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Assuming you are talking about hl2mp, you need to modify the files located
under sourcesdk_content\hl2mp\modelsrc

Look at the male and femle animations as well as the combine sdk
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Re: [hlcoders] Dual wielding

2006-07-30 Thread Michael Kramer
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Like code whys? So that this button fires the left weapon this other button
fires the right? Or just a model that show's to models with an animation
that looks like both are firing?
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Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Michael Kramer
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I think he wants the background to be a VGUI Panel...no map, just the VGUI
Panel...
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Re: [hlcoders] SDK Update coming...

2006-07-29 Thread Michael Kramer
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What This Release Has
*
Lots of source code updates from the Episode 1 production code
Hammer, Faceposer, Model Viewer updates
Access to the Ep1 version of the Source Engine binaries

What It Doesn't Have

Visual Studio 2005 Support (it will be in the next SDK release)
Improved server plugins for bots (on my to-do list)
Anything from Episode 2, Portal, Team Fortress
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Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Michael Kramer
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But it doesn't have HDR.
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Re: [hlcoders] HUD material scaling...

2006-07-28 Thread Michael Kramer
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Use XRES(width) and YRES(Tall) functions to get the correct numbers,

I don't use the HUD Textures, I use VGUI ImagePanels
All Hud images are scaled from the 640X480 res up.

So let's say at 640X480 you want it to be 64 pixels (you will have to get
the right value for this)
You would do something like this:

m_pImageName->SetSize(XRES(64),YRES(64));
m_pImageName->SetImage("texture_name"); //texture located in the vgui
material folder
m_pImageName->GetImage()->SetSize(XRES(64),YRES(64));
m_pImageName->SetPos(XRES(64),YRES(0));



You need to position everything on 640X480, it will be scaled up and
positioned right if you use the XRES and YRES Functions.
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Re: [hlcoders] Interaction with VGUI Screens

2006-07-27 Thread Michael Kramer
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Just have a bunch of Labels, set them hidden (Visible to 0) and then when a
button is pushed have it trigger something (using inputs from hammer) that
will make the current Label Invisible, and toggle one of the Other Label's
Visible.
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[hlcoders] Complex HUD Question.

2006-07-26 Thread Michael Kramer
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The hud I have in mind, has around 23 different hud elements, and im just
wondering, if it would be easier, to have one completely transparent hud
elements to go across the entire screen, and just position child panels, on
it, as well as the background image.

This is my concept Hud:
http://img208.imageshack.us/img208/3297/hudlayoutxo4.jpg

As you can see it has a lot of transparent things, and alot of different hud
elements. Just wondering what would be the easiest way to get what I want.


Thanks

-Michael Kramer
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Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Michael Kramer
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Ok sorry, im just excited...:P
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Re: [hlcoders] Upcoming SDK Release

2006-07-26 Thread Michael Kramer
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Can you give us an estimated time on when the SDK Update that includes the
content from Team Fortress 2, Portal, and Episode 2 will be available? I
know after they are released, but how long after?

Thanks-
Michael Kramer
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Re: [hlcoders] Upcoming SDK Release (wishlist)

2006-07-26 Thread Michael Kramer
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The Motion blur and Depth of Field won't be coming, it takes 2 seconds to
render each frame on Valve's Computer's. They won't release it until
Hardware can handle it. I just want to get the FacePoser 2 System and Phong
Shading.
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Re: [hlcoders] Upcoming SDK Release

2006-07-25 Thread Michael Kramer
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Awesome, Thanks Mike, I'm glad Valve hired some one specificly for this
reason.
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Re: [hlcoders] Source SDK

2006-07-25 Thread Michael Kramer
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001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
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Re: [hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Michael Kramer
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Check out FacePoser in the SDK.
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[hlcoders] Brush Function, Get Location name?

2006-07-21 Thread Michael Kramer
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Im trying to program a brush function, CLocation()

It has a name property (a string_t) which can be set in hammer.

What i want it to do, is take that name, and display it on the hud.

How would I go about doing this? My hud element is already coded, I simply
want to have location->SetText(m_iLocation); but seeing as the HUD is on the
client, and the Brush Function is on the client, I don't know how to do
this. And I don't know howto do a send and recieve table...which would
probably be helpful.

Thanks


-Michael Kramer
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Re: [hlcoders] HUD drawing problems

2006-07-21 Thread Michael Kramer
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Not that I know of. But if you find one let me know :)
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Re: [hlcoders] Modifying HL2 characters

2006-07-21 Thread Michael Kramer
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If you want to just modify the texture, then all you need is Photoshop with
the VTF Plugins

If you want to change the model, you will need to use a modeling program
such as XSI or 3DS Max.
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Re: [hlcoders] HUD drawing problems

2006-07-21 Thread Michael Kramer
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Alright here is what I have:

This is how I have the background for my Health Bar

First off, my health bar has rounded edges, so I have three different
images:

vgui::ImagePanel *healthLeft;
vgui::ImagePanel *healthBg;
vgui::ImagePanel *healthRight;

Each image is 5px X 5px (8X8 In vtf)

I set it up like so:
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );

healthLeft = vgui::SETUP_PANEL(new vgui::ImagePanel(parent, "HealthLeft"));
healthLeft->SetImage("health_left");
healthBg = vgui::SETUP_PANEL(new vgui::ImagePanel(parent, "HealthBg"));
healthBg->SetImage("health_bg");
healthRight = vgui::SETUP_PANEL(new vgui::ImagePanel(parent,
"HealthRight"));
healthRight->SetImage("health_right");

Then Under a seperate Function ( Init() )
I have

C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
int health = max( local->GetHealth(), 0 );

healthLeft->SetSize(XRES(5),YRES(5));
healthLeft->GetImage()->SetSize(XRES(5),YRES(5));
healthLeft->SetPos(XRES(8),YRES(35));
healthLeft->SetZPos(1);

healthBg->SetSize(XRES((health - 5) * 2),YRES(5));
healthBg->GetImage()->SetSize(XRES(health),YRES(5)); //Streches the bg to
match health
healthBg->SetPos(XRES(13),YRES(35));
healthBg->SetZPos(1);

healthRight->SetSize(XRES(5),YRES(5));
healthRight->GetImage()->SetSize(XRES(5),YRES(5));
healthRight->SetPos(healthBg->GetWide()+ XRES(10),YRES(35)); //Places the
right image after the bg.
healthRight->SetZPos(2);

I call the Init() Function in Paint( void ), I do this so that if the player
changes the Resolution in game, everything will get aligned and scaled
properly.



Remember that you need to position and scale everything in 640x480, and
using the XRES and YRES functions it will scale accurately for the other
resolutions.

Hopefully this will help.
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Re: [hlcoders] HUD drawing problems

2006-07-20 Thread Michael Kramer
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The way I have been drawing my images on the hud is with:

   vgui::ImagePanel *hudBg;

   hudBg = vgui::SETUP_PANEL(new vgui::ImagePanel(this, "HealthBg"));
   hudBg->SetImage("hud_health_bg");
   hudBg->SetSize(this->GetWide(),this->GetTall());
   hudBg->GetImage()->SetSize(this->GetWide() , this->GetTall());
   hudBg->SetPos(52,22);
   hudBg->SetZPos(1);
   hudBg->SetVisible(true);


I don't know if that is the proper way to do it, but it works fine for me.
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