Re: [hlcoders] Paused state
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 > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer* 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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Abd'al'hazred
;> >> >> 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. >> >> >> >> >> >> >> >> ___ >> 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 >> >> >> >> >> ___ 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 >> >> >> >> >> >> -- next part -- >> An HTML attachment was scrubbed... >> URL: < >> https://list.valvesoftware.com/cgi-bin/mailman/private/hlcoders/attachments/20130926/c21b7ebb/attachment.html >> > >> >> -- >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> >> End of hlcoders Digest, Vol 29, Issue 46 >> >> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer* 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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] i want join yr hl server
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 > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Player voice volume
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
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. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling in VS 2012
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, > > > ___ > 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 > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Compiling in VS 2012
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] vsMaster.mll – Maya 2012 Fatal Error
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. > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Can't seem to modify Player Angles
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
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... >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Can't seem to modify Player Angles
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, >> >> ___ >> 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 > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Can't seem to modify Player Angles
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] ATTN Valve: Server browser player count fluctuates/fails with bots
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 >> >> ___ >> 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 > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] C_BaseAnimatingOverlay issues for Player Animation
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. -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
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> >> >> > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > &g
Re: [hlcoders] Prediction Jerkiness with aircraft ?
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 >>>>>>>>>>>>>> > >>>>>>>>>>>>>> > >>>>>>>>>>>>>> >>>>>>>>>>>>>> ___ >>>>>>>>>>>>>> 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 >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>>> ___ >>>>>>>>>> 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 >>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >>> >>> >>> >> >> >> -- >> -Tony >> >> >> ___ >> 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 > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Transparent VGUI Blocking Model
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 >> addressed. If you have received this email in error please notify the >> system manager. This message contains confidential information and is >> intended only for the individual named. If you are not the named addressee >> you should not disseminate, distribute or copy this e-mail. Please notify >> the sender immediately by e-mail if you have received this e-mail by >> mistake and delete this e-mail from your system. If you are not the >> intended recipient you are notified that disclosing, copying, distributing >> or taking any action in reliance on the contents of this information is >> strictly prohibited. >> >> ___ >> 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 > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Send Array of Entities to Client?
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* > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Send Array of Entities to Client?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] Transparent VGUI Blocking Model
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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Following a curved track?
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 >> >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders >> >> >> > > > -- > *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 addressed. > If you have received this email in error please notify the system manager. > This message contains confidential information and is intended only for the > individual named. If you are not the named addressee you should not > disseminate, distribute or copy this e-mail. Please notify the sender > immediately by e-mail if you have received this e-mail by mistake and > delete this e-mail from your system. If you are not the intended recipient > you are notified that disclosing, copying, distributing or taking any > action in reliance on the contents of this information is strictly > prohibited. > -- *Michael Kramer, Software Engineer & SEO Expert* http://www.siosphere.com | kra...@siosphere.com *[c] 801-530-9454* * * * * --
Re: [hlcoders] Following a curved track?
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 > > > > > _______ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- *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 addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[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
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
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 >>> >>> > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > -- *Michael Kramer, Software Engineer & SEO Wizard* * * * * ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting an attachment position on client side view model
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
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?
I use it :) On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak' wrote: > Is the coders mailing forum still active? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Npc Sparking on Think?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Npc Sparking on Think?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Should I wait?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shared variables
*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 > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer
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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer
-- [ Picked text/plain from multipart/alternative ] Both are set to 256 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer
-- [ 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... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemy AI to attack you...
-- [ 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, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemy AI to attack you...
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Enemy AI to attack you...
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Visual Studio 2008
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Visual Studio 2008
-- [ Picked text/plain from multipart/alternative ] Woot, Successfully compiled, linked, and running with visual studio 2008, so i guess you can ignore this now, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Visual Studio 2008
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Compiling under Visual Studio 2008
-- [ Picked text/plain from multipart/alternative ] http://msdn2.microsoft.com/en-us/vstudio/aa700831.aspx Vista Only, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Compiling under Visual Studio 2008
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loading screen art
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta Testers Having Issues Running Modification
-- [ 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.. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Beta Testers Having Issues Running Modification
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] plugin loading issues
-- [ Picked text/plain from multipart/alternative ] I believe it checks the bin folder by default place it in SourceMods/YourMod/bin -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Screen To World (from mouse cursor to world coords)
-- [ 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(); -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Stopping Sounds via QC File
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting the world origin of a bone.
-- [ Picked text/plain from multipart/alternative ] Thanks, worked like a charm. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting the world origin of a bone.
-- [ 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Getting the world origin of a bone.
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine Bugs
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] Do you get that error launching any other source game? Or even the Source SDK Base itself with no launch options? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crashes trying to debug since the DOD: S update.
-- [ Picked text/plain from multipart/alternative ] Try c:\steam\steam.exe" -applaunch 215 -dev -game "c:\steam\steamapps\SourceMods\mymod" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] cannot view pupil in 3ds max???
-- [ Picked text/plain from multipart/alternative ] qceyes, the eyes are handled by the source engine, they are not part of the model. http://developer.valvesoftware.com/wiki/Character_Setup_Overview -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SetThink
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Aug4 SDK problems...
-- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL
-- [ Picked text/plain from multipart/alternative ] You're right, we aren't going to get you removed, you just did with your inappropriate words. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Patch Released 8/11/2006
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mystery HUD element in raw SDK
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] XSI model to Hammer
-- [ Picked text/plain from multipart/alternative ] your $body studio is wrong I believe it should be $body studio "./abc" no .smd and have a ./ before it. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] XSI model to Hammer
-- [ Picked text/plain from multipart/alternative ] 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 } -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] modifying vgui2
-- [ Picked text/plain from multipart/alternative ] What compiler are you using? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Mounting episode one shared.gcf
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated Known SDK Issues Page
-- [ Picked text/plain from multipart/alternative ] Thanks Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gravity gun sprites with the SDK update
-- [ Picked text/plain from multipart/alternative ] I believe they are under ths sprites/ folder in hl2mp gcf (under materials) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Launching mod from error, Error!
-- [ Picked text/plain from multipart/alternative ] Thanks Mike :D -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Launching mod from error, Error!
-- [ Picked text/plain from multipart/alternative ] used to always work for me. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Launching mod from error, Error!
-- [ Picked text/plain from multipart/alternative ] 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: SDK Issues
-- [ Picked text/plain from multipart/alternative ] Same here..debug mode. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: SDK Issues
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Is Released - the patch file
-- [ Picked text/plain from multipart/alternative ] Episode 1 2 and 3 are Half-life 3...according to Gabe, so wouldn't we be waiting for Half-Life 4...? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Valve foggot put Zombine Code?
-- [ Picked text/plain from multipart/alternative ] it is npc_basezombie -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual wielding
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Dual wielding
-- [ Picked text/plain from multipart/alternative ] 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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating VGUI background map
-- [ Picked text/plain from multipart/alternative ] I think he wants the background to be a VGUI Panel...no map, just the VGUI Panel... -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update coming...
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base?
-- [ Picked text/plain from multipart/alternative ] But it doesn't have HDR. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD material scaling...
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Interaction with VGUI Screens
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Complex HUD Question.
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Ok sorry, im just excited...:P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release (wishlist)
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming SDK Release
-- [ Picked text/plain from multipart/alternative ] Awesome, Thanks Mike, I'm glad Valve hired some one specificly for this reason. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK
-- [ Picked text/plain from multipart/alternative ] 001. John Sheu - Eternal Silence 002. Michael Kramer - Elements -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Easiest way to animate characters for HL 2 movie?
-- [ Picked text/plain from multipart/alternative ] Check out FacePoser in the SDK. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Brush Function, Get Location name?
-- [ Picked text/plain from multipart/alternative ] 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] Not that I know of. But if you find one let me know :) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modifying HL2 characters
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD drawing problems
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders