Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Richard Slaughter
I'm not convinced touting a common Java UI is a good thing. Java apps, 
as a rule, look awful and have terrible interfaces.

I'd go with .Net over Java, Mono ftw!

- Rich

Jorge Rodriguez wrote:
> If you avoid windows.h I find it easier to port C/C++ to other platforms
> than Java. If you don't avoid windows.h it becomes more ambiguous but it's
> still certainly not a Java advantage.
>
>   


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[hlcoders] DispatchParticleEffect works in one place but not another

2009-12-31 Thread Richard Slaughter
Hi List,

I'm trying to get the player to emit a particle effect when they sprint 
but just can't get the damn thing to work.

I've tried putting the following in CHL2MP_Player::StartSprint but no 
particles get emitted:

   Vector final = GetAbsOrigin();
   final.z += 30;
   final.x += 32;
   DispatchParticleEffect("weapon_dispenser_particles2", final, 
GetAbsAngles());

This is just a test to see if I can get some particles to show up, which 
they don't, I've set a break point and verified the code is being hit.

However, if I setup a console command in CHL2MP_Player::ClientCommand 
with the same code, I see the particle effect get created.

Am I missing something obvious here?
Thanks,

Rich

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[hlcoders] Collisions

2009-12-29 Thread Richard Slaughter
Hi List,

I need to alter the standard rocket so that it doesn't explode on 
contact with weapon models that are found in the world, any pointers on 
how to go about doing this?

The rocket needs to just pass straight through the weapon as if it 
wasn't there.

I've tried fiddling with SetCollisionGroup() on the weapon models but 
even though I managed to stop the rocket exploding on contact, it would 
get stuck in the weapon model rather than passing straight through.

I'm not brilliantly familiar with the collision model in source, so any 
pointers on what I should be looking at would be good.
Thanks,

Rich

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[hlcoders] Duplicated Tracers

2009-12-17 Thread Richard Slaughter
Hi List,

I haven't looked in to this in depth yet, but wanted to see if anyone 
else has come across this issue.

I'm working on an Orange Box mod and haven't changed any of the fire 
bullets / tracer code, but when I hit another entity, the tracers get 
shown twice.

Ordinarily they're fine, but only when hitting another player or physics 
entity do they get very obviously duplicated, showing two at once, the 
second somewhat offset from the first.

Anyone come across this? I'm presuming it's a prediction issue of some kind?
Thanks!

Rich

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Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-04 Thread Richard Slaughter
Finally found the problem, turns out I needed to add new_gamerules to 
the list of preserved entities too.

Bleh, oh well, works now.
Thanks,

Rich

Andrew Ritchie wrote:
> it's a bit messy looking but assert in release mode usually replaces with
> nothing or in Source's case ((void)0) instead of the expression.  So aslong
> as you don't go messing with enabling asserts in release and don't use the
> pEnt the compiler can live with it without erroring.  Might get a warning
> though.
>
> What might be a better usage would be
>
> ...
> g_pLastRebelSpawn = NULL;
> Verify( CBaseEntity::Create( "new_gamerules", vec3_origin, vec3_angle ) );
>
> }
>
> but it's also Valve's own code so no point going to nuts over it.
>
> On Wed, Nov 4, 2009 at 1:18 PM, Jonas 'Sortie' Termansen
> wrote:
>
>   
>> How can that possibly work, or compile? The pEnt is defined in _DEBUG
>> but you assert it in the non-_DEBUG build. Doesn't that throw a warning?
>> 
>>> void CNewGameRules::CreateStandardEntities( void )
>>> {
>>> #ifndef CLIENT_DLL
>>> CGameRules::CreateStandardEntities();
>>>
>>> g_pLastCombineSpawn = NULL;
>>> g_pLastRebelSpawn = NULL;
>>>
>>> #ifdef _DEBUG
>>> CBaseEntity *pEnt =
>>> #endif
>>> CBaseEntity::Create( "new_gamerules", vec3_origin, vec3_angle );
>>> Assert( pEnt );
>>> #endif
>>> }
>>>
>>>   
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[hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
Hi List, I'm stumped again so once more I turn to you...

I've implemented a new set of gamerules that derive from hl2mprules 
which I think I may have based on this at the VDC:
http://developer.valvesoftware.com/wiki/New_Gamerules

If not, I've implemented all the same things.

Problem is when adding a new CNetworkVar( float, m_flTimeToSend ); to 
the gamerules, and then updating the network table stuff to:

BEGIN_NETWORK_TABLE_NOBASE( CNewGameRules, DT_NewGameRules )
#ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_flTimeToSend ) ),
#else
SendPropFloat( SENDINFO( m_flTimeToSend ) ),
#endif
END_NETWORK_TABLE()

m_flTimeToSend is never updated on the client.

Am I missing something obvious?
Thanks!

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Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-03 Thread Richard Slaughter
Yep, done that.

I did discover that I wasn't creating an instance of the gamerules 
proxy, so added the following:

void CNewGameRules::CreateStandardEntities( void )
{
#ifndef CLIENT_DLL
CGameRules::CreateStandardEntities();

g_pLastCombineSpawn = NULL;
g_pLastRebelSpawn = NULL;

#ifdef _DEBUG
CBaseEntity *pEnt =
#endif
CBaseEntity::Create( "new_gamerules", vec3_origin, vec3_angle );
Assert( pEnt );
#endif
}

Which is based on hl2mpgamerules.

Gets called, but still doesn't work though, grr.

Rich

Bob Somers wrote:
> It's my understanding that the gamerules networks its variables
> through a proxy class rather than through itself. Have you implemented
> an inherited proxy class as well as the gamerules class? Check the SDK
> game rules class to see what I'm talking about.
>
> --Bob
>
>
>
>
> On Tue, Nov 3, 2009 at 3:35 PM, Richard Slaughter  
> wrote:
>   
>> Hi List, I'm stumped again so once more I turn to you...
>>
>> I've implemented a new set of gamerules that derive from hl2mprules
>> which I think I may have based on this at the VDC:
>> http://developer.valvesoftware.com/wiki/New_Gamerules
>>
>> If not, I've implemented all the same things.
>>
>> Problem is when adding a new CNetworkVar( float, m_flTimeToSend ); to
>> the gamerules, and then updating the network table stuff to:
>>
>> BEGIN_NETWORK_TABLE_NOBASE( CNewGameRules, DT_NewGameRules )
>>#ifdef CLIENT_DLL
>>RecvPropFloat( RECVINFO( m_flTimeToSend ) ),
>>#else
>>SendPropFloat( SENDINFO( m_flTimeToSend ) ),
>>#endif
>> END_NETWORK_TABLE()
>>
>> m_flTimeToSend is never updated on the client.
>>
>> Am I missing something obvious?
>> Thanks!
>>
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Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Richard Slaughter
Don't be silly, they're off in the bahamas relaxing in hammocks and 
sipping mojitos...

Rich

Jonathan Murphy wrote:
> Hahaha..
>
> I'm pretty sure most of Valve is busy finishing up what they can on L4D2.
>
> On Friday, October 9, 2009, botman  wrote:
>   
>> I called 911.  The wambulance is on the way.
>>
>> On 10/7/2009 9:15 PM, Nick wrote:
>> 
>>> still no reply, im not surprised though
>>>
>>> On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery
>>>   wrote:
>>>   
 Yeah, I guess it makes much more sense if I treat it as sarcasm.
 Meh.

 2009/8/6 Tony Paloma:
 
> I think you missed the sarcasm.
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry 
> Jeffery
> Sent: Thursday, August 06, 2009 2:53 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] whats happening with this engine
>
> They use their tools to make their games to make lots of money and
> game of the year... again.
>
> 2009/8/6 botman:
>   
>> How else is VAVLe going to be successful unless they listen to our
>> helpful comments?  It's obvious they don't know what they are doing and
>> need our help.
>>
>> On 8/5/2009 5:47 PM, Garry Newman wrote:
>> 
>>> They're probably too busy doing actual work to respond to a list of
>>> scatterbrain pipe dream demands from a bunch of lazy modders.
>>>
>>> garry
>>>
>>> On Wed, Aug 5, 2009 at 11:34 PM, Nickwrote:
>>>   
 I like how valve has absolutely no response to make regarding this
 
> subject.
>   
 On Sun, Jul 26, 2009 at 12:21 PM, Saul 
 Rennison
 
>   wrote:
>   
> Seconded!
>
> Thanks,
> - Saul.
>
>
> 2009/7/26 Matt Hoffman
>
>   
>> I for one would also like a fix for the ATI Hammer text... jaggies.
>>
>> Or should I make a separate hlcoders email about that instead of
>> 
> including
>   
>> all my hard-earned research in this one?
>>
>>
>> On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris
>> wrote:
>>
>> 
>>> My only wish for updates to the tools is to update Faceposer to work
>>>   
>> fully
>> 
>>> with Vista. Currently it is not possible to do auto-generation of 
>>> the
>>> lip-synch data in Vista, and furthermore another dev and I both had
>>>   
>> trouble
>> 
>>> on his XP machine locating a working link to the Speech SDK that
>>>   
>> Faceposer
>> 
>>> requires, all the MS links were 404, etc.
>>>
>>> I will just say that doing the lip synch data yourself is extremely
>>>   
>> lemons,
>> 
>>> not to mention that I am a coder not an artiste :D
>>>
>>> Chris
>>>
>>> -Original Message-
>>> From: --
>>>   
>> Jeffrey "botman" Broome
>>
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Re: [hlcoders] Source control solution?

2009-08-25 Thread Richard Slaughter
Merging really isn't all that scary once you've done it a few times, and 
as long as you keep you change sets small and to the point, it shouldn't 
pose you any problems.

Of course that only really matters if you're working with someone else 
at the same time.

Rich

DAV wrote:
> ...VSS 'Get latest version' is SVN 'Update' :S
>
>
> Davide (DAV)
> Email: d...@davlevels.com
> Azure Sheep: http://mods.davlevels.com/azuresheep/
> Point of View: http://mods.davlevels.com/pointofview/
> DAV Levels: http://www.davlevels.com/
>
>
>
> On Tue, Aug 25, 2009 at 9:11 AM, DAV  wrote:
>
>   
>> Thanks for all the replies. It really helped.
>>
>> I decided to give the svn/xp-dev.com/tortoiseSVN another try.
>> And after some work i managed to get used to it.
>>
>> I managed to make the lock of all the files mandatory and also add some
>> other things more at my taste.
>> I know the lock doesn't have to be but i don't like the merge thing.
>>
>> I just have to keep remembering that that VSS 'Get latest version' is SVN
>> 'Checkout' and VSS 'Check Out' is SVN 'Lock On'. ;)
>> (and other similar things)
>>
>> Thanks again,
>> Davide (DAV)
>> Email: d...@davlevels.com
>> Azure Sheep: http://mods.davlevels.com/azuresheep/
>> Point of View: http://mods.davlevels.com/pointofview/
>> DAV Levels: http://www.davlevels.com/
>>
>>
>>
>>
>>
>> On Tue, Aug 25, 2009 at 12:12 AM, Arg!  wrote:
>>
>> 
>>> I had some trouble moving from locking based SourceSafe to SVN as well,
>>> but
>>> once someone sat down and explained it to me, it actually makes a lot more
>>> sense. If its just 1 person or a team, SVN works brilliantly.
>>> It does require a different way of thinking from the SourceSafe camp but
>>> if
>>> you constantly compare the two you wont be able to see the benefits.
>>>
>>> On Tue, Aug 25, 2009 at 8:16 AM, David Kraeutmann >>   
 wrote:
 
 Cygwin's/linux QT based gui. Forgot how it's called.

 On 8/24/09, Stephen Micheals  wrote:
 
> What other gui's are available for git on windows, i have not been
> able to find any that were even up to par with Tortoisegit.
>
> On Mon, Aug 24, 2009 at 2:31 PM, David Kraeutmann
> wrote:
>   
>> TortoiseGIT was the worst git GUI I ever encountered.
>> Also, if anyone needs SVN/git/whatever hosting, write me (it'll be
>> most probably free ;) )
>> 
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>   
 --
 Sent from my mobile device

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Re: [hlcoders] Trying to Create a Zipline

2009-08-20 Thread Richard Slaughter
A generous sole posted some grappling hook code a couple of days ago on 
this very list, may make for a good starting point: 
http://developer.valvesoftware.com/wiki/Grapple_Hook

- Rich

Ben Mears wrote:
> Have you heard about the mod "Smashball" ? You can download it from the Mods
> section of Steam. They have a grappling hook type weapon that sounds pretty
> close to what you're trying to do. Maybe somebody from that team could help
> you (but maybe they won't want to divulge their secrets either, ha ha)
>
> On Thu, Aug 20, 2009 at 11:20 AM, Joshua Scarsbrook
> wrote:
>
>   
>> Hi
>> I am trying to create a mod with weapons that shot ziplines for players
>> to move from one point to another. i was woundering how i would go about
>> creating one. I have been learning c++ for quite a while now and have
>> spent the last year working on 3d programmig. I know i will need 3
>> entries and a weapon. The weapon will use the crossbow for it's model
>> and the entires will use the little coke can or a harpoon. I was
>> wondering what code i would need to use and where.
>> Thanks in Advance
>> Vbitz
>>
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Richard Slaughter
I totally agree that learning by doing is one of the best approaches, 
but it doesn't make always make sense slogging through the code to find 
something when you can just ask someone who already knows. Balance is 
always good :)

I think a lot of the best stuff is often put out by smaller teams 
though, probably because it's more likely to be a dedicated few with a 
similar vision, rather than a big group of 'hangers on' that just want 
some of the glory (Not that I'm saying all big mod teams are like that. 
Just some ;) ).

At the end of the day though, it comes down to whatever works for your 
team, and for me, being part of a small group is great.

Rich

Harry Jeffery wrote:
> @ Richard
>
> I learn by reading through the code and experimenting. Sometimes there
> are previous implementations I can use for reference. If someone wants
> to help a newbie by mentoring them that's great. I just feel that
> while being mentored the newbie should concentrate on becoming
> competent with the engine by prehaps making a smaller experimental mod
> rather than tagging along with a mod team that already has a coder.
> Learning by doing is far better than watching.
>
> @ Adam
>
> Sure, they would. That's how I started working for Nightmare House 2.
> It was on the verge of death because Hen couldn't get a coder to
> finish the work he needed done who wasn't asking for money. While
> working on that mod I learnt a lot.
>
> I'm also working on a fully fledged surf mod (CSS style surfing) It
> uses a point system similar to those found in skateboarding games.
> Implementing something like that only took me a couple of days at most
> on my own and I'm not exactly a highly skilled coder.
>
> Anyway, my point is all these new mods start asking for 2-3 coders
> right off the bat and trying to pull a big team together. From
> experience it's far better to have just 1 coder to get the gameplay
> working and then maybe bring in a second for bugfixing and polish if
> necessary.
>
> I just feel mods having several unnecessary coders sets a bad example
> to newbies and is a bit unfair on mods with a great team that just
> cannot get hold of a coder to do some simple changes to the game. By
> having each mod take only what it needs from the hl2 modding community
> it would give other mods with lots of potential a better chance of
> being completed and released.
>
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Richard Slaughter
It can make sense on anything larger than a small mod, after all the SDK 
is a large codebase, and we don't all have the time to be expert in 
every single area of it.

Although hlcoders does help with that :)

Also you have to start somewhere, and having a mentor that knows the 
code better than you is a great way to learn.

Rich

Harry Jeffery wrote:
> Thing is I've always been able to get all the work done in a timely
> manner on my own.
>
> Also there's not enough competent source engine programmers to go
> around. A lot of well thought out and well made mods fail because they
> just could not get a coder. I just see it as pointless for a mod to
> have several coders it doesn't need when there are mods that have a
> great team just no coder.
>
> 2009/8/19 David Kraeutmann :
>   
>> I'm the lead dev at Empires, FYI
>>
>> On 8/19/09, Harry Jeffery  wrote:
>> 
>>> I never understood having multiple coders unless it's a large scale
>>> project. From experience usually only one is enough per mod.
>>>
>>> 2009/8/19 David Kraeutmann :
>>>   
 We use git, so every coder has a backup.
 + additional encrypted ftp backup

 On 8/19/09, Logan Baldock  wrote:
 
> Harry Jeffery wrote:
>   
>> H I really should get my code under svn before the next sdk update
>> is released.
>>
>> 2009/8/19 Jed :
>>
>> 
>>> 2 x 500GB in RAID 1 config + eSata 500GB external with Always Sync
>>> works for me :)
>>>
>>> - Jed
>>>
>>> 2009/8/19 Garry Newman :
>>>
>>>   
 I've got offsite SVN and a windows home server.

 Windows Home Server is defo worth looking into just for day to day
 stuff. I could throw any of my computers out of the window right now
 and still be able to browse its hard drive via WHS.

 garry

 On Wed, Aug 19, 2009 at 7:21 AM, Nick wrote:

 
> Please, everyone backup your mod data to different hard drives. It
> was
> a western digital btw, only 7 months old.
>
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>>
>> 
> DVD backups for me :/
>
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Re: [hlcoders] Velocity Clamp

2009-07-30 Thread Richard Slaughter
Beyond Compare (http://www.scootersoftware.com/) is your friend.

Wonderful bit of software when you need to port to an updated sdk, or 
just see what's changed. Can compare directories so you can see which 
files have changed at a glance, as well as doing individual file 
comparisons.

Rich

---

Harry Pidcock wrote:
> WinMerge?? SVN Diff?
>
> --
> From: "Harry Jeffery" 
> Sent: Thursday, July 30, 2009 9:47 PM
> To: ; "Discussion of Half-Life Programming" 
> 
> Subject: Re: [hlcoders] Velocity Clamp
>
>   
>> Actually do you know which bits are modified? I'm using scratch SDK
>> and I dont really want to go through the whole of both files looking
>> for a subtle difference.
>>
>> 2009/7/29 Harry Jeffery :
>> 
>>> Cheers, I'm sure they'll end up on the VDC wiki too.
>>>
>>> 2009/7/29  :
>>>   
 Here are the Modified Files.

 http://www.mediafire.com/file/0j55azewemm/hl2_player.cpp

 http://www.mediafire.com/file/nm3ynwiwin1/gamemovement.cpp



 -- Saul Rennison wrote :
 You don't mind sending me the files too, do you? I'll add it to VDC :) 
 Even
 better, upload them somewhere and paste the links on the mailing list
 itself.

 Thanks,
 - Saul.


 2009/7/29 James Murray 

 
> I have fixed that in my mod and I will email you the fix when I get off 
> of
> work :) only two files to edit
>
> On Wed, Jul 29, 2009 at 6:55 AM, Harry Jeffery <
> harry101jeff...@goog...> wrote:
>
>   
>> I'm modifying the orangebox engine from the MP template.
>>
>> I am trying to re-implement bunnyhopping as a viable way of moving. I
>> believe I have tracked the problem down to CGameMovement::WalkMove(),
>> when ever the player touches the ground the players velocity is
>> instantly clamped to normal movement speed thus making bunnyhopping
>> impossible. After looking through the function I am having some
>> difficulty finding where the velocity gets clamped.
>>
>> Note: I have tried tweaking sv_maxspeed and sv_maxvelocity to no 
>> effect.
>>
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Re: [hlcoders] TF2 style player collisions (again)

2009-07-23 Thread Richard Slaughter
Hmm, I just realised that whilst adding the test for CONTENTS_TEAM1 mask 
to the ShouldCollide method, I haven't added it to the actual player 
anywhere so that it can be tested against, aside from in gamemovement, 
which I presume ShouldCollide doesn't care about.

Where should the mask be specified for the player, in 
PhysicsSolidMaskForEntity?

Am I barking up the wrong tree?
Thanks guys,

Rich

Chris Harris wrote:
> In player class and in Gamemovement are some traces do not call to proper
> function to get solid mask and assume the standard player collision masks.
> All these should change to call to the function to get proper solid mask.
> In the player class I remember, in Gamemovement Ladder code were some too.
>
> On Wed, Jul 22, 2009 at 7:39 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
>   
>> Code for this was in the latest SDK release, wasn't it?
>> /ScarT
>>
>>
>> 2009/7/23 Richard Slaughter 
>>
>> 
>>> Hi List,
>>>
>>> This has been discussed before but I can't find any concrete advice to
>>> get TF2 style player collisions working fully (team mates can pass
>>> through each other, enemies are solid).
>>>
>>> I've gotten as far as modifying PlayerSolidMask to:
>>>
>>> unsigned int CGameMovement::PlayerSolidMask( bool brushOnly )
>>> {
>>>  unsigned int playerMask = MASK_PLAYERSOLID;
>>>  if(player->GetTeamNumber() == 2)
>>>playerMask |= CONTENTS_TEAM1;
>>>  else if(player->GetTeamNumber() == 3)
>>>playerMask |= CONTENTS_TEAM2;
>>>
>>>return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : playerMask;
>>> }
>>>
>>> And shouldCollide in baseentity to:
>>>
>>> bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask )
>>> const
>>> {
>>>if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS )
>>>{
>>>if ( ! (contentsMask & CONTENTS_DEBRIS) )
>>>return false;
>>>}
>>>
>>>  if(contentsMask & CONTENTS_TEAM1 && GetTeamNumber() == 2 ||
>>> contentsMask & CONTENTS_TEAM2 && GetTeamNumber() == 3 )
>>>return false;
>>>
>>>return true;
>>> }
>>>
>>>
>>> And this seems to nearly do it, but theres still something stopping the
>>> player mid way through.
>>>
>>> What else am I missing? Is it VPhysics related?
>>> Thanks!
>>>
>>> Rich
>>>
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[hlcoders] TF2 style player collisions (again)

2009-07-22 Thread Richard Slaughter
Hi List,

This has been discussed before but I can't find any concrete advice to 
get TF2 style player collisions working fully (team mates can pass 
through each other, enemies are solid).

I've gotten as far as modifying PlayerSolidMask to:

unsigned int CGameMovement::PlayerSolidMask( bool brushOnly )
{
  unsigned int playerMask = MASK_PLAYERSOLID;
  if(player->GetTeamNumber() == 2)
playerMask |= CONTENTS_TEAM1;
  else if(player->GetTeamNumber() == 3)
playerMask |= CONTENTS_TEAM2;

return ( brushOnly ) ? MASK_PLAYERSOLID_BRUSHONLY : playerMask;
}

And shouldCollide in baseentity to:

bool CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) 
const
{
if ( m_CollisionGroup == COLLISION_GROUP_DEBRIS )
{
if ( ! (contentsMask & CONTENTS_DEBRIS) )
return false;
}

  if(contentsMask & CONTENTS_TEAM1 && GetTeamNumber() == 2 || 
contentsMask & CONTENTS_TEAM2 && GetTeamNumber() == 3 )
return false;

return true;
}


And this seems to nearly do it, but theres still something stopping the 
player mid way through.

What else am I missing? Is it VPhysics related?
Thanks!

Rich

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[hlcoders] Finding the bound key for a specific command

2009-05-15 Thread Richard Slaughter
Hi List,

I'd like to be able to display the key for a current command, e.g. 
"phys_swap", on the HUD.

Is it possible to find out what key is currently bound to a command on 
the client?
Thanks!

Rich

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Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
Nevermind, 2 seconds later found that 
g_pClientMode->GetViewportAnimationController()->CancelAllAnimations(); 
is called in ResetHud which is called on respawn.

Guess I'll need to find a way to work around it :/
Cheers,

Rich
> On further inspection it seems as though HUD animations stop when the 
> player respawns. Anyone know if something happens to the HUD on respawn 
> that might affect the animations?
> Thanks,
>
> Rich
>
>   
>> Hi List,
>>
>> I've been trying to make use of hud animations by adding the following 
>> to HudAnimations.txt:
>>
>> event ShowMessage
>> {
>> Animate JBMessage CurrAlpha"50"Linear 0.0 0.2
>> Animate JBMessage CurrAlpha"200"Linear 0.2 0.3
>> Animate JBMessage CurrFont"49"Accel 0.0 0.3
>> Animate JBMessage MessageYPos"200"Accel 0.0 0.25
>> }
>>
>> event HideMessage
>> {
>> Animate JBMessage CurrAlpha"0"Linear 0.0 0.2
>> Animate JBMessage MessageYPos"210"Accel 0.0 0.2
>> }
>>
>> And then calling them with:
>>
>> g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("ShowMessage");
>>
>> and after a short delay:
>>
>> g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HideMessage");
>>
>> Problem is the animations don't always seem to play and the message 
>> doesn't show up, or the animation may stop part way through. It seems 
>> quite random and I can't find the cause.
>>
>> Anyone else had problems with hud animations being unreliable or am I 
>> missing something?
>> Thanks,
>>
>> Rich
>>
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Re: [hlcoders] Unreliable hud animations

2009-05-09 Thread Richard Slaughter
On further inspection it seems as though HUD animations stop when the 
player respawns. Anyone know if something happens to the HUD on respawn 
that might affect the animations?
Thanks,

Rich

> Hi List,
>
> I've been trying to make use of hud animations by adding the following 
> to HudAnimations.txt:
>
> event ShowMessage
> {
> Animate JBMessage CurrAlpha"50"Linear 0.0 0.2
> Animate JBMessage CurrAlpha"200"Linear 0.2 0.3
> Animate JBMessage CurrFont"49"Accel 0.0 0.3
> Animate JBMessage MessageYPos"200"Accel 0.0 0.25
> }
>
> event HideMessage
> {
> Animate JBMessage CurrAlpha"0"Linear 0.0 0.2
> Animate JBMessage MessageYPos"210"Accel 0.0 0.2
> }
>
> And then calling them with:
>
> g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("ShowMessage");
>
> and after a short delay:
>
> g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HideMessage");
>
> Problem is the animations don't always seem to play and the message 
> doesn't show up, or the animation may stop part way through. It seems 
> quite random and I can't find the cause.
>
> Anyone else had problems with hud animations being unreliable or am I 
> missing something?
> Thanks,
>
> Rich
>
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Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
"That's essentially what I was asking how to do, any pointers on where to look 
for drawing to a texture instead of the hud?"
Thanks,

Rich


Garry Newman wrote:
> 40 fonts! Yikes!
> I'd just move the camera, or render the text to a texture and scale that.
>
> garry
>
> On Tue, May 5, 2009 at 9:48 PM, Richard Slaughter 
> wrote:
>
>   
>> That's essentially what I was asking how to do, any pointers on where to
>> look for drawing to a texture instead of the hud?
>>
>> For now I've created an array of 40 fonts that descend in size which is
>> reasonably smooth, but I'm still open to ideas.
>> Thanks,
>>
>> Rich
>>
>> Paul Peloski wrote:
>> 
>>> @Steve: I would not use the camera solution because it's doing the same
>>> thing (rendering to a texture and scaling it) but in an indirect and map
>>> dependent way.
>>>
>>> @Jonas: I would not use the vgui text drawing functions because every
>>>   
>> font
>> 
>>> size/style combination you get a handle for caches a lot of bitmaps for
>>>   
>> the
>> 
>>> glyphs in the font from what I can tell.
>>>
>>> I would just render your HUD element (fonts and all) at a higher
>>>   
>> resolution
>> 
>>> than you need, to some texture, then render the texture on the HUD at
>>> whatever scaled size you want. It won't look perfect because of the
>>> anti-aliasing on the fonts, but it might look okay. Worth a shot.
>>>
>>> Paul
>>>
>>> On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen
>>> wrote:
>>>
>>>
>>>   
>>>> That's pretty hacky and expensive, avoid that solution. You should use
>>>> 
>> text
>> 
>>>> drawing functions. Try changing the size of the font (and color?) very
>>>> fast,
>>>> then it will seem rather smooth.
>>>>
>>>> - Original Message -
>>>> From: "Steve Henderson" 
>>>> To: "Discussion of Half-Life Programming" <
>>>> 
>> hlcoders@list.valvesoftware.com
>> 
>>>> Sent: Sunday, May 03, 2009 10:06 PM
>>>> Subject: Re: [hlcoders] Smoothly shrinking text on the HUD
>>>>
>>>>
>>>>
>>>> 
>>>>> Another idea is to use a point camera and a monitor.  I've used these
>>>>> before.  Set up a studio room in your map and make a brush with the
>>>>>   
>> stuff
>> 
>>>>> you want to zoom.  Then make a point camera that is set to capture this
>>>>> content.  Then you need to make a vgui material that will be painted
>>>>>   
>> with
>> 
>>>>> what the point camera sees.  This material would be part of your hud.
>>>>> Once
>>>>> you get the material showing the point camera, you can dolly the camera
>>>>>
>>>>>   
>>>> in
>>>>
>>>> 
>>>>> and out for your effect.
>>>>>
>>>>> There is a pretty good point camera tutorial on the wiki.
>>>>> I can send you the link later
>>>>>
>>>>> On May 3, 2009 3:52 PM, "Richard Slaughter" 
>>>>>
>>>>>   
>>>> wrote:
>>>>
>>>> 
>>>>> Hi List,
>>>>>
>>>>> I'm looking to make a hud element where the text being displayed
>>>>>   
>> shrinks
>> 
>>>>> down in size smoothly over time.
>>>>>
>>>>> So far I've discovered that DrawSetTextScale only works for Bitmap
>>>>> fonts, which would be nice to avoid so that it will work with the
>>>>> existing ttf fonts that we're using.
>>>>>
>>>>> I'm assuming that changing the font won't yield a smooth enough result,
>>>>> as I'm aiming for a 'zooming out' type effect, so I was thinking that
>>>>>   
>> it
>> 
>>>>> would be easiest to draw the text on to a surface of some sort, then
>>>>> scale that down over time.
>>>>>
>>>>> Is it possible to do that with a procedural material, and if so can
>>>>> someone 

[hlcoders] Unreliable hud animations

2009-05-05 Thread Richard Slaughter
Hi List,

I've been trying to make use of hud animations by adding the following 
to HudAnimations.txt:

event ShowMessage
{
Animate JBMessage CurrAlpha"50"Linear 0.0 0.2
Animate JBMessage CurrAlpha"200"Linear 0.2 0.3
Animate JBMessage CurrFont"49"Accel 0.0 0.3
Animate JBMessage MessageYPos"200"Accel 0.0 0.25
}

event HideMessage
{
Animate JBMessage CurrAlpha"0"Linear 0.0 0.2
Animate JBMessage MessageYPos"210"Accel 0.0 0.2
}

And then calling them with:

g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("ShowMessage");

and after a short delay:

g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HideMessage");

Problem is the animations don't always seem to play and the message 
doesn't show up, or the animation may stop part way through. It seems 
quite random and I can't find the cause.

Anyone else had problems with hud animations being unreliable or am I 
missing something?
Thanks,

Rich

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Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-05 Thread Richard Slaughter
That's essentially what I was asking how to do, any pointers on where to 
look for drawing to a texture instead of the hud?

For now I've created an array of 40 fonts that descend in size which is 
reasonably smooth, but I'm still open to ideas.
Thanks,

Rich

Paul Peloski wrote:
> @Steve: I would not use the camera solution because it's doing the same
> thing (rendering to a texture and scaling it) but in an indirect and map
> dependent way.
>
> @Jonas: I would not use the vgui text drawing functions because every font
> size/style combination you get a handle for caches a lot of bitmaps for the
> glyphs in the font from what I can tell.
>
> I would just render your HUD element (fonts and all) at a higher resolution
> than you need, to some texture, then render the texture on the HUD at
> whatever scaled size you want. It won't look perfect because of the
> anti-aliasing on the fonts, but it might look okay. Worth a shot.
>
> Paul
>
> On Sun, May 3, 2009 at 2:19 PM, Jonas 'Sortie' Termansen
> wrote:
>
>   
>> That's pretty hacky and expensive, avoid that solution. You should use text
>> drawing functions. Try changing the size of the font (and color?) very
>> fast,
>> then it will seem rather smooth.
>>
>> - Original Message -
>> From: "Steve Henderson" 
>> To: "Discussion of Half-Life Programming" > 
>> Sent: Sunday, May 03, 2009 10:06 PM
>> Subject: Re: [hlcoders] Smoothly shrinking text on the HUD
>>
>>
>> 
>>> Another idea is to use a point camera and a monitor.  I've used these
>>> before.  Set up a studio room in your map and make a brush with the stuff
>>> you want to zoom.  Then make a point camera that is set to capture this
>>> content.  Then you need to make a vgui material that will be painted with
>>> what the point camera sees.  This material would be part of your hud.
>>> Once
>>> you get the material showing the point camera, you can dolly the camera
>>>   
>> in
>> 
>>> and out for your effect.
>>>
>>> There is a pretty good point camera tutorial on the wiki.
>>> I can send you the link later
>>>
>>> On May 3, 2009 3:52 PM, "Richard Slaughter" 
>>>   
>> wrote:
>> 
>>> Hi List,
>>>
>>> I'm looking to make a hud element where the text being displayed shrinks
>>> down in size smoothly over time.
>>>
>>> So far I've discovered that DrawSetTextScale only works for Bitmap
>>> fonts, which would be nice to avoid so that it will work with the
>>> existing ttf fonts that we're using.
>>>
>>> I'm assuming that changing the font won't yield a smooth enough result,
>>> as I'm aiming for a 'zooming out' type effect, so I was thinking that it
>>> would be easiest to draw the text on to a surface of some sort, then
>>> scale that down over time.
>>>
>>> Is it possible to do that with a procedural material, and if so can
>>> someone point me in the right direction as I can't see how to use any of
>>> the text drawing functions in that context.
>>>
>>> Any other ideas for where I should be looking?
>>> Thanks,
>>>
>>> Rich
>>>
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[hlcoders] Smoothly shrinking text on the HUD

2009-05-03 Thread Richard Slaughter
Hi List,

I'm looking to make a hud element where the text being displayed shrinks 
down in size smoothly over time.

So far I've discovered that DrawSetTextScale only works for Bitmap 
fonts, which would be nice to avoid so that it will work with the 
existing ttf fonts that we're using.

I'm assuming that changing the font won't yield a smooth enough result, 
as I'm aiming for a 'zooming out' type effect, so I was thinking that it 
would be easiest to draw the text on to a surface of some sort, then 
scale that down over time.

Is it possible to do that with a procedural material, and if so can 
someone point me in the right direction as I can't see how to use any of 
the text drawing functions in that context.

Any other ideas for where I should be looking?
Thanks,

Rich

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[hlcoders] Health packs don't work in OB SDK mod

2009-04-01 Thread Richard Slaughter
Hi List,

So this is a fun one, does anyone know why health pickups (big and 
small) don't work in a stock OB Multiplayer mod?

Weirdly this only affects stand alone servers, running as either a 
listen server or from the dedicated server that's part of Steam, they 
seem to work fine.

This is literally on a stock OB SDK with no changes made other than 
including CTeamTrainWatcher on the client side to fix the error there. 
Any thoughts?
Thanks,

Rich

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Re: [hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
Yep, tried restarting, not restarting, standing on one leg, sacrificing 
a small chicken...

Rich Slaughter

Tony Sergi wrote:
> Did you restart steam after you renamed it?
>
>
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard 
> Slaughter
> Sent: March-03-09 4:12 PM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Changing mod folder causes Lost Coast background to be 
> loaded
>
> Ok, this is just irritating me now.
>
> I created my mod in a directory OBTestMod whilst I was messing around,
> and now am moving it to the actual named mod.
>
> However, when I copy the directory to say OBTestMod2, and update
> gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the
> Lost Coast background gets loaded along with the motd menu instead of
> just the custom background image (which is initially shown when loading).
>
> I've searched and searched but cannot find the cause of this, anyone
> know why, or how to stop it?
> Thanks,
>
> Rich Slaughter
>
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[hlcoders] Changing mod folder causes Lost Coast background to be loaded

2009-03-03 Thread Richard Slaughter
Ok, this is just irritating me now.

I created my mod in a directory OBTestMod whilst I was messing around, 
and now am moving it to the actual named mod.

However, when I copy the directory to say OBTestMod2, and update 
gameinfo.txt to have the gamename = OBTestMod2 on starting the mod the 
Lost Coast background gets loaded along with the motd menu instead of 
just the custom background image (which is initially shown when loading).

I've searched and searched but cannot find the cause of this, anyone 
know why, or how to stop it?
Thanks,

Rich Slaughter

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[hlcoders] Known OB SDK issues

2009-02-20 Thread Richard Slaughter
Hi List,

I'm just starting to get in to doing an OB SDK mod and was wondering if 
there's a known list of issues floating around anywhere?

For example I've already come accross an issue with jittery player 
movement which I'm sure I've seen addressed before, don't suppose 
they've been collected in a handy list?

I'm aware of the list at 
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List but that 
doesn't seem terribly up to date?
Thanks,

Rich

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Re: [hlcoders] several questions

2009-02-18 Thread Richard Slaughter
To play announcement messages to players I've made use of the SendAudio 
HUD message, although there are a few tweaks needed to enable it:

In hud.cpp find

#ifdef CSTRIKE_DLL
DECLARE_MESSAGE(gHUD, SendAudio);
#endif

and comment out the #ifdef and #endif, do the same for

#ifdef CSTRIKE_DLL
HOOK_HUD_MESSAGE( gHUD, SendAudio );
#endif

In hl2_usermessages.cpp register a new message:

usermessages->Register( "SendAudio", -1 );

Once that's done you should be able to call it with something like this:

CRecipientFilter filter;
filter.AddAllPlayers();
filter.MakeReliable();

//send announcement to play
UserMessageBegin( filter, "SendAudio" );
WRITE_STRING( "Your.Sound"  );
MessageEnd();

Then you just need to make sure you have your sound setup in 
scripts\game_sounds.txt

You can also use CBroadcastRecipientFilter to send to all players or 
filter.AddRecipientsByTeam() to add a specific team.

This was on the Orange Box SDK, but I'm fairly sure that EP1 SDK is 
similar. No idea if it's suitable for what you want to use it for, might 
be better to look at doing it on the client as it's a regular occurence, 
and should be predictable anyway.

- Rich

Jorge Rodriguez wrote:
> On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs  wrote:
>
>   
>> 1. Does anybody know if it's possible to have a sound be emitted that
>> only the player it was meant for can hear? As far as I know all sounds
>> are emitted into the world. I might be making a hitbleep system similar
>> to quake, wet, et:qw and dystopia, roughly I think it would look like
>> this in the ontakedamage class:
>> pAttacker->PlayAttackerHearableSoundOnly( "soundname" );
>> or
>> pInflictor->PlayInflictorHearableSoundOnly( "soundname" );
>>
>> well the function is bogus ofcourse since it doesn't exist. So does
>> anybody know?
>>
>> 
>
> You can emit the sound on the client, or you can call the sound with a
> single recipient filter instead of a pas filter.
>
>   


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

2009-02-03 Thread Richard Slaughter
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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Re: [hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
I figured as much, thanks.

Rich

Jorge Rodriguez wrote:
> Nothing an Orange Box particle system does can be queried or have any effect
> on the gameplay. In other words, you can't see what individual particles
> doing or have any callbacks into the game when they collide with one thing
> or another. You need to write code that estimates what the particles are
> doing and applies the damage accordingly.
>
>
>   


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[hlcoders] Particle system collisions

2009-01-19 Thread Richard Slaughter
Hi List,

I haven't looked in to this in too much detail yet, so am just looking 
for some general advice.

I want to implement a weapon that will use a particle effect when it 
fires (think flamethrower), ideally damaging people who are touching the 
effect.

The question is, how to deal with collision detection on a weapon like 
this so that you can tell when the weapons field of effect is hitting 
someone?

It would be nice if it was reasonably accurate as the 'stream' will 
probably fall off over distance, like a stream of water, so it would be 
useful if it could be dropped over walls for example.

Any thoughts?
Thanks!

Rich

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Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
Awesome, thanks a lot Tony that did the trick!

Tony Sergi wrote:
> You're going to have to modify GetWorldModelIndex() so that it will return 
> the index of your alternate model if it's supposed to. You could just inherit 
> it and override it.
>
> And where the model is precached from the script, store the model index of 
> your alternate model, the way it stores m_iWorldModelIndex.
>
> -Technically- if you do that, you'd never have to modify GetWorldModel(), but 
> rather just GetWorldModelIndex, since it gets called more often anyway.
>
> -Tony
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard 
> Slaughter
> Sent: January-17-09 10:56 AM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Changing the weapon world model during play
>
> I added:
>
> SetModel(GetWorldModel());
>
> to CBaseHL2MPCombatWeapon::Deploy() for the sake of testing, watched it
> hit the break point, checked it's passing the right model name (the
> alternative one)  which is all ok, but it still doesn't change the model
> from what it already was.
>
> Any other ideas?
> Thanks,
>
> Rich
>
> Tony Sergi wrote:
>   
>> When you go to change it, SetModel(GetWorldModel());
>>
>>
>> -Tony
>> -Original Message-
>> From: hlcoders-boun...@list.valvesoftware.com 
>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard 
>> Slaughter
>> Sent: January-17-09 8:40 AM
>> To: Discussion of Half-Life Programming
>> Subject: [hlcoders] Changing the weapon world model during play
>>
>> Hi List,
>>
>> I'm having a problem changing a weapon's world model dynamically during
>> play.
>>
>> I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:
>>
>> if(GetHL2MPPlayerOwner() && GetHL2MPPlayerOwner->ShouldShowOtherWeapon())
>> return GetWpnData().szAltWorldModel
>> else
>> return GetWpnData().szWorldModel
>>
>> I've also updated the weapon data class to read in a secondary world and
>> view model from the weapon scripts, and have verified by stepping
>> through the code that the alternative weapon model names are being
>> returned correctly, however the world model just doesn't change as seen
>> by others, even though this function is hit and returns a different
>> model name to the one actually being shown.
>>
>> I've done the same for the view model, and this seems to work fine.
>>
>> Any ideas if I'm missing something?
>> Thanks,
>>
>> Rich
>>
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Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
I added:

SetModel(GetWorldModel());

to CBaseHL2MPCombatWeapon::Deploy() for the sake of testing, watched it 
hit the break point, checked it's passing the right model name (the 
alternative one)  which is all ok, but it still doesn't change the model 
from what it already was.

Any other ideas?
Thanks,

Rich

Tony Sergi wrote:
> When you go to change it, SetModel(GetWorldModel());
>
>
> -Tony
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com 
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard 
> Slaughter
> Sent: January-17-09 8:40 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] Changing the weapon world model during play
>
> Hi List,
>
> I'm having a problem changing a weapon's world model dynamically during
> play.
>
> I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:
>
> if(GetHL2MPPlayerOwner() && GetHL2MPPlayerOwner->ShouldShowOtherWeapon())
> return GetWpnData().szAltWorldModel
> else
> return GetWpnData().szWorldModel
>
> I've also updated the weapon data class to read in a secondary world and
> view model from the weapon scripts, and have verified by stepping
> through the code that the alternative weapon model names are being
> returned correctly, however the world model just doesn't change as seen
> by others, even though this function is hit and returns a different
> model name to the one actually being shown.
>
> I've done the same for the view model, and this seems to work fine.
>
> Any ideas if I'm missing something?
> Thanks,
>
> Rich
>
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[hlcoders] Changing the weapon world model during play

2009-01-17 Thread Richard Slaughter
Hi List,

I'm having a problem changing a weapon's world model dynamically during 
play.

I've altered CWeaponHL2MPBase::GetWorld model so that it does the following:

if(GetHL2MPPlayerOwner() && GetHL2MPPlayerOwner->ShouldShowOtherWeapon())
return GetWpnData().szAltWorldModel
else
return GetWpnData().szWorldModel

I've also updated the weapon data class to read in a secondary world and 
view model from the weapon scripts, and have verified by stepping 
through the code that the alternative weapon model names are being 
returned correctly, however the world model just doesn't change as seen 
by others, even though this function is hit and returns a different 
model name to the one actually being shown.

I've done the same for the view model, and this seems to work fine.

Any ideas if I'm missing something?
Thanks,

Rich

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[hlcoders] Difficulty diagnosing crash

2008-12-18 Thread Richard Slaughter
Hi List,

We've been having a crash issue for a while which I have no idea how to 
diagnose. As far as I know I haven't touched any of the code in any of 
the functions in the call stack, so I've no idea what's crashing it, 
however it only seems to occur on one map where we have a physics object 
which is a big ball that two teams try and push in to a goal, so could 
it be a physics issue?

I've included the call stack from the crash dump below, any ideas? (Oh, 
this is a EP1 SDK mod)

 client.dll!virtualgroup_t::GetStudioHdr()  Line 30 + 0x8 bytesC++
 client.dll!CStudioHdr::pSeqdesc(int i=2047)  Line 793 + 0x29 
bytesC++
 client.dll!C_BaseAnimating::DoAnimationEvents(CStudioHdr * 
pStudioHdr=0x3ef0de26)  Line 2603 + 0xe bytesC++
 client.dll!C_BaseAnimatingOverlay::DoAnimationEvents(CStudioHdr * 
pStudioHdr=0x051e25bc)  Line 417C++
 client.dll!C_BaseAnimating::Simulate()  Line 3880 + 0x12 bytesC++
 client.dll!SimulateEntities()  Line 1368 + 0xc bytesC++
 client.dll!OnRenderStart()  Line 1492C++
 client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t 
curStage=FRAME_RENDER_START)  Line 1604C++
 engine.dll!200252c7()
 [Frames below may be incorrect and/or missing, no symbols loaded 
for engine.dll]   
 engine.dll!200c5e93()
 engine.dll!200d1aeb()
 engine.dll!200d21f7()
 engine.dll!200df0b5()
 engine.dll!200df1e3()
 engine.dll!200df28f()
 engine.dll!20189623()
 engine.dll!20188407()
 materialsystem.dll!0fe6f2d5()
 engine.dll!200f10ab()
 engine.dll!20188504()
 engine.dll!201edcc1()
 engine.dll!20188c2e()
 engine.dll!20188cec()
 launcher.dll!015d83e1()
 launcher.dll!015d83e1()
 launcher.dll!015d5cf2()
 ntdll.dll!7758429e()
 ntdll.dll!77584cb0()
 ntdll.dll!77584de0()
 ntdll.dll!77584e3a()
 ntdll.dll!775a8fb2()
 ntdll.dll!77584e10()
 ntdll.dll!775a921a()
 ntdll.dll!775a924b()
 ntdll.dll!77584e10()
 ntdll.dll!77584f21()
 kernel32.dll!769eb8f5()
 kernel32.dll!769eb907()
 hl2.exe!004011cc()
 GameOverlayRenderer.dll!1001f525()
 ntdll.dll!775a8b2c()
 ntdll.dll!77579986()
 ntdll.dll!775a9c05()
 ntdll.dll!775a8fb2()
 ntdll.dll!775aa28a()
 ntdll.dll!775a8b2c()
 ntdll.dll!775a8af0()
 ntdll.dll!775a8b2c()
 ntdll.dll!775a9f40()
 ntdll.dll!77598f24()
 kernel32.dll!769cc9fb()
 GameOverlayRenderer.dll!100207c9()
 GameOverlayRenderer.dll!1001ece8()
 GameOverlayRenderer.dll!1002091d()
 GameOverlayRenderer.dll!10020914()
 GameOverlayRenderer.dll!1001c6f1()
 GameOverlayRenderer.dll!10017f6e()
 GameOverlayRenderer.dll!1001ba85()
 GameOverlayRenderer.dll!1001bab2()
 GameOverlayRenderer.dll!1001c09f()
 GameOverlayRenderer.dll!1001bab2()
 ntdll.dll!775a861f()
 ntdll.dll!775a8640()
 ntdll.dll!775a861f()
 GameOverlayRenderer.dll!1001ecb0()
 GameOverlayRenderer.dll!1001ecb8()
 ntdll.dll!77597f54()
 kernel32.dll!769ecc2e()
 GameOverlayRenderer.dll!1001ece8()
 GameOverlayRenderer.dll!10019567()
 GameOverlayRenderer.dll!1001955e()
 GameOverlayRenderer.dll!1001b2e4()
 GameOverlayRenderer.dll!10017413()
 GameOverlayRenderer.dll!10015334()
 GameOverlayRenderer.dll!10015308()
 GameOverlayRenderer.dll!1001681e()
 GameOverlayRenderer.dll!10015308()
 GameOverlayRenderer.dll!10012048()
 ntdll.dll!77598cc4()
 kernel32.dll!769ec152()
 GameOverlayRenderer.dll!10012057()
 ntdll.dll!77597f54()
 kernel32.dll!769ecc2e()
 GameOverlayRenderer.dll!10012ccc()
 ntdll.dll!77584915()
 ntdll.dll!775a8fb2()
 ntdll.dll!77579986()
 GameOverlayRenderer.dll!10020f72()
 ntdll.dll!775a5b87()
 ntdll.dll!775a5955()
 GameOverlayRenderer.dll!10019c31()
 ntdll.dll!775843a3()
 ntdll.dll!775843aa()
 ntdll.dll!775a5883()
 ntdll.dll!775843aa()
 ntdll.dll!775853a5()
 ntdll.dll!77585368()
 kernel32.dll!769e0313()
 kernel32.dll!769ed26f()
 hl2.exe!00408f85()

Thanks list!



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[hlcoders] Changing the player model skin

2008-10-04 Thread Richard Slaughter
Hi List,

Hopefully I'm just missing something obvious, but I'm having trouble 
changing the player model's skin.

Our player model has been setup with multiple skins, as have our weapons.

For the weapons I can simply set the m_nSkin value in the weapon itself 
and the ViewModel and that works fine, the proper skin gets selected and 
shown.

If I try to set m_nSkin in SetPlayerTeamModel in hl2mp_player.cpp 
nothing happens however, even though the code is definately being called.

Am I doing something dumb? Should this work, or do I need to set the 
skin elsewhere?

Thanks!

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Re: [hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-24 Thread Richard Slaughter
Thanks for the responses guys, good to know it's not just us.

Generally telling people to upgrade their drivers has done the trick, so 
that's good to know.

However, I guess not many people have come across the dissapearing props 
bug? It's defiantely not related to the CMeshDX8 issue.
Thanks!


Joshua Simmons wrote:
> Having the same problem with HDR enabled and disabled, does not occur on 
> de_dust so I presume not.
> The map is fine until I start moving, then it crashes.
>
> Ryan Sheffer wrote:
>   
>> Just maps with HDR by any chance?
>>
>> On Fri, May 23, 2008 at 8:04 PM, Joshua Simmons <[EMAIL PROTECTED]>
>> wrote:
>>
>>   
>> 
>>> I've just experienced this too.
>>>
>>> On the map cs_millita in garry's mod. Tried both sandbox and gmdm so it
>>> doesn't seem to be gamemode related.
>>> Repeated thrice.
>>>
>>> All other maps I've tried work fine.
>>>
>>> I have the latest drivers for my nVidia 8600M GT.
>>>
>>> Have emailed Garry crash dumps.
>>>
>>> Steve Henderson wrote:
>>> 
>>>   
>>>> Yesterday, I experienced the same error while playing HL2MP on a system
>>>>   
>>>> 
>>> that
>>> 
>>>   
>>>> has performed flawlessly for months.
>>>>
>>>> What is puzzling is the reference to DirectX *8* in the error msg when
>>>>   
>>>> 
>>> I'm
>>> 
>>>   
>>>> running at full acceleration on
>>>> a NV Quadro 4500FX2 and a pretty fast desktop.
>>>>
>>>> Perhaps a recent Source engine modification, or the Win XP SP3  push
>>>>   
>>>> 
>>> isn't
>>> 
>>>   
>>>> playing well with my GPU drivers..going to update later tonight..thanks
>>>> Garry
>>>>
>>>>
>>>>
>>>> On Wed, May 21, 2008 at 9:36 AM, Garry Newman <[EMAIL PROTECTED]>
>>>>   
>>>> 
>>> wrote:
>>> 
>>>   
>>>>   
>>>> 
>>>>> I've always put these errors down to shitty graphics card drivers. I
>>>>> don't think I've ever had anyone come back and say a driver update
>>>>> didn't fix it.
>>>>>
>>>>> garry
>>>>>
>>>>> On Tue, May 20, 2008 at 10:34 PM, Richard Slaughter
>>>>> <[EMAIL PROTECTED]> wrote:
>>>>>
>>>>> 
>>>>>   
>>>>>> Hi List,
>>>>>>
>>>>>> I'm having a couple of issues with my HL2MP mod:
>>>>>>
>>>>>> Firstly, some players have been reporting the following error on
>>>>>> starting the game:
>>>>>>
>>>>>> "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer"
>>>>>>
>>>>>> This doesn't happen to all players, and I've never experienced it
>>>>>> personally so I was wondering if anyone has come accross anything
>>>>>> similar and knows what the possible cause could be?
>>>>>>
>>>>>> Secondly, we have an odd bug that occasionally after changing maps all
>>>>>> the entities seem to dissapear, so you can't see other players, doors,
>>>>>> props and so on. It seems to happen quite rarely, and when it does it
>>>>>> only happens to some players on the server, not all of them.
>>>>>>  Again, any clues as to why?
>>>>>>
>>>>>> Thanks list!
>>>>>>
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>>>>>>
>>>>>>   
>>>>>> 
>>>>> please visit:
>>>>>
>>>>> 
>>>>>   
>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>>   
>>>>>> 
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[hlcoders] Ladders causing EndTouch on a trigger to be fired

2008-05-24 Thread Richard Slaughter
Hi again List,

I'm having a weird issue with a trigger entity which is derived from 
CBaseTrigger, which I'm using the StartTouch and EndTouch methods from 
to flag the player as in a certain state.

This generally works fine, however if a player mounts or dismounts a 
ladder that is within the trigger entity, the EndTouch method gets 
fired, even though the player is still inside the trigger.

Anyone have any ideas why this is happening? This is a really standard 
trigger that doesn't do anything special, but it's causing problems 
having the EndTouch fire when it shouldn't.

This if for an Ep1 SDK mod if that makes any difference.

Thanks List!

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[hlcoders] CMeshDX8::LockVertexBuffer and dissapearing props

2008-05-20 Thread Richard Slaughter
Hi List,

I'm having a couple of issues with my HL2MP mod:

Firstly, some players have been reporting the following error on 
starting the game:

"Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer"

This doesn't happen to all players, and I've never experienced it 
personally so I was wondering if anyone has come accross anything 
similar and knows what the possible cause could be?

Secondly, we have an odd bug that occasionally after changing maps all 
the entities seem to dissapear, so you can't see other players, doors, 
props and so on. It seems to happen quite rarely, and when it does it 
only happens to some players on the server, not all of them.
 Again, any clues as to why?

Thanks list!

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[hlcoders] Weapons stuck firing when mouse input captured by VGUI

2008-04-14 Thread Richard Slaughter
Hi List,

Another issue I'm having a problem solving is that if a player is firing 
their weapon when they bring up a  VGUI screen that captures the mouse 
input with SetMouseInputEnabled then the weapon stays firing.

This is very annoying as the gameplay is round based, with a VGUI screen 
being bought up on a new round, so if they have the mouse down when this 
happens, they automatically start firing their weapon, and it doesn't 
stop until they exit the VGUI screen.

I've tried to work around this by altering the players m_nButtons to 
exclude IN_ATTACK when the VGUI screen is shown (on the client), but 
that refuses to work.

I've also used the clientCmd for -attack, but that has a weird side 
effect of the user then needing to press fire twice before they start 
firing when they exit the VGUI screen.

So in essence, how do I alter the players state to stop them firing when 
a VGUI screen is shown that captures the mouse, and they have the fire 
button pressed?
Thanks!

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Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-14 Thread Richard Slaughter
You need a file named steam.inf in your mod directory with a single line:

appID=215

We had the exact same problem you describe, and adding this file solved it.
Cheers,

Rich

Tom Leighton wrote:
> Maybe a server issue then? Possibly steam.inf ?
>
> Tom Edwards wrote:
>   
>> I don't think this has anything to do with the mod (your gameinfo is 
>> fine btw). I've been able to reproduce the problem when connecting to a 
>> specific Eternal Silence server, at 62.212.73.20:27015, but if I try any 
>> other server, even for the same mod, there's no issue!
>>
>> An odd one, that's for sure...
>>
>> Maarten De Meyer wrote:
>>   
>> 
>>> attached, thanks for your effort!
>>>
>>>   
>>> 
>>>   
 List the contents of your gameinfo.txt.

 Maarten De Meyer wrote:
 
   
 
> Hi list/valve!
>
> I'm gonna repost a problem I posted earlier since I really need a fix
> for
> this before we release. Basically, double-clicking on a server in the
> steam client's server browser doesn't work when not ingame.
>
> More details: If you doubleclick on a server of our mod when you're in
> windows, it says 'launching HL2' instead of 'launching Off Limits'.
> Next,
> it starts up the mod, which then crashes with a
> 'OnGameRulesCreationStringChanged: missing gamerules class
> 'COffLGameRules' on the client'. If you first start up the game through
> the 'my games' list, and then use the serverbrowser or the console when
> you're already ingame, there's no problem connecting.
>
> Yes, my gamerules class is included in the client project, and no, I
> can't
> find a crash in a client global ( I've started the game in debug and
> joined it without any more info ).
>
> Does anyone have an idea why this might happen only in this case, and a
> way I could even try to debug this problem?
>
> Thanks a lot,
>
> -- Maarten
>
>
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Re: [hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-23 Thread Richard Slaughter
So the engine version isn't different at all?

Any ideas why launching the game says "Starting HL2DM" as opposed to 
"Starting "?
Thanks

Nick wrote:
> sdk base = hl2mp without hl2dm gcf
>
> On Fri, Mar 21, 2008 at 9:26 AM, Richard Slaughter
> <[EMAIL PROTECTED]> wrote:
>   
>> Hi List,
>>
>>  I'm not sure if this is the correct list for the question (may be better
>>  suited to HLDS list), so apologies before hand if it's not...
>>
>>  My mod is based on the Source SDK Base and has APPID=215 in  Gameinfo.txt
>>
>>  We've had a dedicated server up and running for a while and it's been
>>  running fine, when joining the game it said "Starting " and all
>>  was fine.
>>
>>  Now that server has had to be reinstalled, and after the reinstall, it
>>  now seems to think that we are based on HL2DM, when launching the game
>>  it says "Starting HL2DM" and when ingame players status says "Playing
>>  HL2DM". There's also a log of crashing going on which there wasn't
>>  before, and crashdumps end up in the HL2DM directory, whereas before
>>  they went to the Source SDK Base directory.
>>
>>  To install the dedicated server I used the command (on a windows box):
>>  HldsUpdateTool -command update -game hl2dm -dir .
>>
>>  I assume thats the correct way to install, as there doesn't apprear to
>>  be an option for the SDK Base.
>>
>>  What am I doing wrong?!
>>  Thanks!
>>
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>>
>> 
>
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[hlcoders] SDK Base Mod Thinks Its HL2MP based all of a sudden

2008-03-21 Thread Richard Slaughter
Hi List,

I'm not sure if this is the correct list for the question (may be better 
suited to HLDS list), so apologies before hand if it's not...

My mod is based on the Source SDK Base and has APPID=215 in  Gameinfo.txt

We've had a dedicated server up and running for a while and it's been 
running fine, when joining the game it said "Starting " and all 
was fine.

Now that server has had to be reinstalled, and after the reinstall, it 
now seems to think that we are based on HL2DM, when launching the game 
it says "Starting HL2DM" and when ingame players status says "Playing 
HL2DM". There's also a log of crashing going on which there wasn't 
before, and crashdumps end up in the HL2DM directory, whereas before 
they went to the Source SDK Base directory.

To install the dedicated server I used the command (on a windows box):
HldsUpdateTool -command update -game hl2dm -dir .

I assume thats the correct way to install, as there doesn't apprear to 
be an option for the SDK Base.

What am I doing wrong?!
Thanks!

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[hlcoders] Medic-Beam effect

2008-03-11 Thread Richard Slaughter

Hi List,

I'd like to create an effect similar to the medic beam in TF2, but have
no idea where to start.

Is the beam some sort of particle effect or shader effect? If someone
could point me in the right direction I'd appreciate it, I have no clue
where to get started on this.
Thanks!

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Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter

In the constructor:

int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
SetSize(screenWide, screenTall);

Debug verifies it's called with the correct params (1280 and 768).
Thanks.

Tom Leighton wrote:

Looking at that, is your panel the size of your screen? Because it looks
like the panel is only the size of 3/5's the screen size

Richard Slaughter wrote:

Hi,

Doesn't seem to work for me.

I've followed the tutorial, and call SetBounds with the results from
GetHudSize (which provide the correct values, e.g. 1280 x 7680) but the
right hand side of the image is still being chopped off. The image is
being drawn with the right dimensions, but right 2/5 or so is just
missing.

It's easier to just show you:
http://www.vault13.co.uk/images/missingScope.jpg

Could there be another HUD element in the way, or do I need to change
the size of something else?
Thanks

[EMAIL PROTECTED] wrote:

[ Converted text/html to text/plain ]
The scope tutorial should have the wide screen fix as i added this my
self.
On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent:

--
[ Picked text/plain from multipart/alternative ]
MOTD just centers on the screen.
On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter
<[EMAIL PROTECTED]>
wrote:


Hmm, well that sounds ugly.

I must be missing something here. It seems some screens such as the
MOTD
scale properly, but others like my Team selection menu dont?
Looking at
the code / resource files I just can't see any difference...
Arg.

Cheers.

Tony "omega" Sergi wrote:


--
[ Picked text/plain from multipart/alternative ]
You may be able to solve it by grabbing the latest source from the
sdk,


and


merging the changes to panel.cpp in ApplySettings; without a full
port


to


orange box, and then rebuild your vgui_controls.lib and then of
course
re-link your client.

But do so at your own risk, It's just a thought ;)

On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi
<[EMAIL PROTECTED]>
wrote:




oh wait, that's orange box. heh sorry.
;-)

Lemme poke around and I'll get back to you.



On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter <


[EMAIL PROTECTED]>


wrote:




Sorry I must be missing something. If I set wide to "f0" in the
HudLayout.res the element doesn't show up at all?
Thanks.

Tony "omega" Sergi wrote:



--
[ Picked text/plain from multipart/alternative ]
use f0 for with instead of 640.
-Tony

On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter <



[EMAIL PROTECTED]>



wrote:





Hi List.

I'm having some issues with VGUI in when in a widescreen aspect



ratio.



The issue is basically that the width of the VGUI elements
doesn't
appear to be being reflected properly based on the aspect ratio,



leading



to elements that are on the left of the screen rather than
centred
properly.

I have this problem in a couple of areas, as for example with HUD
elements defined in HudLayout.res as follows:

MyHudElement
{
...
"wide" "640"
"tall" "80"
...
}

I've also used the Add a Scope tutorial on the Valve Developers



Centre



Wiki, which cuts the scope off on the right hand side (nothing is



drawn



on the right hand side of the screen after what looks to be the



scaled



640 pixels mark). This is also specified with a width of 640 in
the
resource file.

What am I missing here? Shouldn't a width of 640 in the resource



files



be automatically stretched for a widescreen resolution? It
looks to



me



like it's only being scaled for a 4:3 aspect ratio as all my


elements


seem to still be positioned for a 4:3 aspect ratio rather than
widescreen (so everything is further left than it should be).
Thanks!

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Re: [hlcoders] Widescreen issues

2008-03-04 Thread Richard Slaughter

Hi,

Doesn't seem to work for me.

I've followed the tutorial, and call SetBounds with the results from
GetHudSize (which provide the correct values, e.g. 1280 x 7680) but the
right hand side of the image is still being chopped off. The image is
being drawn with the right dimensions, but right 2/5 or so is just missing.

It's easier to just show you:
http://www.vault13.co.uk/images/missingScope.jpg

Could there be another HUD element in the way, or do I need to change
the size of something else?
Thanks

[EMAIL PROTECTED] wrote:

[ Converted text/html to text/plain ]
The scope tutorial should have the wide screen fix as i added this my self.
On Sun Mar 2 5:18 , 'Tony \'omega\' Sergi' sent:

--
[ Picked text/plain from multipart/alternative ]
MOTD just centers on the screen.
On Sat, Mar 1, 2008 at 3:59 PM, Richard Slaughter <[EMAIL PROTECTED]>
wrote:


Hmm, well that sounds ugly.

I must be missing something here. It seems some screens such as the MOTD
scale properly, but others like my Team selection menu dont? Looking at
the code / resource files I just can't see any difference...
Arg.

Cheers.

Tony "omega" Sergi wrote:


--
[ Picked text/plain from multipart/alternative ]
You may be able to solve it by grabbing the latest source from the sdk,


and


merging the changes to panel.cpp in ApplySettings; without a full port


to


orange box, and then rebuild your vgui_controls.lib and then of course
re-link your client.

But do so at your own risk, It's just a thought ;)

On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:




oh wait, that's orange box. heh sorry.
;-)

Lemme poke around and I'll get back to you.



On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter <


[EMAIL PROTECTED]>


wrote:




Sorry I must be missing something. If I set wide to "f0" in the
HudLayout.res the element doesn't show up at all?
Thanks.

Tony "omega" Sergi wrote:



--
[ Picked text/plain from multipart/alternative ]
use f0 for with instead of 640.
-Tony

On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter <



[EMAIL PROTECTED]>



wrote:





Hi List.

I'm having some issues with VGUI in when in a widescreen aspect



ratio.



The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio,



leading



to elements that are on the left of the screen rather than centred
properly.

I have this problem in a couple of areas, as for example with HUD
elements defined in HudLayout.res as follows:

MyHudElement
{
...
"wide" "640"
"tall" "80"
...
}

I've also used the Add a Scope tutorial on the Valve Developers



Centre



Wiki, which cuts the scope off on the right hand side (nothing is



drawn



on the right hand side of the screen after what looks to be the



scaled



640 pixels mark). This is also specified with a width of 640 in the
resource file.

What am I missing here? Shouldn't a width of 640 in the resource



files



be automatically stretched for a widescreen resolution? It looks to



me



like it's only being scaled for a 4:3 aspect ratio as all my


elements


seem to still be positioned for a 4:3 aspect ratio rather than
widescreen (so everything is further left than it should be).
Thanks!

___
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please visit:
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)

===References:===
  1. javascript:top.opencompose('[EMAIL PROTECTED]','','','')
  2. javascript:top.opencompose('[EMAIL PROTECTED]','','','')
  3. javascript:top.opencompose('[EMAIL PROTECTED]','','&#

Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter

Hmm, well that sounds ugly.

I must be missing something here. It seems some screens such as the MOTD
scale properly, but others like my Team selection menu dont? Looking at
the code / resource files I just can't see any difference...
Arg.

Cheers.

Tony "omega" Sergi wrote:

--
[ Picked text/plain from multipart/alternative ]
You may be able to solve it by grabbing the latest source from the sdk, and
merging the changes to panel.cpp in ApplySettings; without a full port to
orange box, and then rebuild your vgui_controls.lib and then of course
re-link your client.

But do so at your own risk, It's just a thought ;)

On Sat, Mar 1, 2008 at 3:23 PM, Tony omega Sergi <[EMAIL PROTECTED]>
wrote:



oh wait, that's orange box. heh sorry.
;-)

Lemme poke around and I'll get back to you.



On Sat, Mar 1, 2008 at 3:17 PM, Richard Slaughter <[EMAIL PROTECTED]>
wrote:



Sorry I must be missing something. If I set wide to "f0" in the
HudLayout.res the element doesn't show up at all?
Thanks.

Tony "omega" Sergi wrote:


--
[ Picked text/plain from multipart/alternative ]
use f0 for with instead of 640.
-Tony

On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter <


[EMAIL PROTECTED]>


wrote:




Hi List.

I'm having some issues with VGUI in when in a widescreen aspect


ratio.


The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio,


leading


to elements that are on the left of the screen rather than centred
properly.

I have this problem in a couple of areas, as for example with HUD
elements defined in HudLayout.res as follows:

   MyHudElement
   {
   ...
   "wide" "640"
   "tall" "80"
   ...
   }

I've also used the Add a Scope tutorial on the Valve Developers


Centre


Wiki, which cuts the scope off on the right hand side (nothing is


drawn


on the right hand side of the screen after what looks to be the


scaled


640 pixels mark). This is also specified with a width of 640 in the
resource file.

What am I missing here? Shouldn't a width of 640 in the resource


files


be automatically stretched for a widescreen resolution? It looks to


me


like it's only being scaled for a 4:3 aspect ratio as all my elements
seem to still be positioned for a 4:3 aspect ratio rather than
widescreen (so everything is further left than it should be).
Thanks!

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Re: [hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter

Sorry I must be missing something. If I set wide to "f0" in the
HudLayout.res the element doesn't show up at all?
Thanks.

Tony "omega" Sergi wrote:

--
[ Picked text/plain from multipart/alternative ]
use f0 for with instead of 640.
-Tony

On Sat, Mar 1, 2008 at 2:01 PM, Richard Slaughter <[EMAIL PROTECTED]>
wrote:



Hi List.

I'm having some issues with VGUI in when in a widescreen aspect ratio.
The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio, leading
to elements that are on the left of the screen rather than centred
properly.

I have this problem in a couple of areas, as for example with HUD
elements defined in HudLayout.res as follows:

   MyHudElement
   {
   ...
   "wide" "640"
   "tall" "80"
   ...
   }

I've also used the Add a Scope tutorial on the Valve Developers Centre
Wiki, which cuts the scope off on the right hand side (nothing is drawn
on the right hand side of the screen after what looks to be the scaled
640 pixels mark). This is also specified with a width of 640 in the
resource file.

What am I missing here? Shouldn't a width of 640 in the resource files
be automatically stretched for a widescreen resolution? It looks to me
like it's only being scaled for a 4:3 aspect ratio as all my elements
seem to still be positioned for a 4:3 aspect ratio rather than
widescreen (so everything is further left than it should be).
Thanks!

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[hlcoders] Widescreen issues

2008-03-01 Thread Richard Slaughter

Hi List.

I'm having some issues with VGUI in when in a widescreen aspect ratio.
The issue is basically that the width of the VGUI elements doesn't
appear to be being reflected properly based on the aspect ratio, leading
to elements that are on the left of the screen rather than centred properly.

I have this problem in a couple of areas, as for example with HUD
elements defined in HudLayout.res as follows:

   MyHudElement
   {
   ...
   "wide" "640"
   "tall" "80"
   ...
   }

I've also used the Add a Scope tutorial on the Valve Developers Centre
Wiki, which cuts the scope off on the right hand side (nothing is drawn
on the right hand side of the screen after what looks to be the scaled
640 pixels mark). This is also specified with a width of 640 in the
resource file.

What am I missing here? Shouldn't a width of 640 in the resource files
be automatically stretched for a widescreen resolution? It looks to me
like it's only being scaled for a 4:3 aspect ratio as all my elements
seem to still be positioned for a 4:3 aspect ratio rather than
widescreen (so everything is further left than it should be).
Thanks!

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Re: [hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter

Thanks for the input Jed, that was where I'd already looked and come up
blank.

However, I just found what I was looking for in the global_actors.txt
script file, which is just a keyvalues file that specifies model names
and gender.
Thanks!

Jed wrote:

I had similar problems back in the day but I can't remember the simple
solution off the top of my head. If I recall you could change it in
the player sounds script file to not use gender specific sounds by
re-configuring the

I think I also changed some of the code to do with gender in
SoundEmitterSystem.cpp in the EmitSoundByHandle function. You'll see
by default it assigns a gender of none then tries to deduct the gender
based on file name.

Theres probably a much simpler way but I cant think what it was right
now but searching the SDK for "gender" code should yeild the answer.

- Jed

On 19/02/2008, Richard Slaughter <[EMAIL PROTECTED]> wrote:


Hi List,

My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.

This works fine, but now my combine players seem to be having gender
issues as they use female sounds.

Does anyone know how to rectify this? All I've found regarding player
gender is GetActorGender, but that just appears to be a function pointer
(implemented in the engine?)

Is this something that is set in the player model's .qc file or
somewhere else?
Thanks!

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[hlcoders] Gender Swapping

2008-02-19 Thread Richard Slaughter

Hi List,

My mod is based on HL2DM and I want to get rid of the combine player
sounds, so in CHL2MP_Player::SetupPlayerSoundsByModel I just return
PLAYER_SOUNDS_CITIZEN.

This works fine, but now my combine players seem to be having gender
issues as they use female sounds.

Does anyone know how to rectify this? All I've found regarding player
gender is GetActorGender, but that just appears to be a function pointer
(implemented in the engine?)

Is this something that is set in the player model's .qc file or
somewhere else?
Thanks!

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Re: [hlcoders] Hiding the player's active weapon

2008-02-10 Thread Richard Slaughter

Thanks, that works great.

The problem I now have is that the weapon has a beam like tracer effect
(which I implemented as a new tracer in fx_hl2_tracers.cpp) which works
the same way as the other tracers, namely that it gets created starting
at the muzzle attachement of the weapon model.

This is obviously a problem when zoomed in as the model ends up in a
funny position in the first person view, so the tracer originates at a
weird position for the player that fires it.

I could manually adjust the start position vector, but the doing that
makes the tracer start at a funny position for everyone else in the
server (i.e. not attached to the end of the weapon).

Is there any way I can work around these issues to get the tracer to
look sensible? Is there any other way I could implement zooming?
Thanks!

Minh wrote:

--
[ Picked text/plain from multipart/alternative ]



Can anyone point me in the right direction of how to either move the
player's weapon model when zoomed in, or to simply hide it? I've tried
things like setting the EF_NODRAW effect flag, but that prevents the
weapon from firing or receiving other input.
Thanks!




I think that's cuz you're setting the EF_NODRAW effect to the CWeaponSDKBase
object. What you want to do is set the EF_NODRAW flag to the Viewmodel
object..
You can get the player's view model by calling   CSDKPlayer->GetViewModel()

I have managed to succesfully use the ef_nodraw flag by applying it to the
viewmodel.

--

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[hlcoders] Hiding the player's active weapon

2008-02-05 Thread Richard Slaughter

Hi List,

I have implemented a weapon that zooms in the same way as the crossbow,
but there seems to be some weird effect happening with the weapon model
ending up at the top left of the screen when zoomed in (presumably an
effect caused by warping the FOV).

Can anyone point me in the right direction of how to either move the
player's weapon model when zoomed in, or to simply hide it? I've tried
things like setting the EF_NODRAW effect flag, but that prevents the
weapon from firing or receiving other input.
Thanks!

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[hlcoders] Re: Simple stealth effect

2007-11-12 Thread Richard Slaughter

Thanks for the replies guys.

I have tried this on two different systems with different cards and get
the same effect, so I don't think it's driver related.

Are you able to provide more information / links on why you think there
is a problem trying to fade / change alpha on certain materials? Could
you be more specific with regard to what materials?

Secondly, if this is a dead end, what other options do I have for fading
the weapon view model, could shaders be used for something like this?
I've yet to look at / use any shaders, so any advice / pointing in the
right direction would be hugely appreciated.
Thanks,

Rich


I believe there is a problem with trying to fade / change alpha on
certain materials.

On Nov 10, 2007 8:48 PM, OvermindDL1 <[EMAIL PROTECTED]> wrote:


> I have noticed the same thing in a few places, like GMod.  Anytime
> something nearby (perhaps just on the hud?) is changing opacity, it
> flickers instead.  I figured it was just due to my drivers (using an
> old version as newer ones have issues with something on my install)
> since I have seen no mention of it elsewhere (and such things are
> generally driver related).
>
>
> On 11/10/07, Richard Slaughter <[EMAIL PROTECTED]> wrote:


> > Hi List,
> >
> > I'm trying to create a simple stealth effect on the player by setting
> > the render mode to kRenderTransTexture and then setting the render
> > colour with a low alpha value:
> >
> > m_nRenderMode = kRenderTransTexture;
> > SetRenderColor( 255, 255, 255, m_flCurrentAlpha );
> >
> > This is called in void CHL2MP_Player::PreThink( void ) (server side) and
> > works fine on the player model, but I'm having problems trying to fade
> > out the players weapon view model:
> >
> > GetViewModel()->SetRenderMode( kRenderTransTexture );
> > GetViewModel()->SetRenderColor( 255, 255, 255, 80 );
> >
> > This is called in void C_HL2MP_Player::PreThink( void ) (client side)
> > and whilst it does half work, it leads to a flickering effect where the
> > weapon model seems to flicker between solid and opaque.
> >
> > Any ideas why this would be happening and what I should do to fix it?
> > Cheers,
> >
> > Rich
> >
> > ___
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> >
> >


>
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>
>





--
~skidz




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[hlcoders] Simple stealth effect

2007-11-10 Thread Richard Slaughter

Hi List,

I'm trying to create a simple stealth effect on the player by setting
the render mode to kRenderTransTexture and then setting the render
colour with a low alpha value:

m_nRenderMode = kRenderTransTexture;
SetRenderColor( 255, 255, 255, m_flCurrentAlpha );

This is called in void CHL2MP_Player::PreThink( void ) (server side) and
works fine on the player model, but I'm having problems trying to fade
out the players weapon view model:

GetViewModel()->SetRenderMode( kRenderTransTexture );
GetViewModel()->SetRenderColor( 255, 255, 255, 80 );

This is called in void C_HL2MP_Player::PreThink( void ) (client side)
and whilst it does half work, it leads to a flickering effect where the
weapon model seems to flicker between solid and opaque.

Any ideas why this would be happening and what I should do to fix it?
Cheers,

Rich

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[hlcoders] New weapon effects not aligned to weapon world model

2007-08-25 Thread Richard Slaughter

Hi list,

I'm in the process of adding some new weapons to our mod which have new
firing effects.

I'm currently getting the muzzle position of the first person model by
using the named muzzle attachement, and the effect is created in the
right location at the end of the gun in first person.

However, to other players, the effect is in the wrong position to the
world model.

My question is, is there a way of positioning the effects differently
based on whether you're the player that fired the shot, or is it simply
a case of aligning the first person and world models so that they have
the same muzzle position in game?

I've looked at how tracers are done as they seem to be created in the
right places (both in first person and in the world), but I couldn't see
if the origin is altered anywhere, so are the first person and world
models simply lined up better for the included weapons?
Thanks!

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[hlcoders] MapOverview and Player Updates

2007-08-15 Thread Richard Slaughter

Hi List,

I've just been looking at the MapOverview and have noticed that players
info is only updated when they are in the client's PVS.

This obviously means that the full screen overview doesn't work too well
when your team mates are on the other side of the map.

My question is: would it be better to disable the check to see if a
player is in the client's PVS before updating and just have the server
send all player's data to each client regardless of position, or would
this create too much traffic?

Alternatively, would it be better to create my own server -> client
message to update all the players positions, say every 1/4 second?

I don't like the first idea as it could create a lot of extra traffic,
but the second option could do the same if it's just sending the same
data anyway, so which would make the most sense?

Thanks!

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[hlcoders] Map entities on the client

2007-07-27 Thread Richard Slaughter

Hi,

I'm currently working on the radar for our mod and I'm just wondering if
it's possible to access entities specified in the map on the client. I
want to do this so that I can show the nearest of a certain type of
entity on the radar without having to send that information from the
server to the client.

Firstly is this possible, i.e. is there something similar to
FindEntityByClassname on the client, ClientEntityList() doesn't seem to
offer anything like this, leading me to believe that map entities aren't
created on the client unless they're network entities?

Secondly is this even advisable, or is it just better to send that data
from the server to the client?
Thanks

R.

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