Re: [hlcoders] Custom Mouse Cursor

2006-10-06 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
I've been working on this for my mod as well but have run into similar
problems as Nick.  Any ideas or workarounds would be great.

On 10/5/06, Nick Darnell <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> And, vgui::surface()->LockCursor(); doesn't seem to prevent it either.
>
> -Nick
>
> On 10/5/06, Nick Darnell <[EMAIL PROTECTED]> wrote:
> >
> > Nope.  I tried calling SetCursor(NULL); in the Tick method of a
> vgui.  The
> > best I get is a flickering cursor, jumping between visible and
> not.  Their
> > underlying cursor code must be being run every frame, and it just keeps
> > resetting the cursor.
> >
> > -Nick
> >
> > On 10/4/06, Nick Darnell <[EMAIL PROTECTED]> wrote:
> > >
> > > That's what I was hoping, but I was thinking Source would override any
> > > cursor I load using...(but ill try it out right now)
> > >
> > > *HANDLE* *LoadImage(*
> > >   *HINSTANCE* *hinst**,*
> > >
> > >   *LPCTSTR* *lpszName**, *
> > >   *UINT* *uType**, *
> > >   *int* *cxDesired**, *
> > >   *int* *cyDesired**, *
> > >   *UINT* *fuLoad *
> > > *);
> > >
> > > *-- or --
> > >
> > >
> > > *
> > > *HCURSOR LoadCursorFromFile(
> > >
> > > LPCTSTR *lpFileName*
> > > );
> > >
> > > -Nick
> > >
> > > On 10/4/06, Garry Newman < [EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > You should be able to set the cursor the same as any windows
> program.
> > > >
> > > > I wouldn't do the drawing a texture method - it makes input feel
> > > > really
> > > > crappy when you're running at under 40 fps.
> > > >
> > > >
> > > >
> > > > On 10/4/06, Nick Darnell < [EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > How would you draw the image to properly extend into another
> panels
> > > > > drawing
> > > > > space?
> > > > >
> > > > > -Nick
> > > > >
> > > > > On 10/4/06, Justin Krenz <[EMAIL PROTECTED] > wrote:
> > > > > >
> > > > > > Set it to no cursor, and then use an image as your cursor and
> > > > reposition
> > > > > > it at the mouse position every update?
> > > > > >
> > > > > > Nick Darnell wrote:
> > > > > > > --
> > > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > > Is there any chance the public SDK could have the mouse cursor
> > > > code
> > > > > > opened
> > > > > > > up?  I was hoping to have custom mouse cursors in the
> > > > vgui.  But, it's
> > > > > > > presenting me with a bit of a dilemma since the actual cursor
> > > > code
> > > > > isn't
> > > > > > in
> > > > > > > the public SDK.  All I get is the ability to SetCuror() using
> > > > the
> > > > > > provided
> > > > > > > enum options for standard cursors.
> > > > > > > -Nick Darnell
> > > > > > > --
> > > > > > >
> > > > > > > ___
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> > > > > > >
> > > > > > >
> > > > > >
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Re: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-09 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Try changing this (cuts out a level of indirection):

CON_COMMAND(ToggleTestPanel,NULL)
{
ToggleVisibility(test->GetPanel());
}

To this:
CON_COMMAND(ToggleTestPanel,NULL)
{
test->SetVisible(!test->IsVisible());

}

If that doesn't work, trace the con_command to see what
test->IsVisible() returns.  Let me know what happens.
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Re: [hlcoders] Re: about VGUI TOGGLEVISABILITY

2006-10-11 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
You can test to see if the panel is overriding key presses by bringing up
the console (~) and typing the console command there.

When you said "nothing happened" what did IsVisible() return within the
con_command?

Try making 2 con_commands: 1 sets the visibility to false and the other sets
the visibility to true.  If that works, then you know the problem is not
with the panel capturing key strokes, etc.

Let me know what happens (I'm curious). :)



On 10/11/06, enriched <[EMAIL PROTECTED]> wrote:
>
> Thx oliver for the suggestions, there were only a few problems with what
> you suggested.
>
> test->IsVisible() doesn't work because IsVisible()  isn't a member of
> IGameUI
>
> i had to use test->GetPanel()->IsVisible()
>
> and test->GetPanel()->SetVisible() instead
>
>
> Strangely I was debuggin this and when i pressed the b (bound to
> toggletestpanel) when the panel was visable nothing happened,
>
> when i pressed b the second time the break never got called, it is liked
> it got ignored somehow, could the menu be overriding all of the key
> presses?
>
> I am using the latest sdk for this maybe this bug is happening?
>
> http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=4
>
>
>
> -Kuja,
>
> you said u were using the tutorial in your mod too but it worked, have you
> updated to the lastest sdk yet?
>
> did you try biding the toggletestmenu to a botton "b" and try it and work
> with the latest sdk?
>
>
>
>
>
>
>
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Try changing this (cuts out a level of indirection):
> >
> > CON_COMMAND(ToggleTestPanel,NULL)
> > {
> >   ToggleVisibility(test->GetPanel());
> > }
> >
> > To this:
> > CON_COMMAND(ToggleTestPanel,NULL)
> > {
> >   test->SetVisible(!test->IsVisible());
> >
> > }
> >
> > If that doesn't work, trace the con_command to see what
> > test->IsVisible() returns.  Let me know what happens.
> > --
> >
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> >
> >
> >
>
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[hlcoders] accessing options/find servers

2006-10-20 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
It is possible to add the "Options" and "Find Servers" buttons to your main
menu by adding the following to your GameMenu.res file:

"[number]"
{
"label" "#GameUI_GameMenu_Options"
"command" "OpenOptionsDialog"
}

"[number]"
{
"label" "Find Servers"
"command" "OpenServerBrowser"
}

I am looking for a way to create a buttons in my own panel that, when
clicked, launches these menus.  Is there a con_command that I'm missing?  Or
some other way to control their visibility?

Thanks.
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Re: [hlcoders] accessing options/find servers

2006-10-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Thanks for the help!

I've got the server browser working by using these methods:

vgui::VPANEL GetChildByName(vgui::VPANEL parent, const char *name)
{
for(int i=0;iGetChildCount(parent);i++)
{
vgui::VPANEL child = vgui::ipanel()->GetChild(parent, i);
if(Q_strcmp(name, vgui::ipanel()->GetName(child)) == 0) return
child;
}
return NULL;
}

vgui::VPANEL GetServerBrowser()
{
vgui::VPANEL root = enginevgui->GetPanel(PANEL_ROOT);
vgui::VPANEL GameUI = GetChildByName(root, "GameUI Panel");
if(GameUI)
{
vgui::VPANEL BaseGameUI = GetChildByName(GameUI, "BaseGameUIPanel");
if(BaseGameUI)
{
vgui::VPANEL ServerBrowser = GetChildByName(BaseGameUI,
"CServerBrowserDialog");
if(ServerBrowser) return ServerBrowser;
}
}
return NULL;
}

void ToggleServerPanel()
{
vgui::VPANEL server = GetServerBrowser();
vgui::ipanel()->SetVisible(server, !vgui::ipanel()->IsVisible(server));

if(vgui::ipanel()->IsVisible(server))
vgui::ipanel()->MoveToFront(server);
}

Now I'm working on the options menu.  I can get access to the GameMenu
VPANEL, but SendMessage is defined as: SendMessage(VPANEL vguiPanel,
KeyValues *params, VPANEL ifromPanel).

I'm guessing vguiPanel and ifromPanel are the GameMenu.  I'm not sure of the
correct format for the params KeyValues.  I tried this without success:

KeyValues *kv = new KeyValues();
kv->SetString("command", "OpenOptionsDialog")

vgui::ipanel()->SendMessage(gameMenu, kv, gameMenu);

Any ideas?
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Re: [hlcoders] Multiple skins for prop_detail

2006-10-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
I'm not sure if this will help or not, but here's how to change the skin for
an entity called 'toChange' via code:

CBaseAnimating* x = (CBaseAnimating*)toChange;
x->m_nSkin = 1;  //number of the skin you want to use

On 10/24/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Check out cl_dll/detailobjectsystem.cpp. Detail models are stored in their
> own lump in the bsp and are loaded in the client dll by
> CDetailObjectSystem
> at CDetailObjectSystem::LevelInitPreEntity
>
> Notice the LoadGameLump call from the engine interface to load
> GAMELUMP_DETAIL_PROPS from the bsp. Then it deserializes the data in the
> lump and a bunch of initializes CDetailModel classes which are the
> IClientRenderables that render the details. So, the CDetailModels do their
> rendering in DrawModel.
>
> If you check out CDetailModel::DrawModel you will see that it actually
> renders itself like this:
>
> int drawn = modelrender->DrawModel(
> flags,
> this,
> MODEL_INSTANCE_INVALID,
> -1,// no entity index
> m_pModel,
> m_Origin,
> m_Angles,
> 0,// skin
> 0,// body
> 0  // hitboxset
> );
>
> Notice the hard-coded 0 for the skin parameter. If you want detail models
> to
> support multiple skins you will have to modify vbsp to pack the skin index
> into the detial lump, then modify CDetailObjectSystem::UnserializeModels
> to
> unpack the skin index and then CDetailModel would need to store off the
> skin
> index and pass this index to modelrender->DrawModel.
>
> Regards,
>
> Paul
>
> On 10/23/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> >
> > Hi guys,
> >
> > One of the mappers on a hl2 mod I'm helping code has asked if I can
> > enable multiple skins for prop_detail. He added this to the fgd file:
> >
> > @BaseClass = prop_detail_base
> > [
> > model(studio) : "World model"
> > skin(integer) : "Skin" : 0
> > ]
> >
> > And then is using different ints to identify, say, 10 different skins
> > for the same grass (or shrub, or...) model.
> >
> > So far so good, but once compiled it all falls back to the default skin
> > (0) in game. He knows about using detail_group, but doesn't want the
> > skins to be random, he wants them to be specifiable in hammer.
> >
> > I'm not completely new to the SDK, but I'm also not very familiar with
> > it. I've searched it for occurrences of prop_detail, but as far as I can
> > see the only place it appears is in vbsp/detailobjects.cpp. Messing with
> > that doesn't seem like a good idea.
> >
> > Can someone point me in the right direction? Or is this an issue that
> > needs to be enabled at the engine/closed source side of things?
> >
> > If it's relevant, our main development trunk is currently using the SDK
> > without the recent updates from Valve.
> >
> > Cheers & thanks,
> > Anders
> >
> >
> >
> >
> > ___
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> > please visit:
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> >
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[hlcoders] memory leak

2006-10-31 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
We've got a memory leak in our code somewhere.  I've looked through the wiki
articles on memory leaks and haven't been able to fix it.  Does anyone know
a memory manager viewer debugger tool for HL2?

Thanks.
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Re: [hlcoders] Threading

2006-11-15 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Listserv emails are handled very well by gmail, check it out.

On 11/15/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> LDuke wrote:
> > What software are you using there?
> >
>
> That'd be Thunderbird. It's Firefox's counterpart.
>
> --
> Jorge "Vino" Rodriguez
>
>
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Re: [hlcoders] gmail thread handling errors

2006-11-15 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Well to each their own, I always bank on human laziness.  My bet is if
someone goes through the work of changing the subject, they are in fact
starting a new topic (handled correctly by gmail).

It's a suggestion, give it a shot and see what you think :)

On 11/15/06, Fabian Flori <[EMAIL PROTECTED]> wrote:
>
> Oliver wrote:
> > [ Picked text/plain from multipart/alternative ]
> > Listserv emails are handled very well by gmail, check it out.
> >
> > On 11/15/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> >> LDuke wrote:
> >>> What software are you using there?
> >>>
> >> That'd be Thunderbird. It's Firefox's counterpart.
> >>
> >> --
> >> Jorge "Vino" Rodriguez
> >
> If gmail handles that kind of "multithreads" "correctly" it actually
> doesn't do its job very good.
> Thunderbird (and probably many other clients) recognize threads by the
> header lines (examples of your mail) "Message-ID"
> (<[EMAIL PROTECTED]>) and
> "In-Reply-To" (<[EMAIL PROTECTED]>).
> This way threading is independent of potentially changed subjects
> (representing the various positions in a discussion or starting points
> for a solution).
>
> Btw.: there actually is a correct mailto-URL (pointing to
> "[EMAIL PROTECTED]") to unsubscribe in the header line
> "List-Unsubscribe" :o
>
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[hlcoders] memset 0xDD

2006-11-16 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Anyone know what this is in the code for?

#ifdef _DEBUG
memset( pMemory, 0xDD, sizeof(T) );
#endif

It's in different spots throughout the code, one example is in platform.h in
the inline void Destruct( T* pMemory ) method.

Thanks.
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Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-19 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
This is definitely a band-aid, not a fix.  Here's one way to play a sound to
all players (I think).

enginesound->PrecacheSound(m_LoopSound, true); //m_LoopSound is char*
pointing to location of sound file
CRecipientFilter filter;
filter.AddAllPlayers();
Vector x = pPLayer->GetAbsOrigin();
enginesound->EmitSound(filter, entindex(), CHAN_AUTO, m_LoopSound, 0.7,  0,
0, 100, &x);


On 11/19/06, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> The function EmitSound is not ok for Quake sounds becouse the sound is
> located on an position...
> So when i play an sound like it gos 30 seconds and the player moves, he
> cant
> hear it...
> Is there no fonktion like the "play" command client side???
>
> What can i do?
>
> Thanks!
>
> With friendly Reguards from Germany
>
> Ratman2000
>
> - Original Message -
> From: "David Anderson" <[EMAIL PROTECTED]>
> To: 
> Sent: Sunday, November 19, 2006 7:55 AM
> Subject: Re: [hlcoders] cl_restrict_server_commands fiasco
>
>
> > You might want to look at public/engine/IEngineSound.h to do it
> manually.
> >
> >~dvander
> >http://www.bailopan.net/
> >
> > Ratman2000 wrote:
> >> Hello,
> >>
> >> we cant use cvar->FindVar("convar")->SetValue(value);
> >> becouse its fully Server Side...
> >> The Problem is, that we cant force thinks like: play
> >> on client side to simple play an sound (mp3 file)...
> >>
> >> When we force the play command (i cant do any critical thinks with this
> >> command...)
> >> you become this message on client side:
> >>
> >>
> >> cl_restrict_server_commands (= 1) prevented server running command:
> play
> >> /ratmod/connect_sounds/admins/jesus.mp3
> >>
> >> Why you have to block this command???
> >>
> >> So what can we do to force the client to play sounds??? We havent an
> >> solution now...
> >>
> >> With friendly reguards from Germany
> >>
> >> Ratman2000
> >>
> >> - Original Message -
> >> From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
> >> To: 
> >> Sent: Sunday, November 19, 2006 4:06 AM
> >> Subject: Re: [hlcoders] cl_restrict_server_commands fiasco
> >>
> >>
> >>> Why dont use just use
> >>> cvar->FindVar("convar")->SetValue(value);
> >>>
> >>> I have been using it, becuase it allows you to hook
> >>> around the sv_cheat flags that would block you with a
> >>> stright engine->clientcommand.
> >>>
> >>> Adam
> >>>
> >>>
> >>> --- LDuke <[EMAIL PROTECTED]> wrote:
> >>>
>  --
>  [ Picked text/plain from multipart/alternative ]
>  I believe that is the exact command that is blocked
>  by this cvar (
>  engine->ClientCommand( blahblah ) ).
> 
>  On 11/18/06, Nick <[EMAIL PROTECTED]> wrote:
>  >
>  > Can you list which exploits which need to be
>  fixed?
>  >
>  >
>  > This question was asked earlier and I could not
>  find a clear answer:
>  > Does this update break
>  >
>  > engine->ClientCommand( blahblah )
>  >
>  > when done from server side dll?
>  >
>  > On 11/18/06, Paul Peloski <[EMAIL PROTECTED]>
>  wrote:
>  > > --
>  > > [ Picked text/plain from multipart/alternative ]
>  > > (re: a) Obviously when Valve is attempting to
>  fix a problem they are
>  > going
>  > > to have to break compatibility with plugins/mods
>  that rely on that
>  > problem
>  > > behavior. Using this behavior as a workaround
>  for client cvar exploits
>  > is
>  > > bad because it has the effect of hiding the
>  exploits when they need to
>  > be
>  > > exposed and fixed.
>  > >
>  > > (re: b) cvars are already (or should be) divided
>  into client and server,
>  > > ranged to acceptable limits and in the extreme
>  case marked FCVAR_CHEAT
>  > if
>  > > they need to be set to a certain value for fair
>  play. Adding further
>  > > designation (like FCVAR_CLIENTPROTECT), or
>  "making lists" breaks
>  > > compatibility and masks exploits.
>  > >
>  > > (re: d) I agree it would be nice if Valve told
>  us more about what's
>  > coming
>  > > up, it might even be useful to them since our
>  discussion might bring to
>  > > light ... Nah, they're smarter than us, it's
>  their product, and they can
>  > > make competent decisions without us.
>  > >
>  > > Regards,
>  > >
>  > > Paul
>  > >
>  > > On 11/17/06, David Anderson
>  <[EMAIL PROTECTED]> wrote:
>  > > >
>  > > > I think you're missing a few of the important
>  points.  Yes, it's
>  > > > important to have this feature, but:
>  > > >
>  > > > a) It broke binary and source level backwards
>  compatibility.  That's a
>  > > > big no-no.
>  > > > b) It restricts all commands, which is
>  unnecessary.  A better solution
>  > > > would be to flag the commands which need to be
>  protected, or to flag
>  > > > things registered in th

Re: [hlcoders] Missing Entry Point??

2006-11-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
I have got this as well.  Any help on how to fix it would be great!

On 11/24/06, Daniel Menard <[EMAIL PROTECTED]> wrote:
>
> Is anybody else getting this error when starting their mod? It also
> happens while loading a map (after getting it on startup).
>
> hl2.exe - Entry Point Not Found
> The procedure entry point IsLogActive could not be located in the
> dynamic link library tier0_s.dll
>
> It started cropping up right around the SDK Update being rolled in. I
> updated our codebase but it hasn't disappeared. It's pretty
> intermittent, but happens more often while running with the debugger.
> I have reports from at least 1 tester having it by starting from the
> steam menu. It's not a fatal error, the mod still runs fine, but it's
> very annoying. It happens while the main menu is loading, and also
> while the map loads.
>
> Is there some way to get rid of this?
>
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Re: [hlcoders] Missing Entry Point??

2006-11-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
This may have something to do with it.  I get these error messages when
compiling:

tier1.lib(datamanager.obj) : warning LNK4204:
'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information
for referencing module; linking object as if no debug info

tier1.lib(generichash.obj) : warning LNK4204:
'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information
for referencing module; linking object as if no debug info

tier1.lib(strtools.obj) : warning LNK4204:
'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging information
for referencing module; linking object as if no debug info

On 11/24/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Same here.
>
> On 11/24/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm getting that too. Very annoying.
> >
> > On 11/23/06, Joel R. <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Yes, I received this too, just after restarting steam and grabbing the
> > new
> > > update.  I thought it was something I did with my code.  I'll try your
> > > fix,
> > > it's really annoying having it pop up 2 times as my server loads, and
> I
> > > load
> > > it up a lot for testing my mod.
> > >
> > > On 11/24/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > >
> > > > I normaly get it if i run the game on a screen size my
> > > > lcd wont support in windowed mode - just make a new
> > > > mod, export the reigestry key, and change the path,
> > > > install the key, and it should work.
> > > >
> > > > It might be another entry point for you, but this
> > > > fixed my error
> > > >
> > > > Adam
> > > >
> > > >
> > > > --- Daniel Menard <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > Is anybody else getting this error when starting
> > > > > their mod? It also
> > > > > happens while loading a map (after getting it on
> > > > > startup).
> > > > >
> > > > > hl2.exe - Entry Point Not Found
> > > > > The procedure entry point IsLogActive could not be
> > > > > located in the
> > > > > dynamic link library tier0_s.dll
> > > > >
> > > > > It started cropping up right around the SDK Update
> > > > > being rolled in. I
> > > > > updated our codebase but it hasn't disappeared. It's
> > > > > pretty
> > > > > intermittent, but happens more often while running
> > > > > with the debugger.
> > > > > I have reports from at least 1 tester having it by
> > > > > starting from the
> > > > > steam menu. It's not a fatal error, the mod still
> > > > > runs fine, but it's
> > > > > very annoying. It happens while the main menu is
> > > > > loading, and also
> > > > > while the map loads.
> > > > >
> > > > > Is there some way to get rid of this?
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view
> > > > > the list archives, please visit:
> > > > >
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > 
> > > > Nigredo Studios http://www.nigredostudios.com
> > > >
> > > >
> > > >
> > > >
> > > >
> > >
> >
> 
> > > > Do you Yahoo!?
> > > > Everyone is raving about the all-new Yahoo! Mail beta.
> > > > http://new.mail.yahoo.com
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
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> > please visit:
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> >
> >
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Re: [hlcoders] Code File Structure

2007-01-10 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
You've probably already done this, but be sure to check the wiki:
http://developer.valvesoftware.com/wiki/SDK_Docs

Sometimes specific functions are explained (i.e.
http://developer.valvesoftware.com/wiki/ShellExecute).

Also search forums, these 2 are my favorites:
http://www.chatbear.com/board.plm?a=boardlisting&b=4986
http://www.hl2coding.com/forums/index.php

On 1/10/07, Nate Nichols <[EMAIL PROTECTED]> wrote:
>
> In general, there isn't a magic webpage or manual that says things
> like "If you want to mod the crossbow, its source files are x.cpp,
> y.cpp, and z.h"
> As you spend time with the code, though, you'll eventually develop
> some kind of intuition about where files/functionality are probably
> located.  Visual Studio also has a lot of nice features (Go to
> definition, Go to declaration, etc.) that can make navigating the
> source easier.
>
> Good luck,
> Nate
>
> On 10/01/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > which files are you referring to specifically?
> >
> > On 1/10/07, Kenneth Arcieri <[EMAIL PROTECTED]> wrote:
> > >
> > > Greetings,
> > >
> > > I apologize in advance for this newbie question, but I cannot seem to
> > > find this information anywhere.  With all of these files provided for
> > > the source engine where can one find an explanation for each of the
> > > files and the functions provided in the files?  Does one not need this
> > > to mod?
> > >
> > > Thanks!
> > > Kenny
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
>
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[hlcoders] disabling escape

2007-01-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
We'd like to limit user's ability to access the main menu (what you see when
HL2 starts) from in-game.  By default, this menu is accessed in-game through
the escape key.  Our goal is to unbind the escape key so that when it is
pressed, the main menu does not appear in-game.

We've tried:

-Removing the escape binding from config.cfg
-Rebinding escape to something else in-game
-Manually disabling escape with:

int CInput::KeyEvent( int down, int keynum, const char *pszCurrentBinding )
{
//Disable escape
if(keynum == K_ESCAPE) return 0;

if ( g_pClientMode )
return g_pClientMode->KeyInput(down, keynum, pszCurrentBinding);

return 1;
}

None of the 3 attempts were successful.  In the last attempt, KeyEvent(...)
returned 0, but the main menu was still accessed.  Any ideas?

Thanks,
Oliver
--

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Re: [hlcoders] disabling escape

2007-01-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Instead of using the gamemenu.res file to build our main menu, we are using
a fullscreen panel.  This allows for customization that is not possible (to
the best of my knowledge) using the gamemenu.res file.

Since the gamemenu.res file is blank, when the user hits escape in-game,
they see a blank screen.  We give in-game access to our main menu through a
custom HUD.

If that doesn't clear things up, let me know and I'll try to give a more
detailed explanation.

On 1/23/07, Ryan Klein <[EMAIL PROTECTED]> wrote:
>
> Why do you want to do this?
>
> -Ryan
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > We'd like to limit user's ability to access the main menu (what you see
> when
> > HL2 starts) from in-game.  By default, this menu is accessed in-game
> through
> > the escape key.  Our goal is to unbind the escape key so that when it is
> > pressed, the main menu does not appear in-game.
> >
> > We've tried:
> >
> > -Removing the escape binding from config.cfg
> > -Rebinding escape to something else in-game
> > -Manually disabling escape with:
> >
> > int CInput::KeyEvent( int down, int keynum, const char
> *pszCurrentBinding )
> > {
> > //Disable escape
> > if(keynum == K_ESCAPE) return 0;
> >
> > if ( g_pClientMode )
> > return g_pClientMode->KeyInput(down, keynum, pszCurrentBinding);
> >
> > return 1;
> > }
> >
> > None of the 3 attempts were successful.  In the last attempt,
> KeyEvent(...)
> > returned 0, but the main menu was still accessed.  Any ideas?
> >
> > Thanks,
> > Oliver
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
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Re: [hlcoders] disabling escape

2007-01-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Oh it's a mod for teachers to build games to teach students.  So, we're just
customizing it.

On 1/23/07, Ryan Klein <[EMAIL PROTECTED]> wrote:
>
> I mean do you run some sort of internet cafe or are you just customizing
> it?
>
> -Ryan
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Instead of using the gamemenu.res file to build our main menu, we are
> using
> > a fullscreen panel.  This allows for customization that is not possible
> (to
> > the best of my knowledge) using the gamemenu.res file.
> >
> > Since the gamemenu.res file is blank, when the user hits escape in-game,
> > they see a blank screen.  We give in-game access to our main menu
> through a
> > custom HUD.
> >
> > If that doesn't clear things up, let me know and I'll try to give a more
> > detailed explanation.
> >
> > On 1/23/07, Ryan Klein <[EMAIL PROTECTED]> wrote:
> >
> >> Why do you want to do this?
> >>
> >> -Ryan
> >>
> >> Oliver wrote:
> >>
> >>> --
> >>> [ Picked text/plain from multipart/alternative ]
> >>> We'd like to limit user's ability to access the main menu (what you
> see
> >>>
> >> when
> >>
> >>> HL2 starts) from in-game.  By default, this menu is accessed in-game
> >>>
> >> through
> >>
> >>> the escape key.  Our goal is to unbind the escape key so that when it
> is
> >>> pressed, the main menu does not appear in-game.
> >>>
> >>> We've tried:
> >>>
> >>> -Removing the escape binding from config.cfg
> >>> -Rebinding escape to something else in-game
> >>> -Manually disabling escape with:
> >>>
> >>> int CInput::KeyEvent( int down, int keynum, const char
> >>>
> >> *pszCurrentBinding )
> >>
> >>> {
> >>> //Disable escape
> >>> if(keynum == K_ESCAPE) return 0;
> >>>
> >>> if ( g_pClientMode )
> >>> return g_pClientMode->KeyInput(down, keynum,
> pszCurrentBinding);
> >>>
> >>> return 1;
> >>> }
> >>>
> >>> None of the 3 attempts were successful.  In the last attempt,
> >>>
> >> KeyEvent(...)
> >>
> >>> returned 0, but the main menu was still accessed.  Any ideas?
> >>>
> >>> Thanks,
> >>> Oliver
> >>> --
> >>>
> >>> ___
> >>> 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:
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> >
> >
>
>
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Re: [hlcoders] connect to web/database

2007-02-10 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
We have server and client mysql connections in our mod (using mysql++ API).
If you get stuck when implementing, let me know which aspect of
implementation you need help.

Once you have all the includes worked out, here's code to connect to the
database:

MYSQL mysql;
mysql_init(&mysql);
mysql_real_connect(&mysql,host,username,password,database,0,NULL,0)


Here's code to perform a query and store results:

MYSQL_RES *results;
mysql_query(&mysql, query);
results = mysql_store_result(&mysql);

Oliver


On 2/10/07, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> There is no way built into the SDK to connect to a server... however you
> could do it via sockets. Another option is to use the MySQL++ API to
> connect
> to the server directly.
>
>
> http://www.devarticles.com/c/a/Cplusplus/Building-a-Store-Application-With-M
> ySQL-and-C/
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Niclas
> Sent: Saturday, February 10, 2007 1:31 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] connect to web/database
>
> --
> [ Picked text/plain from multipart/alternative ]
> How do I "open" a webpage from the serverside in the HL2mp sdk?
> So that I can send information to a php script.
>
> Or if I can connect to a MySQL server directly from the serverside.
> (tutorials would be appreciated)
>
>
>
> Niclas
> --
>
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>
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[hlcoders] Disconnect: Response timed out

2007-02-11 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
About a week ago, our mod began displaying this message when we attempt to
start a map (using console command map [mapname]).  This only occurs in
Debug builds, in Release builds the map launches fine.  I've tried setting
sv_lan to both 0 and 1 with no apparent effects.  Anyone have ideas of
what's going wrong?

Thanks,
Oliver
--

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Re: [hlcoders] Disconnect: Response timed out

2007-02-11 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
That fixed it, thanks for the quick response!

On 2/11/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> add -insecure to your command line.
> its VAC.
>
> On 2/11/07, Oliver <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > About a week ago, our mod began displaying this message when we attempt
> to
> > start a map (using console command map [mapname]).  This only occurs in
> > Debug builds, in Release builds the map launches fine.  I've tried
> setting
> > sv_lan to both 0 and 1 with no apparent effects.  Anyone have ideas of
> > what's going wrong?
> >
> > Thanks,
> > Oliver
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
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[hlcoders] updating server w/ client info

2007-02-21 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
There is some explanation required before the question, sorry for the long
text:

In our mod, we have a full-screen vgui panel serving as our HUD.  It
functions similarly to World of Warcraft in that the HUD catches mouse input
unless the right-mouse button is depressed (in which case mouse input passes
through the HUD to allow mouse look).

We've implemented a feature to allow the user to move objects in the game
world by left-clicking on the object and moving the mouse while keeping the
left-mouse button depressed (remember at this point the cursor is still
displayed b/c the HUD is catching mouse input).

We're using Yahn's code (shown at bottom of the email) to find the world
position for the mouse pointer.  Our problem lies in getting that
information to the server in an efficient fashion in order to update the
position of the object.  Our first shot at implementation invokes a
con_command for every tick that the left-mouse button is depressed, sending
the "forward" vector from CreatePickingRay from the client to the server.
This works, but is a little buggy and it seems like we're missing something
obvious to do this better.

Anyone know a more efficient way?

Here's Yahn's code (may have slight modifications):

void CreatePickingRay(Vector& org, Vector& forward)
{
int w = ScreenWidth();
int h = ScreenHeight();

int x, y;
vgui::input()->GetCursorPos(x, y);

const VMatrix& worldToScreen = engine->WorldToScreenMatrix();

//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 thenear 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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[hlcoders] physics validation

2007-04-09 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Hi all,

Our mod is a tool for teachers to create event-driven games for their
students.  We need to evaluate the Source physics engine to determine if
teachers can create physics problems with their games (i.e. there is an
object with x mass, apply y force vector to that object, it will go z
distance).  Has anyone done tests to evaluate how closely the physics engine
emulates real life?

Also, the gravity constant is set for either 600 or 800 in/s^2.  What was
the design logic behind making this different from Earth gravity by default
(or have I done my math wrong and it is the same)?

Thanks!
--

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Re: [hlcoders] Client Side Text

2007-04-15 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Here's how we did it:

Create a client-side class that extends CHudElement and vgui::Panel

The Paint method is used to draw the text (fade as distance increases).  The
InView method determines if the other player is in view of the local
player.

I make no claims to the elegance of this code, but it does work.  :)

void YourClassName::Paint()
{
C_HL2MP_Player *pLocalPlayer = C_HL2MP_Player::GetLocalHL2MPPlayer();

if ( !pLocalPlayer )
return;

Vector origin;
int x, y, length, wide, tall, offsetZ, alpha;
for ( int iEntIndex = 0; iEntIndex < cl_entitylist->NumberOfEntities();
iEntIndex++ )
{
if ( IsPlayerIndex( iEntIndex ) )
{
C_BasePlayer *pPlayer =
static_cast(cl_entitylist->GetEnt( iEntIndex ));

if( pPlayer && !pPlayer->IsLocalPlayer() )
{
if(InView(pLocalPlayer, pPlayer))
{
sIDString[0] = 0;

vgui::localize()->ConvertANSIToUnicode(pPlayer->GetPlayerName(), sIDString,
sizeof(sIDString));

length = (pPlayer->GetAbsOrigin() -
pLocalPlayer->GetAbsOrigin()).Length();
offsetZ = 72;
offsetZ += (length - 80)/12.6;
if(length <= 400) alpha = 255;
else
{
alpha = 655 - length;
if(alpha < 0) alpha = 0;
}


vgui::surface()->GetTextSize( m_hFont, sIDString, wide,
tall );

Vector offset = Vector(0,0,offsetZ);
GetVectorInScreenSpace(pPlayer->GetAbsOrigin(), x, y,
&offset);
x -= wide/2;

vgui::surface()->DrawSetTextFont(m_hFont);
vgui::surface()->DrawSetTextPos(x, y);

vgui::surface()->DrawSetTextColor(Color(255,255,255,alpha));
vgui::surface()->DrawPrintText(sIDString,
wcslen(sIDString));
}
}
}
}
}

bool YourClassName::InView(C_BasePlayer *pLocalPlayer, C_BasePlayer
*pPlayer)
{
// Clip text that is far away
if((pLocalPlayer->GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr()
> 9000) return false;

// Clip text that is behind the client
Vector clientForward;
pLocalPlayer->EyeVectors( &clientForward );

Vector toText= pPlayer->GetAbsOrigin() -
pLocalPlayer->GetAbsOrigin();
 float  dotPr= DotProduct(clientForward,toText);

if (dotPr < 0) return false;

//Clip text that is obscured
trace_t tr;
Vector forward = pPlayer->GetAbsOrigin() - pLocalPlayer->GetAbsOrigin();
int length = forward.Length();
forward.NormalizeInPlace();
UTIL_TraceLine(pLocalPlayer->Weapon_ShootPosition(), forward *
MAX_TRACE_LENGTH, (MASK_SHOT & ~CONTENTS_WINDOW), pLocalPlayer,
COLLISION_GROUP_NONE, &tr);

if((tr.endpos - pLocalPlayer->GetAbsOrigin()).Length() < length)
{
return false;
}
return true;
}

On 4/15/07, Dest Romano <[EMAIL PROTECTED]> wrote:
>
> Hello everyone,
>
> I am attempting to draw text over other players' heads.
>
> Serverside, NDebugOverlay::Text works perfectly fine
> However, I don't want to draw text over myself, so I am going to draw it
> client side.
>
> When I do NDebugOverlay::Text clientside, it gives me an unresolved
> external
> symbol.
>
> I do have debugoverlay_shared.h included, and it is in game_shared, so I
> don't see what is wrong.
>
> baseplayer_shared.obj : error LNK2019: unresolved external symbol "void
> __cdecl NDebugOverlay::Text(class Vector const &,char const *,bool,float)"
> ([EMAIL PROTECTED]@@YAXABVVector@@[EMAIL PROTECTED]) referenced in function
> "public: virtual void __thiscall C_BasePlayer::DrawJumbleNames(void)"
> ([EMAIL PROTECTED]@@UAEXXZ)
> 1>Release HL2MP/client.dll : fatal error LNK1120: 1 unresolved externals
>
> If anyone has another more flexible method of drawing text over entities
> client side, or a solution to this error, I would love to hear it!
>
> Thanks,
> Dest
>
> _
> Mortgage refinance is Hot. *Terms. Get a 5.375%* fix rate. Check savings
>
> https://www2.nextag.com/goto.jsp?product=10035&url=%2fst.jsp&tm=y&search=mortgage_text_links_88_h2bbb&disc=y&vers=925&s=4056&p=5117
>
>
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Re: [hlcoders] Client Side Text

2007-04-16 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
1) Declare as a private variable for the class:
vgui::HFont m_hFont;

Be sure to set it to a font in the constructor, we set to trebuchet:
m_hFont = g_hFontTrebuchet24;

2) Declare as a private variable for the class:
wchar_t sIDString[256];

3) You're right, code could be cleaned by moving variable declaration out of
Paint method.

Good luck!

On 4/16/07, Dest Romano <[EMAIL PROTECTED]> wrote:
>
> Hello, That looks like a really great method of drawing text so I coded it
> in. I have three questions
>
> 1) Where is m_hFont declared and how could I access m_hFont
> 2) Where is sIDString declared and what type of variable is it (char*
> dosen't seem to work)
> 3) Why do you declare so many variables in a class that will run every
> frame, why not just storing them on the player under public?
>
> Thanks for the method Oliver!
> -Dest
>
>
> >From: Oliver <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To: hlcoders@list.valvesoftware.com
> >Subject: Re: [hlcoders] Client Side Text
> >Date: Sun, 15 Apr 2007 23:11:22 -0400
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Here's how we did it:
> >
> >Create a client-side class that extends CHudElement and vgui::Panel
> >
> >The Paint method is used to draw the text (fade as distance increases).
> >The
> >InView method determines if the other player is in view of the local
> >player.
> >
> >I make no claims to the elegance of this code, but it does work.  :)
> >
> >void YourClassName::Paint()
> >{
> > C_HL2MP_Player *pLocalPlayer =
> C_HL2MP_Player::GetLocalHL2MPPlayer();
> >
> > if ( !pLocalPlayer )
> > return;
> >
> > Vector origin;
> > int x, y, length, wide, tall, offsetZ, alpha;
> > for ( int iEntIndex = 0; iEntIndex <
> >cl_entitylist->NumberOfEntities();
> >iEntIndex++ )
> > {
> > if ( IsPlayerIndex( iEntIndex ) )
> > {
> > C_BasePlayer *pPlayer =
> >static_cast(cl_entitylist->GetEnt( iEntIndex ));
> >
> > if( pPlayer && !pPlayer->IsLocalPlayer() )
> > {
> > if(InView(pLocalPlayer, pPlayer))
> > {
> > sIDString[0] = 0;
> >
> >vgui::localize()->ConvertANSIToUnicode(pPlayer->GetPlayerName(),
> sIDString,
> >sizeof(sIDString));
> >
> > length = (pPlayer->GetAbsOrigin() -
> >pLocalPlayer->GetAbsOrigin()).Length();
> > offsetZ = 72;
> > offsetZ += (length - 80)/12.6;
> > if(length <= 400) alpha = 255;
> > else
> > {
> > alpha = 655 - length;
> > if(alpha < 0) alpha = 0;
> > }
> >
> >
> > vgui::surface()->GetTextSize( m_hFont, sIDString,
> >wide,
> >tall );
> >
> > Vector offset = Vector(0,0,offsetZ);
> > GetVectorInScreenSpace(pPlayer->GetAbsOrigin(), x,
> y,
> >&offset);
> > x -= wide/2;
> >
> > vgui::surface()->DrawSetTextFont(m_hFont);
> > vgui::surface()->DrawSetTextPos(x, y);
> >
> >vgui::surface()->DrawSetTextColor(Color(255,255,255,alpha));
> > vgui::surface()->DrawPrintText(sIDString,
> >wcslen(sIDString));
> > }
> > }
> > }
> > }
> >}
> >
> >bool YourClassName::InView(C_BasePlayer *pLocalPlayer, C_BasePlayer
> >*pPlayer)
> >{
> > // Clip text that is far away
> > if((pLocalPlayer->GetAbsOrigin() -
> >pPlayer->GetAbsOrigin()).LengthSqr()
> > > 9000) return false;
> >
> > // Clip text that is behind the client
> > Vector clientForward;
> > pLocalPlayer->EyeVectors( &clientForward );
> >
> > Vector toText= pPlayer->GetAbsOrigin() -
> >pLocalPlayer->GetAbsOrigin();
> >  float  dotPr= DotProduct(clientForward,toText);
> >
> > if (dotPr < 0) return false;
> >
> > //Clip text that is obscured
> > trace_t tr;
> > Vector forward = pPlayer->GetAbsOrigin() -
> >pLocalPlayer->GetAbsOrigin();
> > int length = forward.Length();
> > forward.

Re: [hlcoders] Client Side Text

2007-04-16 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Joel: Glad to be of assistance!  Good luck with the mod.

Dest: Let's start with the simplest solution.  Have you specified your class
in scripts/HudLayout.res file?  Our classname is CH5UI_PlayerNames, here's
what we have in our HudLayout.res file.  This sets your hud element to be
visible, positioned at 0,0 and sizes it to fit the whole screen.

CH5UI_PlayerNames
{
"fieldName" "CH5UI_PlayerNames"
"xpos""0"
"ypos""0"
"wide""640"
"tall"  "480"
"visible" "1"
"enabled" "1"
}

If you have already done this, we'll keep troubleshooting from there.


On 4/16/07, Joel R. <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hey Oliver I borrowed your method for the OffsetZ which saved me time
> perfecting it to be the right distance over the players head.  We're using
> it in our mod for Mario Kart Source and you'll receive appropriate credit
> for it.  Thanks.
>
> Dest Romano: The font's you can use are listed in ClientScheme.res.  You
> can
> get them in ApplySchemeSettings and just do.
> m_hFont = pScheme->GetFont( "Trebuchet24" );
> Or whatever custom font you want just add it to ClientScheme.res and at
> the
> bottom is where you link to the filename of the .ttf file.  Make sure the
> name you use for the custom font is the exact same as when you open the
> font
> up at the top.
>
> On 4/16/07, Oliver <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 1) Declare as a private variable for the class:
> > vgui::HFont m_hFont;
> >
> > Be sure to set it to a font in the constructor, we set to trebuchet:
> > m_hFont = g_hFontTrebuchet24;
> >
> > 2) Declare as a private variable for the class:
> > wchar_t sIDString[256];
> >
> > 3) You're right, code could be cleaned by moving variable declaration
> out
> > of
> > Paint method.
> >
> > Good luck!
> >
> > On 4/16/07, Dest Romano <[EMAIL PROTECTED]> wrote:
> > >
> > > Hello, That looks like a really great method of drawing text so I
> coded
> > it
> > > in. I have three questions
> > >
> > > 1) Where is m_hFont declared and how could I access m_hFont
> > > 2) Where is sIDString declared and what type of variable is it (char*
> > > dosen't seem to work)
> > > 3) Why do you declare so many variables in a class that will run every
> > > frame, why not just storing them on the player under public?
> > >
> > > Thanks for the method Oliver!
> > > -Dest
> > >
> > >
> > > >From: Oliver <[EMAIL PROTECTED]>
> > > >Reply-To: hlcoders@list.valvesoftware.com
> > > >To: hlcoders@list.valvesoftware.com
> > > >Subject: Re: [hlcoders] Client Side Text
> > > >Date: Sun, 15 Apr 2007 23:11:22 -0400
> > > >
> > > >--
> > > >[ Picked text/plain from multipart/alternative ]
> > > >Here's how we did it:
> > > >
> > > >Create a client-side class that extends CHudElement and vgui::Panel
> > > >
> > > >The Paint method is used to draw the text (fade as distance
> increases).
> > > >The
> > > >InView method determines if the other player is in view of the local
> > > >player.
> > > >
> > > >I make no claims to the elegance of this code, but it does work.  :)
> > > >
> > > >void YourClassName::Paint()
> > > >{
> > > > C_HL2MP_Player *pLocalPlayer =
> > > C_HL2MP_Player::GetLocalHL2MPPlayer();
> > > >
> > > > if ( !pLocalPlayer )
> > > > return;
> > > >
> > > > Vector origin;
> > > > int x, y, length, wide, tall, offsetZ, alpha;
> > > > for ( int iEntIndex = 0; iEntIndex <
> > > >cl_entitylist->NumberOfEntities();
> > > >iEntIndex++ )
> > > > {
> > > > if ( IsPlayerIndex( iEntIndex ) )
> > > > {
> > > > C_BasePlayer *pPlayer =
> > > >static_cast(cl_entitylist->GetEnt( iEntIndex ));
> > > >
> > > > if( pPlayer && !pPlayer->IsLocalPlayer() )
> > > > {
> > > > if(InVie

Re: [hlcoders] Server Side only Commands?

2007-05-09 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Another idea is to use #ifndef and #ifdef  (NOTE: this is only valid for
shared code)

So for server:

#ifndef CLIENT_DLL
CON_COMMAND(this_is_a_server_only_command, "")
{
//code
}
#endif

And for client:
#ifdef CLIENT_DLL
CON_COMMAND(this_is_a_client_only_command, "")
{
//code
}
#endif



On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> thanks!
>
> With friendly reguards
>
> Ratman2000
>
> - Original Message -
> From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, May 09, 2007 8:46 AM
> Subject: Re: [hlcoders] Server Side only Commands?
>
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > CON_COMMAND( server_command, "my server only command" )
> > {
> > if ( !UTIL_IsCommandIssuedByServerAdmin() )
> > return;
> >
> > dostuff();
> > }
> >
> > On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > >
> > > Hello,
> > >
> > > im trying to create a Server side only ConCommand without luck...
> > >
> > > Can anybody tell me a way, i can create a Server Side Only Command, or
> i
> > > can
> > > find out, which player runs this command?
> > >
> > > The Problem is, that i like to make different thinkt by server and by
> > > client
> > > commands...
> > >
> > > Is there a way?
> > >
> > > Sorry for my bad english :)
> > >
> > > With friendly Reguards from Germany
> > >
> > > Ratman2000
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
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Re: [hlcoders] Server Side only Commands?

2007-05-09 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Ah gotcha, that makes sense.  Thanks for clarification.

On 5/9/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> that still makes it issuable by anybody connected.
>
> hence the whole ServerAdmin stuff in my reply.
>
> On 5/9/07, Oliver <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Another idea is to use #ifndef and #ifdef  (NOTE: this is only valid for
> > shared code)
> >
> > So for server:
> >
> > #ifndef CLIENT_DLL
> > CON_COMMAND(this_is_a_server_only_command, "")
> > {
> > //code
> > }
> > #endif
> >
> > And for client:
> > #ifdef CLIENT_DLL
> > CON_COMMAND(this_is_a_client_only_command, "")
> > {
> > //code
> > }
> > #endif
> >
> >
> >
> > On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > >
> > > Hello,
> > >
> > > thanks!
> > >
> > > With friendly reguards
> > >
> > > Ratman2000
> > >
> > > - Original Message -
> > > From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Wednesday, May 09, 2007 8:46 AM
> > > Subject: Re: [hlcoders] Server Side only Commands?
> > >
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > CON_COMMAND( server_command, "my server only command" )
> > > > {
> > > > if ( !UTIL_IsCommandIssuedByServerAdmin() )
> > > > return;
> > > >
> > > > dostuff();
> > > > }
> > > >
> > > > On 5/9/07, Ratman2000 <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > Hello,
> > > > >
> > > > > im trying to create a Server side only ConCommand without luck...
> > > > >
> > > > > Can anybody tell me a way, i can create a Server Side Only
> Command,
> > or
> > > i
> > > > > can
> > > > > find out, which player runs this command?
> > > > >
> > > > > The Problem is, that i like to make different thinkt by server and
> > by
> > > > > client
> > > > > commands...
> > > > >
> > > > > Is there a way?
> > > > >
> > > > > Sorry for my bad english :)
> > > > >
> > > > > With friendly Reguards from Germany
> > > > >
> > > > > Ratman2000
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > -omega
> > > > --
> > > >
> > > > ___
> > > > 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:
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> >
> >
>
>
> --
> -omega
> --
>
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Re: [hlcoders] VGUI messages

2007-05-13 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Let's call your frame: frame_A and the panel in your frame: panel_A.

Make sure you are creating another message when panel_A receives a message.
So in panel_A's OnMouseEvent function, there should be code to build a new
KeyValue with the same data and PostMessage to panel_A's parent.

If you've already done all that and it still doesn't work, lemme know.


On 5/13/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> OK im having a problem with vgui messages.
>
> Currently I have a frame that has images and one panel on it. And on that
> panel are more images.
>
> Now I have coded in the ImagePanel class to send a message when its
> clicked
> on:
>
> void ImagePanel::OnMousePressed(MouseCode code)
> {
> if ( GetParent() )
> {
> KeyValues *msg = new KeyValues("MouseEvent");
> msg->SetString("event", "MousePressed");
> msg->SetString("name", GetName());
> PostMessage(GetParent(), msg);
> }
> BaseClass::OnMousePressed(code);
> }
>
> Ive hooked the messages using: MESSAGE_FUNC_PARAMS( OnMouseEvent,
> "MouseEvent", data );
> Now all images on the frame return the message, but I cant get images on
> the
> panel to return the messages to the panel.
>
> Any one have any ideas?
>
> Mark
>
>
>
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[hlcoders] KeyValues::SaveToFile(...)

2007-06-11 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: In our mod, we allow users to create event-driven worlds and save
their work.  Saving is done with .res files and uses
KeyValues::SaveToFile(...).  Some of our testers created worlds with ALOT
more entities than we planned for, resulting in large res files (>2mb).

PROBLEM: A 2mb file takes about 1.75 minutes to save to disk, which is way
to long for users.

QUESTIONS:
a) Anyone know how to improve the time for SaveToFile(...)?
b) Should SaveToFile(...) be faster then the times we are getting?

Thanks.
--

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Re: [hlcoders] KeyValues::SaveToFile(...)

2007-06-12 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Yup, those numbers synch up with what we are seeing.  Back to the drawing
board :)  Thanks.

On 6/12/07, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Also, here's some info he posted on the allied modders forums:
>
> [QUOTE]
> More news regarding performance hit with KeyValues class.
>
> It seems that the performance of the KeyValues class is not as good as I
> thought. The time to read seems to go up exponentially depending on the
> amount of records that are contained within the KeyValues style file.
>
> I tested with some auto generated data based on my stats code.
>
> To read 15000 records, 4.9 seconds.
> To write 15000 records, 18.5 seconds.
>
> To read 3 records, 34 seconds.
> To write 3 records, 105 seconds.
>
> As you can see that is quite a jump in the amount of time taken and is
> certainly not the case of 'twice as many records = twice the amount of
> time'
>
>
> Mani
>
> [/QUOTE]
>
>
> On 6/12/07, LDuke <[EMAIL PROTECTED]> wrote:
> >
> > You could try "rolling your own."
> >
> > Mani was discussing KeyValues on IRC a while back. He said once you got
> > above a couple thousand keys they were very inefficient. If I remember
> the
> > numbers right, his custom code was taking something like 3 seconds for
> what
> > was taking keyvalues over 30 seconds to do.
> >
> > On 6/11/07, Oliver <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > CONTEXT: In our mod, we allow users to create event-driven worlds and
> > > save
> > > their work.  Saving is done with .res files and uses
> > > KeyValues::SaveToFile(...).  Some of our testers created worlds with
> > > ALOT
> > > more entities than we planned for, resulting in large res files
> (>2mb).
> > >
> > > PROBLEM: A 2mb file takes about 1.75 minutes to save to disk, which is
> > > way
> > > to long for users.
> > >
> > > QUESTIONS:
> > > a) Anyone know how to improve the time for SaveToFile(...)?
> > > b) Should SaveToFile(...) be faster then the times we are getting?
> > >
> > > Thanks.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> --
>
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[hlcoders] keyvalues transfer

2007-06-14 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: In our mod, we allow users to create event-driven worlds and save
their work.  We deal with a large amount of data that is stored in KeyValues
files.  These KeyValues need to go from clients to server and server to
clients regularly.

PROBLEM: We couldn't find a way to transfer KeyValues, so we built a custom
message passing system that runs on its own thread.  This has caused many
problems.

QUESTION: Is there a way to transfer KeyValues from client->server and
server->client without resorting to a custom system.

Thanks.
--

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[hlcoders] con_command lag with multiple processors

2007-06-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: In our mod, the default state is to have a mouse cursor on-screen.
Right-click and hold is mouselook, left-click selects entities, left-click
and drag moves the selected entities.  This is achieved by sending a trace
client-side at the location of the mouse and sending the endpos to the
server to update the position of the selected entities.  This update is done
every tick.

PROBLEM: On some test machines, this works well.  On other test machines, it
works for a couple of seconds, then the position updates begin to lag worse
and worse over time.  The only consistency we've seen is that single core
machines work and multi-core machines lag.

QUESTIONS: Is this a known problem?  Or are we just not optimizing well
enough?  Any ideas how to optimize this process?

NOTE: We have tried setting the affinity of hl2.exe to single processor to
no avail.
--

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Re: [hlcoders] con_command lag with multiple processors

2007-06-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
OK good to know, we are using different processors for testing (some which
are Intel).  Sometimes the simplest solutions are best -- rate checking the
tick at 1 per .01 second did the trick.  The difference is not noticeable to
our eyes.

Just for my own well-being though, I'd love to hear any ideas for what could
cause the lag in dual core as opposed to single core.  So far my best
hypothesis is that the tick function we're using (ItemPostFrame()) is called
more often in dual core systems, causing too many servercmds to spawn.

Thanks for the assistance.

On 6/24/07, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Just a random guess, but if all of the multi-core machines are AMD x2
> processors then there's a driver you can install that changes some
> problematic timing behavior on those systems:
>
> AMD Dual-Core Optimizer
> http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_970
> 6,00.html
>
>
> Jay
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] ] On Behalf Of Oliver
> > Sent: Sunday, June 24, 2007 1:44 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] con_command lag with multiple processors
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > CONTEXT: In our mod, the default state is to have a mouse
> > cursor on-screen.
> > Right-click and hold is mouselook, left-click selects
> > entities, left-click and drag moves the selected entities.
> > This is achieved by sending a trace client-side at the
> > location of the mouse and sending the endpos to the server to
> > update the position of the selected entities.  This update is
> > done every tick.
> >
> > PROBLEM: On some test machines, this works well.  On other
> > test machines, it works for a couple of seconds, then the
> > position updates begin to lag worse and worse over time.  The
> > only consistency we've seen is that single core machines work
> > and multi-core machines lag.
> >
> > QUESTIONS: Is this a known problem?  Or are we just not
> > optimizing well enough?  Any ideas how to optimize this process?
> >
> > NOTE: We have tried setting the affinity of hl2.exe to single
> > processor to no avail.
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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Re: [hlcoders] keyvalues transfer

2007-06-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
The client-server communication does not come from entity work.  It is
needed because we built an interface in HL2 for users to create event-driven
games via lua scripts.  The interface allows users to create pseudo-code
client-side.  This info is sent to the server to distribute changes made by
the client to all other clients and generate the final lua script.

After much testing, it turns out that our custom way of communication works
as long as we keep the number of communications low.  Size does not seem to
play a role.

On 6/29/07, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I advise figuring out a way to keep your entity work as server side as
> possible in this case.
>
> On 6/14/07, Garry Newman <[EMAIL PROTECTED]> wrote:
> >
> > No is the short answer.
> >
> > There's 2 ways to get data from client to server. First off is sending
> > console commands. Second is adding the data on the end of the
> > usercommand. Console commands are probably the most reliable but you'd
> > need to be careful and make sure you don't flood the client out by
> > sending too many. Plus it can take a while.
> >
> > The best way from server to client is usermessages. That's simple
> > enough but you have to be careful you don't flood them too.
> >
> > The secret 3rd option is to open a port and transfer stuff yourself..
> > but that's all booby trapped with port forwarding/firewall issues.
> >
> > garry
> >
> > On 6/14/07, Oliver <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > CONTEXT: In our mod, we allow users to create event-driven worlds and
> > save
> > > their work.  We deal with a large amount of data that is stored in
> > KeyValues
> > > files.  These KeyValues need to go from clients to server and server
> to
> > > clients regularly.
> > >
> > > PROBLEM: We couldn't find a way to transfer KeyValues, so we built a
> > custom
> > > message passing system that runs on its own thread.  This has caused
> > many
> > > problems.
> > >
> > > QUESTION: Is there a way to transfer KeyValues from client->server and
> > > server->client without resorting to a custom system.
> > >
> > > Thanks.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
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> > please visit:
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> >
> >
>
>
> --
> ~skidz
> --
>
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Re: [hlcoders] Crashing on Debug

2007-07-05 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
You may already know this, but here are some things to consider:

1) With Visual Studio, you can build in Debug or Release mode.  If you build
in Debug mode and then try to run the game through Steam, it will not launch
the game.  Instead, you must launch the game via Visual Studio.  (See next
point for work-around).

2) If you want to build in Debug mode and run from Steam, you need to add
the flag: -allowdebug

3) If you build in Release mode, you can run from Steam or Visual Studio as
normal.

Point 1 may be the case for you.

On 7/5/07, Tom Leighton <[EMAIL PROTECTED]> wrote:
>
> Add
>
> -allowdebug
>
> to your command line... You're missing it and usually that crashes me :)
>
>
> Ben Everett wrote:
> > It ran fine until I swapped over to Vista x64, and that is when the
> issue
> > started. The other programmer on the project has no problem at all on
> > Windows XP.
> >
> > As far as the DLL it is crashing on when it's trying to load, as
> stated...
> > it's Steam.exe that crashes. And this is before HL2.exe is even
> launched. I
> > do have an MDMP of the crash.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Hyperjag 3
> > Sent: Wednesday, July 04, 2007 8:28 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] Crashing on Debug
> >
> > I think there has always been a problem launching a mod to debug
> directly
> > through hl2.exe since mods started being based on the source sdk base
> > instead of hl2/hl2dm.  I found a way around it on the wiki, and that is
> to
> > use steam.exe to -applaunch 215 with the -game as your mod, then
> manually
> > attach the visual studio debugger to hl2.exe once it starts.  Working
> > directory is still set to source sdk base.  In the debugging properties,
> I
> > have command set to "e:\program files\valve\steam\steam.exe", and
> arguments
> > set to "-applaunch 215 -dev -insecure -game "e:\program
> > files\valve\steam\steamapps\SourceMods\Obsidiandev" -allowdebug %1 %2 %3
> %4
> > %5 %6 %7 %8 %9"
> >
> >
> >
> >> From: "Ben Everett" <[EMAIL PROTECTED]>
> >> Reply-To: hlcoders@list.valvesoftware.com
> >> To: 
> >> Subject: [hlcoders] Crashing on Debug
> >> Date: Wed, 4 Jul 2007 19:07:46 -0500
> >>
> >> This is a multipart message in MIME format.
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Steam.exe is crashing whenever I attempt to debug our modification,
> it's
> >> before hl2.exe even launches.
> >>
> >>
> >>
> >> I'm launching source sdk base\hl2.exe with the working directory set to
> >> source sdk base. Command line arguments are: -dev -windowed -sw -game
> >> "c:\games\steam\steamapps\SourceMods\Forsaken" -insecure
> >>
> >>
> >>
> >> This is under VS2005, Vista x64. Any suggestions guys?
> >>
> >> --
> >>
> >>
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
> > _
> > http://liveearth.msn.com
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > __ NOD32 2379 (20070704) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
> >
> >
> >
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> >
> >
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Re: [hlcoders] game-options-scripts

2007-07-08 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Matt,

I looked at your code for the sample options menu and it looks like it
provides your users with a way to change console variables easily through a
gui, which is cool.  Have you had any luck re-creating the functionality of
Valve's option menu?  We'd love to create our own options menu that allows
players to:

1) change playername (know how to do)
2) change player model (know how to do)
3) change graphics options (don't know how to do)

Another question: have you had any luck modifying or finding the underlying
code that runs the server browser panel?  We want to provide the
functionality of the server browser panel but it's look and feel doesn't
match the rest of our mod at all.  The only thing we really need is how to
implement query that will return the list of servers and their information.




On 7/8/07, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> All that stuff (Options menu, single player menu etc) are all a part of
> GameUI.dll, theres no way to modify the code for them (ie the CVars
> they're
> linked to) unless you re-code the entire menu.
> I've got code floating around on my website (www.wraiyth.com) with some
> controls and an example Options Menu that you could use to replace the
> existing one (just open your panel instead of the current one) but it'd
> take
> a fair bit of work to do.
>
> On a sidenote, if you want people on this list to take you seriously, you
> need to work on your spelling and grammar.
>
> Matt
>
> On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
> >
> > hi all
> >
> > can somebody plz tell me ware i can find the scripts for the option
> menu??
> > wat dir is it in ??
> >
> > I cant  seem to find them in my mod files. The only thing i can find is
> > optionsSub (multiplayer,video,..) .RES
> >
> > but you cant add or edit stuf in thare .they only display the fields and
> > the
> > name of thows options fields!!
> >
> > plz help !
> >
> > thanks in advanssteven
> >
> > _
> > Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> > http://get.live.com/mail/features
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://www.wraiyth.com
> NightFall HL2 Mod - http://www.nightfallmod.com
> --
>
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Re: [hlcoders] NPC-ai-scripts

2007-07-08 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Take a look at schedules and tasks, that's where I'd start for AI work.

http://developer.valvesoftware.com/wiki/Schedule
http://developer.valvesoftware.com/wiki/Task


On 7/8/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> There are no scripts. You need to know c++.
>
>
> On 7/8/07, steven belmans <[EMAIL PROTECTED]> wrote:
> >
> > hi all
> >
> > how can i edit the ai of an npc ?? ware are the scripts located ??  wat
> > dir
> > are they in?
> >
> > i dont have c++
> >
> > plz help!!  thanks and kind reguards steven .
> >
> > _
> > Probeer Windows Live Hotmail: snel, krachtig en veiliger dan ooit!
> > http://get.live.com/mail/features
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
> ___
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Re: [hlcoders] Starting An RTS Modification

2007-07-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Here's a good starting point:
http://developer.valvesoftware.com/wiki/SDK_Docs

On 7/23/07, Josh Marshall <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> Basically I want to make an RTS modification primarily for my own personal
> use as I wish to learn what I can from the Source Engine, But I don't know
> where to start and I cant find any resources online to give me a starting
> point. Im looking to change the camera view, add a resource system, mouse
> selection and control of units and building of structures.
>
> Does anyone have any useful information that they can share?
>
> Thankyou!
> --
>
> ___
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[hlcoders] entities in sphere

2007-07-23 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: In our mod, users create event-driven worlds.  Events exist such as
InRadius15 (i.e. for object O, when any object is in 15 units, the
InRadius15 event is triggered).

PROBLEM: The code to hook these events is not as optimized as we would
prefer.  On maps where a large number of objects have code for their
InRadiusXX events, there is a noticeable 'chug' effect with each think tick.

QUESTION: Is UTIL_EntitiesInSphere(...) the quickest way to get a list of
entities within a particular radius of a vector?
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Re: [hlcoders] entities in sphere

2007-07-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Thanks for the good suggestions.  We are only interested in two types of
entities.  Is there a way to create a mask that filters out everything
except for entities that are class X or class Y?

On 7/23/07, Richard Hough <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Personally I prefer using CEntitySphereQuery instead of
> UTIL_EntitiesInSphere.  It's essentially just a wrapper for the UTIL call,
> but it makes iterating through the list a little cleaner.  I don't know if
> there's a "faster" way than either of these two methods, but remember that
> you can put in a flagmask when issuing the calls.  With the correct mask
> you
> can limit what is touched by the call and reduce its resource utilization.
>
> Botman is right though, moving to a timer interval would probably be the
> best option.
>
> -Richard "Brackhar" Hough
>
> On 7/23/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> >
> > Oliver wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > CONTEXT: In our mod, users create event-driven worlds.  Events exist
> > such as
> > > InRadius15 (i.e. for object O, when any object is in 15 units, the
> > > InRadius15 event is triggered).
> > >
> > > PROBLEM: The code to hook these events is not as optimized as we would
> > > prefer.  On maps where a large number of objects have code for their
> > > InRadiusXX events, there is a noticeable 'chug' effect with each think
> > tick.
> > >
> > > QUESTION: Is UTIL_EntitiesInSphere(...) the quickest way to get a list
> > of
> > > entities within a particular radius of a vector?
> >
> > Rather than doing the UTIL_EntitiesInSphere() check every Think tick,
> > you could create a timer interval so that you only do this check every
> > so often (every 0.1 seconds or every 0.5 seconds, etc.).
> >
> > Doing the UTIL_EntitiesInSphere() check every tick would cause the
> > engine to have to interate through all entities every tick.
> >
> > --
> > Jeffrey "botman" Broome
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
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Re: [hlcoders] entities in sphere

2007-07-24 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
OK, any tips on how to do that Tony?

Thanks!

On 7/24/07, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> yeah, you can create a filter for sphere query.
>
> On 7/24/07, Oliver <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks for the good suggestions.  We are only interested in two types of
> > entities.  Is there a way to create a mask that filters out everything
> > except for entities that are class X or class Y?
> >
> > On 7/23/07, Richard Hough <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Personally I prefer using CEntitySphereQuery instead of
> > > UTIL_EntitiesInSphere.  It's essentially just a wrapper for the UTIL
> > call,
> > > but it makes iterating through the list a little cleaner.  I don't
> know
> > if
> > > there's a "faster" way than either of these two methods, but remember
> > that
> > > you can put in a flagmask when issuing the calls.  With the correct
> mask
> > > you
> > > can limit what is touched by the call and reduce its resource
> > utilization.
> > >
> > > Botman is right though, moving to a timer interval would probably be
> the
> > > best option.
> > >
> > > -Richard "Brackhar" Hough
> > >
> > > On 7/23/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Oliver wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > CONTEXT: In our mod, users create event-driven worlds.  Events
> exist
> > > > such as
> > > > > InRadius15 (i.e. for object O, when any object is in 15 units, the
> > > > > InRadius15 event is triggered).
> > > > >
> > > > > PROBLEM: The code to hook these events is not as optimized as we
> > would
> > > > > prefer.  On maps where a large number of objects have code for
> their
> > > > > InRadiusXX events, there is a noticeable 'chug' effect with each
> > think
> > > > tick.
> > > > >
> > > > > QUESTION: Is UTIL_EntitiesInSphere(...) the quickest way to get a
> > list
> > > > of
> > > > > entities within a particular radius of a vector?
> > > >
> > > > Rather than doing the UTIL_EntitiesInSphere() check every Think
> tick,
> > > > you could create a timer interval so that you only do this check
> every
> > > > so often (every 0.1 seconds or every 0.5 seconds, etc.).
> > > >
> > > > Doing the UTIL_EntitiesInSphere() check every tick would cause the
> > > > engine to have to interate through all entities every tick.
> > > >
> > > > --
> > > > Jeffrey "botman" Broome
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
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> > > >
> > > >
> > > --
> > >
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> > > please visit:
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> > >
> > >
> > --
> >
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> > please visit:
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> >
> >
>
>
> --
> -omega
> --
>
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Re: [hlcoders] entities in sphere

2007-07-25 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Ah great idea, I'll give that a shot.

Thanks.

On 7/25/07, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Thanks for the good suggestions.  We are only interested in two types of
> > entities.  Is there a way to create a mask that filters out everything
> > except for entities that are class X or class Y?
>
> You could have these entities add themselves to a global linked list
> when they are created and remove themselves when they are destroyed.
>
> Then just loop through your linked list and do the distance calculation
> yourself instead of having the engine iterate through all entities.
>
> --
> Jeffrey "botman" Broome
>
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[hlcoders] make client authority

2007-07-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Is there a way to temporarily set a client to be the authority over the
server?  For example, client updates position of entity and server updates
its position off of the client?

OR

Is there a way to disable the server setting an entity's location back to
the server's version of its location when the entity is moved client-side.
If so we could send the final entity location to the server after the client
finished moving the entity.
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Re: [hlcoders] make client authority

2007-07-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
Yup, that's exactly what I tried.  The problem is the lag between when the
user moves entity via mouse and when the entity updates it's position based
on the commands coming through.  It'd be sweet if we could get the entity to
follow the mouse pointer exactly.

On 7/30/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> Yes, it's possible.  Modify the UserCMD class to send a vector to the
> server for the position, and then the server uses that vector as the
> position for your entity when it processes the usercmd.
>
> Oliver wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Is there a way to temporarily set a client to be the authority over the
> > server?  For example, client updates position of entity and server
> updates
> > its position off of the client?
> >
> > OR
> >
> > Is there a way to disable the server setting an entity's location back
> to
> > the server's version of its location when the entity is moved
> client-side.
> > If so we could send the final entity location to the server after the
> client
> > finished moving the entity.
> > --
> >
> > ___
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> please visit:
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Re: [hlcoders] make client authority

2007-07-30 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
It's no problem if the other players don't see it moving.  When emulating
movement client side, how do you prevent the server from setting the entity
back to where the server thinks it should be?

On 7/30/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
>
> Emulate the movement client side and then send the final position to the
> server?
>
> Course, other players wont see it move until they finish moving it, no
> idea
> if that's important or not.
>
> -Original Message-
> From: Oliver [mailto:[EMAIL PROTECTED]
> Sent: Monday, July 30, 2007 2:57 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] make client authority
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yup, that's exactly what I tried.  The problem is the lag between when the
> user moves entity via mouse and when the entity updates it's position
> based
> on the commands coming through.  It'd be sweet if we could get the entity
> to
> follow the mouse pointer exactly.
>
> On 7/30/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
> >
> > Yes, it's possible.  Modify the UserCMD class to send a vector to the
> > server for the position, and then the server uses that vector as the
> > position for your entity when it processes the usercmd.
> >
> > Oliver wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Is there a way to temporarily set a client to be the authority over
> the
> > > server?  For example, client updates position of entity and server
> > updates
> > > its position off of the client?
> > >
> > > OR
> > >
> > > Is there a way to disable the server setting an entity's location back
> > to
> > > the server's version of its location when the entity is moved
> > client-side.
> > > If so we could send the final entity location to the server after the
> > client
> > > finished moving the entity.
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] make client authority

2007-07-30 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
I think our best shot at this is to create a client-side only copy of the
entity when the user clicks to move.  Then change the copy's location to
follow the mouse pointer.  When the user releases the mouse click, the
server-side object updates to the mouse pointer's location and the
client-side copy is removed.

This way the user gets a 'preview' of where the object will be moved and can
cancel during the move (i.e. don't update the server-side object).

Let me know if you have a different idea!  Thanks.

On 7/30/07, Oliver <[EMAIL PROTECTED]> wrote:
>
> It's no problem if the other players don't see it moving.  When emulating
> movement client side, how do you prevent the server from setting the entity
> back to where the server thinks it should be?
>
> On 7/30/07, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> >
> > Emulate the movement client side and then send the final position to the
> > server?
> >
> > Course, other players wont see it move until they finish moving it, no
> > idea
> > if that's important or not.
> >
> > -Original Message-
> > From: Oliver [mailto:[EMAIL PROTECTED]
> > Sent: Monday, July 30, 2007 2:57 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] make client authority
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yup, that's exactly what I tried.  The problem is the lag between when
> > the
> > user moves entity via mouse and when the entity updates it's position
> > based
> > on the commands coming through.  It'd be sweet if we could get the
> > entity to
> > follow the mouse pointer exactly.
> >
> > On 7/30/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
> > >
> > > Yes, it's possible.  Modify the UserCMD class to send a vector to the
> > > server for the position, and then the server uses that vector as the
> > > position for your entity when it processes the usercmd.
> > >
> > > Oliver wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Is there a way to temporarily set a client to be the authority over
> > the
> > > > server?  For example, client updates position of entity and server
> > > updates
> > > > its position off of the client?
> > > >
> > > > OR
> > > >
> > > > Is there a way to disable the server setting an entity's location
> > back
> > > to
> > > > the server's version of its location when the entity is moved
> > > client-side.
> > > > If so we could send the final entity location to the server after
> > the
> > > client
> > > > finished moving the entity.
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
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> > > please visit:
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> > >
> > >
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[hlcoders] drag and drop

2007-09-05 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
CONTEXT: We'd like to create a drag-and-drop interface for our mod.  When
the user drags off of a panel, the cursor changes and text/image follows the
cursor as the user drags (i.e. user clicks and drags off a panel containing
text "dog"; cursor changes to dog cursor and text "dog" follows cursor
around).

PROBLEM: The cursor change is no problem.  To make the text/image follow the
cursor, we create a transparent panel with a label/image, then set that
panel's position to the mouse position OnTick.  We've tried setting the tick
to occur every .1 sec to every .001 sec but the panel still noticeably lags
behind the cursor.

QUESTION: Is there a way to 'attach' a panel to the mouse position without
lag?
--

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Re: [hlcoders] drag and drop

2007-09-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
SOLUTION: For anyone still interested, the way to fix this is to update the
position in the OnCursorMoved(...) event rather than in OnTick().  That's
what the devs do in the built-in drag & drop code and it works for custom
jobs as well.  Remember to catch the OnCursorMoved event for all panels that
the mouse could pass through while 'dragging'.

If anyone wants more information, let me know.

On 9/29/07, Daniel Menard <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I would assume this is because the mouse is only updated after your OnTick
> code, and there is one frame lag there... I had a similar problem in my
> mod
> because we were setting the position for a panel in the Paint function of
> another. The only thing I can think of is to modify the Paint function of
> the point, if there is even one, or just let it lag and call it a feature.
>
> On 9/5/07, Oliver <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > CONTEXT: We'd like to create a drag-and-drop interface for our
> mod.  When
> > the user drags off of a panel, the cursor changes and text/image follows
> > the
> > cursor as the user drags (i.e. user clicks and drags off a panel
> > containing
> > text "dog"; cursor changes to dog cursor and text "dog" follows cursor
> > around).
> >
> > PROBLEM: The cursor change is no problem.  To make the text/image follow
> > the
> > cursor, we create a transparent panel with a label/image, then set that
> > panel's position to the mouse position OnTick.  We've tried setting the
> > tick
> > to occur every .1 sec to every .001 sec but the panel still noticeably
> > lags
> > behind the cursor.
> >
> > QUESTION: Is there a way to 'attach' a panel to the mouse position
> without
> > lag?
> > --
> >
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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Re: [hlcoders] Mystery HUD element in raw SDK

2006-08-09 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
Check out this webpage:
http://www.cs.vu.nl/~eliens/game/documents_technical_documentation.html

Look under the section "How to remove violence", it shows how to remove HUD
elements.  This is a very broad approach for removing one HUD element but at
least it will show you what category it's in.


On 8/9/06, Jonathan Charles Middleton <[EMAIL PROTECTED]>
wrote:
>
> I've been trying to find and disable an HUD element that appears in the
> upper left corner of the screen, as if ungoverned by script data.  See
> pic:
>
> http://www.Catfootedbear.com/jcm/hlcoders/sdk_vehicles.jpg
>
> I've tried systematically disabling all child panels under the view port
> in
> the vgui tree, but either through my ineptitude or because it's not among
> those listed, I've not been able to track it down.  Later, I went on a
> crazed panel genocide, also with no results.  Does anyone know where this
> thing is coming from?
>
> Thanks,
> Jonathan
>
>
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[hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
Hi all,

In our mod we want to have the same frame reachable from both the main menu
(i.e. the menu you see when the game starts) and from inside the game when
the game is running.  I know it seems odd to do this, but it is necessary.

In vgui_int.cpp, in order for a frame to show up in the main menu, we have
to call (in VGui_CreateGlobalPanels):

VPANEL GameUiDll = enginevgui->GetPanel( PANEL_GAMEUIDLL);
CreateGui->Create(GameUiDll);

In order for a frame to show up in the game, we have to call:
VPANEL gameParent = enginevgui->GetPanel( PANEL_CLIENTDLL );
CreateGuiInGame->Create(gameParent);

Currently CreateGuiInGame is the same code as CreateGui, just in a different
class.

QUESTION:
Does anyone know of a slick way to have a frame able to show up in both the
main menu and in the game using just one class?

Thanks!
--

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Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
PANEL_ROOT did the trick, thanks!

On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> PANEL_ROOT
>
> On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi all,
> >
> > In our mod we want to have the same frame reachable from both the main
> > menu
> > (i.e. the menu you see when the game starts) and from inside the game
> when
> > the game is running.  I know it seems odd to do this, but it is
> necessary.
> >
> > In vgui_int.cpp, in order for a frame to show up in the main menu, we
> have
> > to call (in VGui_CreateGlobalPanels):
> >
> > VPANEL GameUiDll = enginevgui->GetPanel( PANEL_GAMEUIDLL);
> > CreateGui->Create(GameUiDll);
> >
> > In order for a frame to show up in the game, we have to call:
> > VPANEL gameParent = enginevgui->GetPanel( PANEL_CLIENTDLL );
> > CreateGuiInGame->Create(gameParent);
> >
> > Currently CreateGuiInGame is the same code as CreateGui, just in a
> > different
> > class.
> >
> > QUESTION:
> > Does anyone know of a slick way to have a frame able to show up in both
> > the
> > main menu and in the game using just one class?
> >
> > Thanks!
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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Re: [hlcoders] Game Crash on Exploding Barrel

2006-08-18 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
Maybe a NULL pointer?  Or not using memory correctly when working with char*
type objects?  One way to look into this is to run the game off VS 2003 in
debug mode and view the call stack when the game crashes.  That way you can
see what caused the problem.  If you need help seeing the call stack, write
back here.

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I have no idea what I have done; to be honest I don't recall changing
> anying significant last
> night.
>
> However now all of a sudden my game is crashing wherever I shoot at an
> exploding barrel
> and I get some of those debug dialogs saying something about the
> mempool.cpp.
>
> I have absolutly no idea what could be causing this; does anyone else?
>
> Thanks;
> Yanii
>
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Re: [hlcoders] VGUI Character Selection

2006-08-18 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
I'm not sure if you can add new one's but you can limit the choices in
hl2mp_player.cpp.

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> On Half-Life 2 Deathmatch with the character selection in the Options;
> does anyone know
> where I can edit the characters that appear in that list?
>
> Thanks;
> Yanii
>
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Re: [hlcoders] Game Crash on Exploding Barrel

2006-08-18 Thread Oliver Gray
--
[ Picked text/plain from multipart/alternative ]
Here's a good start point:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> How do I run the game off VS 2003? I usually avoid using debuggers.
>
> On 18 Aug 2006 at 8:18, Oliver Gray wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Maybe a NULL pointer?  Or not using memory correctly when working with
> char*
> > type objects?  One way to look into this is to run the game off VS 2003
> in
> > debug mode and view the call stack when the game crashes.  That way you
> can
> > see what caused the problem.  If you need help seeing the call stack,
> write
> > back here.
> >
> > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > I have no idea what I have done; to be honest I don't recall changing
> > > anying significant last
> > > night.
> > >
> > > However now all of a sudden my game is crashing wherever I shoot at an
> > > exploding barrel
> > > and I get some of those debug dialogs saying something about the
> > > mempool.cpp.
> > >
> > > I have absolutly no idea what could be causing this; does anyone else?
> > >
> > > Thanks;
> > > Yanii
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> > >
> > --
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Re: [hlcoders] hlcoders Digest, Vol 23, Issue 2

2013-02-12 Thread Oliver Paraskos
Seems Legit

On Tue, Feb 12, 2013 at 8:00 PM, wrote:

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>1. (no subject) (Ungureanu Razvan)
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>
>
> --
>
> Message: 1
> Date: Tue, 12 Feb 2013 09:14:57 -0800 (PST)
> From: Ungureanu Razvan 
> To: "unrealproje...@comcast.net" ,
> "hlcoders@list.valvesoftware.com"  >,
> "brid...@yachshig4.com" ,
> "alex_ok...@yahoo.com" ,
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> To: "unrealproje...@comcast.net" ,
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