[hlcoders] Problems with creating and spawning a vphysics entity

2009-02-19 Thread Phil
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;

}



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Re: [hlcoders] Runtime error when running debug build through VS2005

2009-02-03 Thread Phil
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


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[hlcoders] Runtime error when running debug build through VS2005

2009-02-02 Thread Phil
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


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Re: [hlcoders] I want to play TF2 already

2007-09-18 Thread Phil Corley
--
[ 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!!! =(
 --

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  --
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  http://www.wraiyth.com
  NightFall HL2 Mod - http://www.nightfallmod.com
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Re: [hlcoders] I want to play TF2 already

2007-09-18 Thread Phil Corley
--
[ 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!!! =(
   --
  
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--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
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Re: [hlcoders] Player animation ?

2005-01-13 Thread Phil Bowens
: 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?

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Re: [hlcoders] Updated SDK source code? - Incl list of files changed

2004-12-23 Thread Phil Bowens
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

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Re: [hlcoders] Player Animations

2004-12-19 Thread Phil Bowens
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?
 **

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Re: [hlcoders] HUD, fonts, and everything else not showing up

2004-12-13 Thread Phil Bowens
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



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Re: [hlcoders] Skyboxes Shaders

2004-12-12 Thread Phil Bowens
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.
 
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[hlcoders] Skyboxes Shaders

2004-12-11 Thread Phil Bowens
[ 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.

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[hlcoders] Player models

2004-12-06 Thread Phil Bowens
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.

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Re: [hlcoders] Planet Half Life ftp site change

2004-04-14 Thread Phil
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



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RE: [hlcoders] Open Letter To Hacker Community

2003-10-10 Thread Phil
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

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Re: [hlcoders] Open Letter To Hacker Community

2003-10-09 Thread Phil
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

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Re: [hlcoders] Re: Open Letter To Hacker Community

2003-10-09 Thread Phil
 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


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Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder

2003-08-15 Thread Phil
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
 
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 archives,
  please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
  ___
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 archives,
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 archives,
 please visit:
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Re: [hlcoders] (no subject)

2003-07-25 Thread Phil
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 ]
 --

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RE: [hlcoders] black screen when I start a server with my mod.

2003-06-22 Thread Phil
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
 --
 
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 --
 Programmer and Modeller for http://pokemod.fragoff.net/The
 http://pokemod.fragoff.net/Pokemod

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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil
 /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...


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RE: Script languages (was Re: [hlcoders] Half-Life 2: Programming, Hmm?)

2003-06-02 Thread Phil

 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


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RE: [hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread Phil
 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


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RE: [hlcoders] Mods on CD?

2003-05-28 Thread Phil

 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


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RE: [hlcoders] AMD 64bit - looks interesting!

2003-03-08 Thread Phil
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
--


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[hlcoders] SMD Exporter for max 5

2003-02-18 Thread Phil
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

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