Re: [hlcoders] Paused state

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


On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak wave@hotmail.com
wrote:

  Hello,

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

 Regards,
 Krzysztof Lesiak


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Re: [hlcoders] Abd'al'hazred

2013-09-26 Thread Michael Kramer
 will becomes release versions soon.



 Jan



 Von: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jan
 Hartung
 Gesendet: Sonntag, 15. September 2013 14:09


 An: 'Discussion of Half-Life Programming'
 Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
 listenservers are not registered with the master servers



 @Ryan: there's no sv_master_legacy_mode in the 2013 SDK anymore, so that's
 not the issue.

 @Edward: I send the heartbeat manually when the server is already running,
 at the moment there's no server.cfg at all. Both the listen server and
 dedicated server are running on Windows, where the dedicated server
 (downloaded via SteamCMD) is able to find the sourcemods directory and
 displays the available mods without the need for copying the files over to
 the server directory. Which makes it even more funny, as my dedicated and
 listen server use the exact same files so for both there is no server.cfg.
 But only the listen server does not register with the master servers and
 does nothing when I run  heartbeat from the console. The dedicated
 server
 on the other hand does react to the command by sending out a network
 packet.



 Jan



 Von: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Edward
 Phillips
 Gesendet: Sonntag, 15. September 2013 04:13
 An: Discussion of Half-Life Programming
 Betreff: Re: [hlcoders] Dedicated servers not connectable at all,
 listenservers are not registered with the master servers



 Did you add heartbeat to the startup commands? Or send the command when
 it's
 already running

 On 14/09/2013, at 4:04 AM, Jan Hartung jan.hart...@gmx.de wrote:

 The firewall is open, port forwarding is configured correctly as well. I'm
 running the dedicated server (using the very same .dll files) on the same
 box for testing and it shows up just fine in the server browser(s).



 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 jan.hart...@gmx.de wrote:

 sv_lan is set correctly and a heartbeat is sent as well, so that cannot
 cause the issue.







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Re: [hlcoders] i want join yr hl server

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


On Thu, May 16, 2013 at 2:14 AM, shansakthi shansakt...@gmail.com wrote:

  Pls give half life server id…I want join with u…help me…I don’t know
 how  connect with u… how I will do this..pls tell me

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Re: [hlcoders] Player voice volume

2013-05-09 Thread Michael Kramer
 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 jesf...@gmail.com 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.

  --
 Jesse

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 --
 Jesse

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Re: [hlcoders] Player voice volume

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


On Wed, May 8, 2013 at 4:57 PM, Viktor Anely viktoran...@outlook.comwrote:

 Valve hasn't developed anything new since Mike Harrington left the
 company. Gabe can't stand the thought of working with people smarter than
 himself, thus, the current group of retards that work for valve. Simply
 opening the same old source code in the latest version of visual studio and
 recompiling isn't a new version,  it's the same old software. So basically
 they have been reselling the same version of the quake engine since 1996.

 Steam isn't going to cut it and valve will ultimately fail. Even razer is
 getting in on the gamer community action with their new razer comms
 software. I have to laugh at all the dumbasses that thought it was a great
 idea to let a private corporation keep all the installation files for
 software they purchased. Have fun on the day valve pulls the nic cables
 from the switches.

 The only security for mod/game developers is to code their own game
 engines and tools. But alas, all the kiddie-coders of this generation don't
 have a clue about actually doing that, so they will ultimately try to
 crowbar games out of 3rd party engines like cryo and unreal. And the gamer
 community will be stuck playing the same games with different flavors of
 graphics and such.

 It's a crying shame what valve has done. I wish good ol' Mike would just
 start a new game-ware company and put the final nails in the valves coffin.

 This message isn't to troll the group it's a wake up call to all the
 people that made the community great and the games better. Stop wasting
 your time trying to use this valve garbage and keep re-fixing all the stuff
 they break with every update. Start learning to code, and apply your know
 how to something you can actually control.

 that is all, have a nice day.

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Re: [hlcoders] Compiling in VS 2012

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

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

Thanks,


On Tue, Nov 27, 2012 at 2:05 PM, Neico ad...@neic0.de 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 
 kra...@siosphere.comkra...@siosphere.com
  wrote:

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

  Thanks,


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[hlcoders] Compiling in VS 2012

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

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

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

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


In the meantime, you can check this out:

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


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

On Mon, Sep 10, 2012 at 2:02 PM, Александр Мяоц nexe...@gmail.com wrote:

 vsMaster.mll – Maya 2012 Fatal Error
 I have a problem installing Source SDK Maya plug-ins.I follow these
 https://developer.valvesoftware.com/wiki/Maya instructions, but on
 step 4, when trying to activate vsMaster plug-in, Maya crashes with
 fatal error. Other plug-ins (vstSmdIO.mll and vstUtils.mll) are loaded
 properly without any problems. I tried to re-install Maya and SDK, and
 did the same on another machine but all with the same results.

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

2012-08-19 Thread Michael Kramer
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 omegal...@gmail.comwrote:

 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 kra...@siosphere.comwrote:

 Alright, I was able to modify the angles by adding some code into the
 multiplayer animstate, but I have a question for you.

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

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



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

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

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

Thanks everyone,

On Sun, Aug 19, 2012 at 10:29 AM, Garry Newman garrynew...@gmail.comwrote:

 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 kra...@siosphere.comwrote:

 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 
 omegal...@gmail.comwrote:

 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 kra...@siosphere.comwrote:

 Alright, I was able to modify the angles by adding some code into the
 multiplayer animstate, but I have a question for you.

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

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



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

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

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

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

On Fri, Aug 17, 2012 at 12:27 PM, Psy_Commando psycomma...@gmail.comwrote:

 The animstates override player angles, if I remember correctly. You may
 want to check it out.

 On Fri, Aug 17, 2012 at 1:05 PM, Michael Kramer 
 gameexpertmas...@gmail.com wrote:

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

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

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

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

 Thanks,

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[hlcoders] Can't seem to modify Player Angles

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

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

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

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

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

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

On Mon, Jul 30, 2012 at 2:34 PM, Saul Rennison saul.renni...@gmail.comwrote:

 to your mods install?


 Kind regards,
 *Saul Rennison*



 On 30 July 2012 21:22, Alfred Reynolds alf...@valvesoftware.com wrote:

 We will look into this, in the mean time you could try copying
 steamclient.dll, tier0_s.dll, vstdlib_s.dll and steam.dll from a TF2
 dedicated server install over to your mods install. That may fix the issue
 in the interim.

 - Alfred

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White
 Sent: Monday, July 30, 2012 9:46 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] ATTN Valve: Server browser player count
 fluctuates/fails with bots

 Valve,

 There is a bug with the way the SDK version of the engine reports the
 amount of players in a server to the server browser and clients
 attempting to connect. When bots (fake clients) are created using the
 following command:

 edict_t *pEdict = engine-CreateFakeClient( bot );

 and subsequently removed with

 engine-ServerCommand( UTIL_VarArgs( kickid %d\n, pBot-GetUserID() ) );

 the instance of the bot still exists in the server browser game info
 display but the bot is properly removed! I verified removal by
 tracing through the disconnect sequence and saw the edict being freed.

 This issue seems to have had affected TF2 servers in the past:

 http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg65375.html
 It was also posted on this board as well:
 http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg02321.html

 What ends of happening is that if you add enough bots over the course
 of the server being active, you will fill your server even though no
 one is playing in it currently. The server actively refuses
 connections to incoming clients with the Game Info display showing
 some ridiculous number like 24/16 players with the list dominated by
 the names of bots that have been removed from the server long ago.

 I believe porting your fix from the TF2 engine to the SDK engine will
 fix this issue quite easily. Right now, it is impacting our mod
 significantly since we are debuting bots :'(

 Thanks,
 Jonathan White
 GoldenEye: Source

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

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

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

On Tue, May 22, 2012 at 9:55 AM, Cale Dunlap cale.dun...@gmail.com 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 
 saul.renni...@gmail.comwrote:

 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 bfh...@gmail.com wrote:

 Happens to me on Alien Swarm sometimes too, odd issue.


 On Sun, May 20, 2012 at 3:42 PM, Jan Hartung jan.hart...@gmx.de 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 mcwattersand...@gmail.com 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=50path=/trunk/src/game/client/cdll_client_int.cpp


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[hlcoders] C_BaseAnimatingOverlay issues for Player Animation

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

I get a failed Assert in ResizeAnimationLayerCallback in
c_baseanimatingoverlay.cpp

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

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

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

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

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



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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-03 Thread Michael Kramer
 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...
  
  
  
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Re: [hlcoders] Transparent VGUI Blocking Model

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

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

On Wed, Mar 21, 2012 at 4:08 PM, Nick xnicho...@gmail.com wrote:

 drawing the model first?

 On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer kra...@siosphere.comwrote:

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

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


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

 Thanks,


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[hlcoders] Send Array of Entities to Client?

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

I tried creating an array of EHandle, but assigning the slots proved
impossible. Is there a better way to send an array of entities to the
client side?
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Re: [hlcoders] Send Array of Entities to Client?

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

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


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

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

On Tue, Mar 20, 2012 at 1:23 AM, Saul Rennison saul.renni...@gmail.comwrote:

 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 gameexpertmas...@gmail.com
 wrote:
  Is it possible to send an array of entities to the client?
  I tried creating an array of EHandle, but assigning the slots proved
 impossible. Is there a better way to send an array of entities to the
 client side?
 
 

 --


 Kind regards,
 *Saul Rennison*

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[hlcoders] Transparent VGUI Blocking Model

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

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


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

Thanks,


-- 
*Michael Kramer, Software Engineer  SEO Expert*
http://www.siosphere.com | kra...@siosphere.com
*[c] 801-530-9454*
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Re: [hlcoders] Following a curved track?

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

On Thu, Mar 8, 2012 at 11:56 PM, Michael Kramer kra...@siosphere.comwrote:

 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 
 amck...@yahoo.comwrote:

 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 kra...@siosphere.com
 *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.

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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




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[hlcoders] Following a curved track?

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

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

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

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

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

Thanks.
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Re: [hlcoders] Following a curved track?

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

On Thu, Mar 8, 2012 at 8:44 PM, Adam amckern McKern amck...@yahoo.comwrote:

 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 kra...@siosphere.com
 *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.

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders




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

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

On Sun, Oct 30, 2011 at 10:51 AM, Tony omega Sergi omegal...@gmail.comwrote:

 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 psycomma...@gmail.comwrote:

 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 omegal...@gmail.com
  wrote:

 This is the one and only time that i'm going to reply to anything you've
 said,

 *Pro-Tip*: Don't Post here when you're High.
 You make no sense 100% of the time.

 -Tony



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

2011-08-19 Thread Michael Kramer
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 darksk...@gmail.com 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 ( skidz )

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

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

if not, try casting pEntity to CBaseViewModel

On Fri, Aug 19, 2011 at 12:55 PM, Ryan Sheffer darksk...@gmail.com 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 darksk...@gmail.comwrote:

 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

Re: [hlcoders] Alive?

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

On Mon, May 9, 2011 at 6:03 PM, Trevor 'Drak' dhlco...@wowway.com wrote:

   Is the coders mailing forum still active?

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Re: [hlcoders] Npc Sparking on Think?

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



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



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


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

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

Any idea what is missing?

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[hlcoders] Npc Sparking on Think?

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

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

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

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

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

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

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

 Where would I put a variable which I want hl2mp_player,
 c_hl2mp_player.cpp,
 and weapon classes to be able to see?

 Thanks,

 Kenrick Rilee
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Re: [hlcoders] Compiling with Visual C++ 2008 Express Edition

2007-11-26 Thread Michael Kramer

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


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


Intellisense has been improved... a LOT.

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

I am using it to compile RELEASE without errors.

Tobias Kammersgaard wrote:

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

/ProZak


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


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

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

-Mike

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

*sigh*

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

//   Adam Maras (memzero)

Ondřej Hošek wrote:

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


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

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

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

~~ Ondra

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


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

//   Adam Maras (memzero)

Jorge Rodriguez wrote:


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

Index: memoverride.cpp
===

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

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

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

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

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

--
Jorge Vino Rodriguez
--


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

2007-11-01 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Both are set to 256
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Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

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

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

Is there a way I can increase the prop buffer?
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Re: [hlcoders] Engine Error: SendTable_BuildHierarchy: overflowed prop buffer

2007-11-01 Thread Michael Kramer

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




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


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

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

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

--
Jorge Vino Rodriguez
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[hlcoders] Enemy AI to attack you...

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

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

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


Any help would be greatly appreciated.


-Michael Kramer
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[hlcoders] Compiling under Visual Studio 2008

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

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

I fixed the Link errors by adding

/FORCE:MULTIPLE
/NODEFAULTLIB:LIBCMT

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

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

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

which says
SetSolidFlags( m_usSolidFlags | flags );

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


Any help will be greatly appreciated.
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Re: [hlcoders] Compiling under Visual Studio 2008

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

Vista Only,
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Re: [hlcoders] Compiling under Visual Studio 2008

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

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

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

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

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

/FORCE:MULTIPLE
/NODEFAULTLIB:LIBCMT

You will get a bunch of warnings, but it works perfect, compiles and links,
and runs.
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Re: [hlcoders] Loading screen art

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

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

-allowdebug

to source sdk base, not just the mod, or compile under release, not debug.
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Re: [hlcoders] Beta Testers Having Issues Running Modification

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

But if it is a release build...then i have no idea..
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Re: [hlcoders] plugin loading issues

2007-08-01 Thread Michael Kramer
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I believe it checks the bin folder by default place it in
SourceMods/YourMod/bin
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Re: [hlcoders] Screen To World (from mouse cursor to world coords)

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

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

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

Yahn


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

   // Flip y axis
   yf = -yf;

   VMatrix screenToWorld;
   MatrixInverseGeneral( worldToScreen, screenToWorld );

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

   Vector o2;
   // Transform the two points by the screen to world matrix
   screenToWorld.V3Mul( v1, org ); // ray start origin
   screenToWorld.V3Mul( v2, o2 );  // ray end origin
   VectorSubtract( o2, org, forward );
   forward.NormalizeInPlace();
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Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

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

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

Run that server side, and replace muzzle with whatever the attachment is
called on the world model.
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Re: [hlcoders] Muzzle Origin in Third Person vs ViewModel

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

You have to update those animations and the muzzle position there as well.
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Re: [hlcoders] Stopping Sounds via QC File

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

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

In the code I have

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


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

Any help would be appreciated.

Thanks - Michael Kramer
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Re: [hlcoders] Getting the world origin of a bone.

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

#ifdef CLIENT_DLL

#endif

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

2006-09-13 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Thanks, worked like a charm.
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Michael Kramer
--
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Do you get that error launching any other source game?
Or even the Source SDK Base itself with no launch options?
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Re: [hlcoders] EmitSound

2006-08-19 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] cannot view pupil in 3ds max???

2006-08-18 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] EmitSound

2006-08-18 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] SetThink

2006-08-17 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Can you post some of the errors you are getting please?
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] SUB_StartFadeOut() for CLIENT_DLL

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

2006-08-11 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] modifying vgui2

2006-08-09 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
What compiler are you using?
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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
--
[ 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
}
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Re: [hlcoders] XSI model to Hammer

2006-08-09 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] Mounting episode one shared.gcf

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

2006-08-07 Thread Michael Kramer
--
[ 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
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Re: [hlcoders] Launching mod from error, Error!

2006-08-07 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike :D
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Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-07 Thread Michael Kramer
--
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I believe they are under ths sprites/ folder in hl2mp gcf (under materials)
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Re: [hlcoders] Updated Known SDK Issues Page

2006-08-07 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Thanks Mike
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
--
[ 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.
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Re: [hlcoders] Re: SDK Issues

2006-08-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Same here..debug mode.
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[hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
--
[ 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?
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Re: [hlcoders] Launching mod from error, Error!

2006-08-06 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
used to always work for me.
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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-05 Thread Michael Kramer
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it is npc_basezombie
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Re: [hlcoders] Source SDK Update Is Released - the patch file

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

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

Look at the male and femle animations as well as the combine sdk
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Re: [hlcoders] Source SDK Base?

2006-07-29 Thread Michael Kramer
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But it doesn't have HDR.
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Re: [hlcoders] SDK Update coming...

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

What It Doesn't Have

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

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

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

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

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

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



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

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

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

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

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

2006-07-26 Thread Michael Kramer
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Ok sorry, im just excited...:P
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[hlcoders] Complex HUD Question.

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

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

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


Thanks

-Michael Kramer
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Re: [hlcoders] Easiest way to animate characters for HL 2 movie?

2006-07-25 Thread Michael Kramer
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Check out FacePoser in the SDK.
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Re: [hlcoders] Source SDK

2006-07-25 Thread Michael Kramer
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001.  John Sheu - Eternal Silence
002.  Michael Kramer - Elements
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Re: [hlcoders] HUD drawing problems

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

This is how I have the background for my Health Bar

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

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

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

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

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

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

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

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

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

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

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



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

Hopefully this will help.
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Re: [hlcoders] Modifying HL2 characters

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

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

2006-07-21 Thread Michael Kramer
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Not that I know of. But if you find one let me know :)
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[hlcoders] Brush Function, Get Location name?

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

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

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

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

Thanks


-Michael Kramer
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[hlcoders] Hud positioning/scaling help

2006-07-19 Thread Michael Kramer
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Im having trouble positioning and scaling some of the images I have for my
hud. I know that im supposed to position them in 640x480, but when I do
that, if I then take it up to say 1024x768 then some of the images now
intersect with the text, because the text is now bigger.

And, since in the hud I have a health bar, in 640x480 it is really big, and
in higher resolutions it is just fine, how would I scale it down only if the
resolution is 640x480?

This is my hud:
http://img529.imageshack.us/img529/6661/newhudpi2.jpg

And I have it all worked out in the code, it is just the images are not
scaling down or up, which is really frustrating me :(

I tried doing something like:
#define RES640 113

engine-GetScreenSize(m_iScreenWidth,m_iScreenHeight);

if(m_iScreenWidth == 640){
healthBar-SetSize(m_iHealth * (RES640 / 100),8); //Update the size
of the Health Bar
 }

The size of the healthbar is not 100 pixel's across, so I have to multiply
the current health by a certain fraction. So I take the width it should be
(RES640) and divide it by 100, which should give me a fraction and set it to
the write width, which it doesn't it is alway's to big for it, though it
should be just right.


Thanks to anyone that can help me :D


-Michael Kramer
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[hlcoders] Unable to Launch Game

2006-07-17 Thread Michael Kramer
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Ok, I have a problem with my Mod.

My mod is a Make Mod from Scratch Mod, and I started doing chapters for
the new game dialog.
If I start a new game in the console I get
execing chapter1.cfg
Unable to launch game

And the game never launches.
my chapter1.cfg says:

map b1_cellar

If, instead of starting a new game I simply type map b1_cellar in game, it
works fine.
But, if I goto new game, then it says the

execing chapter1.cfg
Unable to launch game

and after that, even if I then type map b1_cellar then it says Unable to
launch game.

Any help would be great.

Thanks,


-Michael Kramer
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Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Michael Kramer
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Because, I need it to be from scratch, It is much much easier to change the
things I need to change in it. And I use nothing from Half-Life 2, so I
don't want any of the NPC code, or the weapon code, and I don't want the
hl2_player.cpp code or any of it.
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Re: [hlcoders] Unable to Launch Game

2006-07-17 Thread Michael Kramer
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But I have built so much using the base sdk, and I need it to remain as a
base sdk, everything is working fine except the New Game Dialog, and I
don't know why. Everything else works fine. I don't want to use the modify
hl2 singleplayer because It will be a big hassle to remove every npc,
weapon, and basically everything under the hl2Dll folder. And add in all of
my stuff, my own custom player, and setup everything how I have it now.
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[hlcoders] Removing Voice, and Multiplayer Dialogs

2006-07-16 Thread Michael Kramer
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Ok, How do I remove the Voice, and Multiplayer Tab's from the Options
Dialog?
My game features nothing to do with voice, and has no multiplayer, so I have
no need of these, and I don't really want them there. Any help would be
greatly
appreciated.

Thanks

-Michael Kramer
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Re: [hlcoders] Test

2006-07-10 Thread Michael Kramer
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Test2
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Re: [hlcoders] sin -- valve? ritual?

2006-07-10 Thread Michael Kramer
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I think you would be able to do a SIN Mod, using their content, but you
would have to mount the GCF and only those that legally own the game would
be able to play it. But im not sure, you should email Ritual and ask.
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Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-28 Thread Michael Kramer
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Actually, they were the ones who created HDR Bloom before Valve Did..so that
is what they are using..

On 6/28/06, Aaron Schiff [EMAIL PROTECTED] wrote:

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 [ Picked text/plain from multipart/alternative ]
 I think that mod just uses nice transparent selfillum textures

 --
 ts2do
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