[hlcoders] Problems with creating and spawning a vphysics entity
Hi all, I’ve been working on a problem with creating and spawning a spherical vphysics object for the last 4 days, and can’t get it to work. The basic idea is that I have a simple logical map entity linked to the class “CBall_Spawn”. This has a function that, when called will create an entity of the type “CBall” at the origin of “CBall_Spawn” with a specified initial velocity. Now, with the code I have, the ball will spawn, but will fall through the floor as if it isn’t there. I have tried all sorts of different combinations for initialising the ball and its physical properties, but none of them have worked. I would be extremely grateful if you would take a look at the code and see if I’m doing something obvious wrong, because to be honest, I have run out of ideas. Thanks in advance, Phil --- This is the relevant code from CBall_Spawn. --- void CBall_Spawn::Spawn() { m_vAbsPosition = this-GetAbsOrigin(); m_vStartingVelocity = Vector (m_fXVelocity, m_fYVelocity, m_fZVelocity); //these values are taken from fields in the Hammer entity Spawn_Ball(); } --- void CBall_Spawn::Spawn_Ball() { //Spawn ball at absolute origin with starting velocity as set by map entity CBall* p_Ball = CBall::Create(m_vAbsPosition, m_angStartingAngle, m_vStartingVelocity, NULL); } --- --- And this is the code for CBall. The model I am using is one I have created, but I have tried it with others and it makes no difference. --- CBall* CBall::Create( const Vector vecOrigin, const QAngle vecAngles, const Vector vecVelocity, edict_t *pentOwner = NULL) { CBall *pBall = (CBall *) CBaseEntity::CreateNoSpawn( graviball, vecOrigin, vecAngles, CBaseEntity::Instance( pentOwner ) ); pBall-SetOwnerEntity (Instance(pentOwner)); pBall-Spawn(); pBall-ApplyAbsVelocityImpulse( vecVelocity ); return pBall; } --- void CBall::Spawn(void) { Precache(); SetModel( ENTITY_MODEL); if (!CreatePhysics()) { Warning(Could not create physics for %s\n, GetDebugName()); } } // End CBall Spawn function --- void CBall::Precache(void) { PrecacheModel( ENTITY_MODEL ); BaseClass::Precache(); } // End CBall Precache function --- bool CBall::CreatePhysics() { solid_t tmpSolid; tmpSolid.params = g_PhysDefaultObjectParams; tmpSolid.params.mass = 20.0f; tmpSolid.params.inertia = 0.05f; tmpSolid.params.rotdamping = 1.0; tmpSolid.params.damping = 0.85; tmpSolid.params.dragCoefficient = 0.1; tmpSolid.params.pGameData = this; IPhysicsObject *pPhysics = VPhysicsGetObject(); if(pPhysics) VPhysicsDestroyObject(); pPhysics = NULL; pPhysics = physenv-CreateSphereObject( 16.0f, physprops-GetSurfaceIndex( tmpSolid.surfaceprop ), GetAbsOrigin(), GetAbsAngles(), tmpSolid.params, false ); if (!pPhysics) { DevMsg(graviball: couldn't create sphere object..\n); return false; } SetMoveType(MOVETYPE_VPHYSICS); SetSolid(SOLID_VPHYSICS); VPhysicsSetObject(pPhysics); pPhysics-EnableCollisions(true); //start without collisions pPhysics-EnableMotion( true ); pPhysics-Wake(); //Tony; start asleep return true; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Runtime error when running debug build through VS2005
Yep, I've checked and double checked them. I've since discovered that I can run in debug by attaching the debugger to an already running instance of the mod process, so I have a workaround for now. Thanks, Phil Richard Slaughter wrote: Hi, How do you have your debug settings setup, did you follow: http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code Rich Phil wrote: Hi all, I'm sorry if this is a silly question as I'm sure I must be missing something obvious but I've scoured the forums and wiki with no success... - I'm starting a mod based on hl2mp with the Orange Box Base. After changing SteamAppID from 440 to 218 in GameInfo I have successfully compiled Debug and Release builds of the Server and Client with no errors. - I can run both of these from My Games in Steam, using -allowdebug as a flag for the Debug build. - However, when I try to run the Debug build through VS2005 Express by right clicking the Client and choosing Debug/Start New Instance I get a dialog with the following error:- Windows has triggered a breakpoint in hl2.exe. This may be due to a corruption of the heap, and indicates a bug in hl2.exe or any of the DLLs it has loaded. - The Output gets as far as:- 'hl2.exe': Loaded 'C:\WINDOWS\system32\sxs.dll', No symbols loaded. Then the error:- HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 106C, 106C425C ) Windows has triggered a breakpoint in hl2.exe. - The dialog gives me the choice of breaking or continuing. If I continue it appears to carry on without any ill-effects Does anyone have any idea what might be causing this? It would make more sense if the error occured when running through Steam as well, and I am completely stumped. Thanks in advance for your help, Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Runtime error when running debug build through VS2005
Hi all, I'm sorry if this is a silly question as I'm sure I must be missing something obvious but I've scoured the forums and wiki with no success... - I'm starting a mod based on hl2mp with the Orange Box Base. After changing SteamAppID from 440 to 218 in GameInfo I have successfully compiled Debug and Release builds of the Server and Client with no errors. - I can run both of these from My Games in Steam, using -allowdebug as a flag for the Debug build. - However, when I try to run the Debug build through VS2005 Express by right clicking the Client and choosing Debug/Start New Instance I get a dialog with the following error:- Windows has triggered a breakpoint in hl2.exe. This may be due to a corruption of the heap, and indicates a bug in hl2.exe or any of the DLLs it has loaded. - The Output gets as far as:- 'hl2.exe': Loaded 'C:\WINDOWS\system32\sxs.dll', No symbols loaded. Then the error:- HEAP[hl2.exe]: Invalid Address specified to RtlFreeHeap( 106C, 106C425C ) Windows has triggered a breakpoint in hl2.exe. - The dialog gives me the choice of breaking or continuing. If I continue it appears to carry on without any ill-effects Does anyone have any idea what might be causing this? It would make more sense if the error occured when running through Steam as well, and I am completely stumped. Thanks in advance for your help, Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I want to play TF2 already
-- [ Picked text/plain from multipart/alternative ] yeh well that probably wont be until after orange box release On 18/09/2007, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Now we just need to wait for valve to give us an updated SDK so we can stick our admin plugins on. /me whistles. -Original Message- From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED] Sent: Tuesday, September 18, 2007 9:40 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ] Thanks mom! Great game you gave me :D /ProZak On 18/09/2007, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I has no credit card or paypal :( On 9/18/07, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea sorry for posting here. I just never waited so long for anything, and its driving me nuts! It's also going to be a very long wait for server modders who want to mod the game already. Metamod:S is probably going to need an entirely new binary to get it working for HL2 and TF2. Compatibilty nightmare. On 9/18/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think he just came from the steam forums... I can even see the sweat dripping from his forehead. - Original Message - From: Tony Paloma [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, September 17, 2007 11:23 PM Subject: RE: [hlcoders] I want to play TF2 already Please take yourself to the steam forums. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. Sent: Monday, September 17, 2007 11:14 PM To: hlcoders Subject: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ] Preload the client.dll already!!! =( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Phil~ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I want to play TF2 already
-- [ Picked text/plain from multipart/alternative ] rather late than never in most cases, although i wish i could get tf2 to work. **shakes fist** dam you corrupt gcf file On 18/09/2007, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Think Mike said he's planning on releasing a SDK update with the EP2 stuff about a month after the release of the Orange Box :) /ProZak PS. TF2 so fucking (yes I said it!) awesome, worth the 10 year wait ;D! On 18/09/2007, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: I will be thrilled if that's the case. -Original Message- From: Phil Corley [mailto:[EMAIL PROTECTED] Sent: Tuesday, September 18, 2007 11:32 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ] yeh well that probably wont be until after orange box release On 18/09/2007, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: Now we just need to wait for valve to give us an updated SDK so we can stick our admin plugins on. /me whistles. -Original Message- From: Tobias Kammersgaard [mailto:[EMAIL PROTECTED] Sent: Tuesday, September 18, 2007 9:40 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ] Thanks mom! Great game you gave me :D /ProZak On 18/09/2007, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I has no credit card or paypal :( On 9/18/07, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Yea sorry for posting here. I just never waited so long for anything, and its driving me nuts! It's also going to be a very long wait for server modders who want to mod the game already. Metamod:S is probably going to need an entirely new binary to get it working for HL2 and TF2. Compatibilty nightmare. On 9/18/07, Minh [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think he just came from the steam forums... I can even see the sweat dripping from his forehead. - Original Message - From: Tony Paloma [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, September 17, 2007 11:23 PM Subject: RE: [hlcoders] I want to play TF2 already Please take yourself to the steam forums. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Joel R. Sent: Monday, September 17, 2007 11:14 PM To: hlcoders Subject: [hlcoders] I want to play TF2 already -- [ Picked text/plain from multipart/alternative ] Preload the client.dll already!!! =( -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://www.nightfallmod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Phil~ -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player animation ?
: pick the right weapon } } I've set my player model to be combine_soldier. When I spawn in third person and watch my player model, if I run along start shooting it looks like it plays only the first frame or two and then immediately goes back to idle/jittering. If I'm running, it looks even worse since each time I fire it looks like it restarts the ShootSMG1animation but there's no blending between them so it looks all jittery. Has anyone had any luck getting this to work? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Updated SDK source code? - Incl list of files changed
You would probably benefit more from a form of version control. The method we use is rather simple. We have a subversion repository setup. The first thing imported was the untouched SDK code from the first release. From there, we branched it to a vanilla/ branch. We then do all of our changes on trunk/ (or for you CVSers, HEAD). On this latest release, we simply checked out the vanilla branch, and copied the changed files (well, the entire directory tree) into it. Then committed, and did an svn merge of the vanilla branch back on to trunk/ Well, hmm.. maybe that isn't so simple after all. but the benefits are worth it-- we now have a history of the changes to the vanilla SDK and a good way to merge changes onto our working copies. The only conflicts were the project files when merging from vanilla/ to trunk/ but thanks to Mr Meyers' list of changed files that turned out to be a trivial issue. On Thu, 23 Dec 2004 13:27:15 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: Chris Adams wrote: Does anyone have any suggestions for putting these new changes into our own code? If you have the money to buy Araxis Merge, it does a REALLY good job of helping you merge 2 (or 3) source code directory trees together. Beyond Compare also does a pretty good job of merging 2 source code trees together. Simply extract the new SDK source code out to a temporary directory, and run the merge between your code and the latest code, pick and choose the things you want to merge in, and merge them. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player Animations
This is as far as I have gotten (before getting sidetracked), as well. I posted to this list a couple weeks ago describing this exact problem (there is a screenshot there showing your initial problem before this recent finding .. if you want to dig through your history or the archives). Valve-- is there any timeframe when documentation regarding the animation layers will be posted? If this is a trivial feature, any pointers as to what we're missing? I understand there are more important things than SDK documentation but even a brief insight into what should be attempted would help us a long way. =) On Thu, 16 Dec 2004 17:31:23 -0600, Matthew Lewis [EMAIL PROTECTED] wrote: Just a follow up listing what I've learned. It seems that the problem lies with the call to UpdateAimSequenceLayers(). Everything works so long as the upper animation is doing the same thing as the lower animation. For example, if the lower activity is set to ACT_RUN and the upper sequence is set to 'run_holding_all', then everything works as expected. However, if the lower activity is set to ACT_RUN and the upper is set to 'shoot_smg1', then the lower animation goes into the ragdoll mode and drags the legs across the floor. So it would seem that there is no way to combine a run animation with a shoot sequence since the shoot sequence is based on the model standing still rather than running. The same goes for trying to play a reload animation while walking or running. Is there is way to make the models work like they did in HL1 where the upper and lower animations were essentially indepedently settable, or do you just not play shoot and reload animations while moving? * Well I tried the suggestions given by the Wavelength site, but as it turns out, I had already made most of the recommended changes already, except for blocking the rendering of the viewmodel in third person mode. After fighting with the problem some more, I finally got the the upper body to render the correct animation, but despite my best efforts, the lower body still refuses to accept the ACT_WALK animation. The lower body is stuck in the ragdoll mode and just drags the legs and feet across the floor during movement. I have also tried to brute force an animation sequence onto the model by altering the void CBasePlayerAnimState::ComputeMainSequence() such that it always selects ACT_WALK as the ideal activity and selects run_all as the 'animDesired'. It still refuses to accept the lower body animation. I'm out of ideas. Any thoughts? ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD, fonts, and everything else not showing up
Most of coding *is* modifying other people's code. Not that I totally agree with waiting for HL2MP source myself, but the way I look at it.. I'd rather use a solid foundation from a team of 15 engineers who have worked with the same codebase for 6 years than invent some shakey system in what little spare time I have. Sure, it's great to go out and do something yourself. How else are you to learn, right? But in the real world, people have jobs, or school, and rarely have as much time to work on a system that Valve does professionally. I seriously doubt that I could pull of something that is better than Valve's implementation with just a 'little' more work. That said-- The SDK isn't as horrible as people make it out to be. At first glance it seems extremely incomplete. But after reviewing it more and more and more, it's actually a very good foundation from with to start a mod from scratch. I recommend anyone who is waiting for hl2mp to go ahead and try working on your mod with the SDK, holding no reservations. You may get futher than you expected in less time than you might think. Just get in there and do it, damnit! ;) On Mon, 13 Dec 2004 18:23:19 -0600, Jeffrey botman Broome [EMAIL PROTECTED] wrote: [EMAIL PROTECTED] wrote: Or maybe we want to see how people who developed the game would write multiplayer code? No, that can't be it. It must be because we're lazy bastards. Sarcasm? Not having an example means you learn more (you learn more from failures than you do by copying what someone else has done). Also, not having something you can copy-and-paste from encourages everyone to create their own unique interface rather than having 100 MODs all using exactly the same layout and button arrangement (see Counter-Strike clone for examples). :) But, yeah, basically coders are lazy and will happily copy what someone else has done rather than trying to invent the wheel themselves (even if they could invent a much better wheel with a little bit of extra work). -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Skyboxes Shaders
Thanks! I've gotten it to work reasonably well, using your suggestion. The only problem I have with it is stylistic-- my goal was to leave the base as untouched as possible, but unfortunately I had to hack up ClientData_Update() a lot since that's where it seems the switch will 'stick.' Also, there are a few scenarios I can think of where it may work unexpectedly (Like a player is in a very large area with one sky_point, but gets close to another, smaller area, with a sky_point that is closer to him, so the sky changes even when its not supposed to. This can be avoided with either an entity brush defining a volume for the skybox OR just having your mappers aware of this so they design accordingly). Have you looked into changing the actual skybox material? It's my impression that this is strictly an engine thing, but, as always, there might be a way On Sun, 12 Dec 2004 17:24:53 +1000, Teddy [EMAIL PROTECTED] wrote: You'll need to create an point entity that you put in each area of the map with a skybox, then add a think function to the player that checks which point you're closest too and sets the m_skybox3d accordingly. Worked for me! On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens [EMAIL PROTECTED] wrote: [ I sent an email earlier about player models with no responses-- I suppose most of you are waiting for hl2mp src (if it does arrive) to sort this out. I've made some progress but its been put on the backburner to make room for other tests. Anyhow, hopefully I'll have better luck with this next subject ] Before the SDK was released I read somewhere that it's 'possible' to have multiple skyboxes. I see that the framework is in the SDK, but I have some questions.. :) In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not sure how to tell the engine which sky_camera to use. Does anyone have any suggestions on the best way to implement it? I have a few ideas bouncing around in my head (like making a sky_area brush entity that a sky_camera would refer to) but none seem good enough. Even though one may be able to tweak the game to have more than one skybox by defining more than one sky_camera and link it to certain areas, it still seems like there is a limitation for only one material set for the toolsskybox material itself, which is set in the world entity. I noticed in world.cpp that the 'skyname' field for the world entity is only used to set the sv_skyname parameter (I'm guessing for debugging/testing/etc).. This leads me to infer that the engine sets what materials to use for skybox rendering BEFORE the game gets to read the world ent... Am I mistaken? Any way to tell the engine to load a different materialset for the skybox during a game-in-progress? A cursory review of the client engine interface didn't turn up any results. So, this all led to a suggestion from the art team that perhaps a VMT may be able to define multiple textures in the skybox material shader scripts, which in turn the game code can reference. Unfortunately, I also see that the documentation is a little sketchy about all the different shader properties.. is there a list anywhere explaining all the properties for things like Cloud or lightmappedgeneric ? Is it possible to define custom shader script directives, or is this strictly an engine thing? /near-infinite list of questions Thanks -- Phil Bowens He is the greatest of warriors who overcomes and subdues himself. ___ 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 -- Phil Bowens He who is the greatest of warriors overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Skyboxes Shaders
[ I sent an email earlier about player models with no responses-- I suppose most of you are waiting for hl2mp src (if it does arrive) to sort this out. I've made some progress but its been put on the backburner to make room for other tests. Anyhow, hopefully I'll have better luck with this next subject ] Before the SDK was released I read somewhere that it's 'possible' to have multiple skyboxes. I see that the framework is in the SDK, but I have some questions.. :) In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not sure how to tell the engine which sky_camera to use. Does anyone have any suggestions on the best way to implement it? I have a few ideas bouncing around in my head (like making a sky_area brush entity that a sky_camera would refer to) but none seem good enough. Even though one may be able to tweak the game to have more than one skybox by defining more than one sky_camera and link it to certain areas, it still seems like there is a limitation for only one material set for the toolsskybox material itself, which is set in the world entity. I noticed in world.cpp that the 'skyname' field for the world entity is only used to set the sv_skyname parameter (I'm guessing for debugging/testing/etc).. This leads me to infer that the engine sets what materials to use for skybox rendering BEFORE the game gets to read the world ent... Am I mistaken? Any way to tell the engine to load a different materialset for the skybox during a game-in-progress? A cursory review of the client engine interface didn't turn up any results. So, this all led to a suggestion from the art team that perhaps a VMT may be able to define multiple textures in the skybox material shader scripts, which in turn the game code can reference. Unfortunately, I also see that the documentation is a little sketchy about all the different shader properties.. is there a list anywhere explaining all the properties for things like Cloud or lightmappedgeneric ? Is it possible to define custom shader script directives, or is this strictly an engine thing? /near-infinite list of questions Thanks -- Phil Bowens He is the greatest of warriors who overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Player models
Has anyone here been playing with player models in the Source SDK? I've been experimenting with integrating the combine_soldier.mdl for testing purposes. I've decided to use the one from HL2, not HL2DM (the only difference is the animation set, it seems). Unfortunately, when specifying what animations to play, it seems like the game ignores the animation layers... I suppose a screenshot would best explain this (w/ cl_showanimstate thirdperson enabled): http://andromeda.moonside.org/hlcoders/combine_ss.png If you carefully look at the stats on the right, while the player is running two animations are defined on their respective layers... Idle_Unarmed RunALL. Yet, the 'main' sequence is still ragdoll. Am I missing something major here? I only have a limited understanding of the animation layers, but enough to believe I really don't need to touch the underlying workings for a change this 'simple.' Unfortunately the SDK docs and most websites haven't covered animations yet.. I come from a Quake2 modding background, so please be nice if I'm just totally ignorant of something. =) Thanks in advance. -- Phil Bowens He is the greatest of warriors who overcomes and subdues himself. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Planet Half Life ftp site change
And that I won't be forced to get it off fileplanet! On Apr 15, 2004, at 1.34 am, K. Mike Bradley wrote: What I wana know is when the Source SDK is coming out -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dave Meyers Sent: Wednesday, April 14, 2004 1:32 AM To: [EMAIL PROTECTED] Subject: [hlcoders] Planet Half Life ftp site change Just figured I would post this, as it has been way to quite in here( that or I am not getting any mail again). The ftp address has changed for fileplanet sites, and I am not sure everyone got this info, I missed it. the old http one will still work, but the rest has changed. Hosted FTP changes: Hosted site users should point their FTP program to hosting.gamespy.com port 21 Users will use \planetsite\userdir for their remote directory for WWW Site directors can use the \planetsite remote directory to view the entire site. Users will use \cdrom\planetsite\userdir for their remote directory for Fileplanet/CDROM http://hostedftp.gamespy.com can still be used to upload to their CDROM directory Dave ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Open Letter To Hacker Community
Quoting Cale 'Mazor' Dunlap [EMAIL PROTECTED]: I still go by the 'true' definition of a hacker. The name has lost the respect it deserves and I try to keep it alive. I agree. Some people should see - http://jargon.watson-net.com/jargon.asp?w=hacker and http://jargon.watson-net.com/jargon.asp?w=cracker -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Open Letter To Hacker Community
Firstly, I would encourage you to get your definition of 'hacker' correct before you start shaking your finger at them. I think Valve is triing to become the next Microsoft. The Steam tools is crappy, and damage users gameplay with delays and failures, and restrict singleplayer ability. Its the first step of a highly dangerous technology to damage freedom: DRM. How have they done any of that? That is just your personal experience. It hasn't changed the way that authentication is done, it hasn't introduced any new DRM, it hasn't restricted anything that you couldn't do before. All it is, is a new way to deliver Valve's content, authenticate to the servers (which were WON until Steam) and update the games. Valve as work dirty in the past. Unable Quake1 developpers to use both tools and some media into Quake1. When you take the Q1 engine, mix in stuff from Q2 and your own custom modifications, I'd love to see you do anything like backwards compatability with Q1. Valve licensed the Q1 engine fair and square and had no obligation, need or want to make it backwards compatable. Abducting good mods inside (like Counter-Strike). Valve overload the market with his product, that unable oportunitys for other developers. Valve write nazi Licenses. Abducting? I'm assuming that gooseman agreed to having his MOD commercialised, otherwise Valve faces some serious charges. And where are these nazi licenses, valve are incredibly nice with their MOD licenses. If you think now the target is Valve. Please re-think. Its not cool to fuck a lot of people that where triing to get his fun from this. And Its not cool to fuck people doing fun games for all of us. If you have fun hacking, download Uplink game. Might want to address that one to the CRACKER community. -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Open Letter To Hacker Community
Ignoring Singleplayer and LAN was a mistake. Will be nice to see these problems fixed ...forever. Thanks. Looks like older system was simpler, stronger and cleaner. Maybe I am oldschool or what? It was a bit better, but I like the direction that Valve is going with steam. If they spent just a bt more time on polishing it up and adding features like these that some people (myself included) would concider critical, then they would've had a much better response from the community. -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
I would have to agree with you there. I've done development work with ASP, ASP.NET and PHP (a lot more with ASP and ASP.NET though) and PHP seems to suffer from a lot of the problems that ASP used to (bad organisation, complicated coding, no sense of a unified application, etc.) which were addressed in ASP.NET. PHP does have a long way to go to make it up there and PHP5 is looking quite good. Although maybe it's time I got off my ass and made some tools to make this whole world a better place... -Phil Quoting Shane [EMAIL PROTECTED]: You are obviously biased. ;) With 14 years of professional development experience I can say hands down I find ASP (and more so .net) far more flexible and capable the PHP any day. However, it, like Perl, awk, sed, etc all have their place in the scheme of development ;) - Original Message - From: Jeff Katz [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, August 15, 2003 9:19 PM Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder My only comment here is that php is way better than asp ;) _ Jeff 'Kuja' Katz Leader, Digital Paintball http://www.digitalpaintball.net -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rick Powerfool Sent: Friday, August 15, 2003 8:10 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder I am a database administrator with a lot of SQL experience, good ASP and some perl. I can send a resume if you want it. Richard Rice BSCS/DBA -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Shane Sent: Friday, August 15, 2003 6:26 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder If you are qualified in SQL Server ASP Perl And if you have some knowledge atleast of HLSTATS and are interested in a project with a well established game server company (http://www.phxx.net , http://www.phxx.com , 300+ game sessions and growing!) with the potential to make some money, please contact me. [EMAIL PROTECTED] Serious inquiries only. Shane PHXX CIO ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
Is it just me or is there no message body? Problem with the listserver parsing the message? -Phil Quoting Sebastian Budzinski { [EMAIL PROTECTED] } [EMAIL PROTECTED]: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] black screen when I start a server with my mod.
At some resolutions, you will see a large square in the top-left corner instead of it covering the whole screen. Is there any known cause of this? -- Windows [n.] A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight bit operating system originally coded for a four bit microprocessor and sold by a two-bit company that can't stand one bit of competition. (Anonymous USEnet post) -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Daniel Koppes Sent: Sunday, June 22, 2003 8:21 PM To: [EMAIL PROTECTED] Try pressing escape (after it's done loading) then click 'Resume Game' Happens with other mods too. At 20:03 22/06/2003, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just recently got a new computer and reinstalled half-life. I copied the valve folder and changed the name of folder to test and the liblist.gam to game Test Mod type multiplayer_only mpentity info_player_deathmatch gamedll dlls\hl.dll Using VisualStudios.net I compiled the original hl.dsp and cl_dll.dsp in the SinglePlayer Source code folder and had it place the new .dlls in the appropriate places within the test folder. Now the original deathmatch mod works fine. But when I change the game to Test Mod and start a server, I don't even see the console. Its just completely black. However it doesn't freeze, as soon as I press esc it goes back to the menu. I can't explain why it does this, can anyone help? -Brandon Renfrow -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
/me wonders how hard it would be to port the source to Java... /me wonders how hard it would be to port the source to ASM... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)
I am guessing this hard: $ find . -type f -name '*.cpp' -exec gcc `grep CFLAGS Makefile | sed 's/CFLAGS *= *//'` -S '{}' ';' I meant manually, line for line. -Phil ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] estimated release date foe hl2 sdk?
But releasing SOURCE CODE to a game that's not even out yet, is REALLY silly. Really? I'd assume that they would release the SDK (with source code) when the game goes RTM or something, to make it non-stupid. -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Mods on CD?
That was my point. There are websites where you can assembly a CD of files you want (for a small charge) and have it shipped to you. Obviously someone has already checked the legality of this... Or maybe not since they would have to check the legality for every one of their files and that would be a very difficult task to do. -Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] AMD 64bit - looks interesting!
I like it how they keep on using Counter-Strike instead of Half-Life. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Webrant Sent: Saturday, 8 March 2003 11:50 p.m. To: [EMAIL PROTECTED] This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] http://collective.valve-erc.com/index.php?news=1047073952-21295300 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SMD Exporter for max 5
Since I moved up to max 5, I've just noticed that there appears to be no SMD exporter for max 5. Does anybody know where I can get one? Thanks, Philip ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders