Re: [hlcoders] poorer prediction with new SDK?

2006-09-24 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Ah yes, you are right. Interpolation plays a roll.

Are there any other situations that needs lagcompensation? Also, if you do
it in player_command, player's physics position also gets updated with the
lagcompensated-position, which may give funny results...

On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I have to disagree. Right in the StartLagCompensation function you will
> see
> that the amount of time to back track the enemy player is calculated like
> this:
>
> back track time = cmd transit time (net. latency) + cl_interp value
>
> Check the first 10-15 lines of StartLagCompensation to see that in action
> (note that player->m_fLerpTime is elswhere set to the player's value for
> cl_interp.) cl_interp is the determining factor in how far behind the
> client
> renders an entity vs. the servers position data.
>
> The amount the player is moved back is not simply the players ping, its a
> composite of how far behind their rendering is (cl_interp) and how long it
> took for their ucmd to reach the server.
>
> And yes, like I said you can do it in FireBullets if you use IsPlayer and
> cast the entity to CBasePlayer, but you can also do it in RunCommand and
> catch other situations where you use tracelines but are not necessarily
> calling FireBullets.
>
> On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In fact, I already moved it to CBaseEntity::FireBullets and I tested it
> > and
> > it works. player_command.cpp sets the last usercmd in the player class,
> > which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank
> > gives the player as an argument to FireBullets() so in the class itself
> I
> > do
> > a pAttacker->IsPlayer() check, which works for everything.
> >
> > You are forgetting something. It's ping. And if you have a ping of
> 250ms,
> > you don't hit anything because the location of players are different
> 250ms
> > ago. Lagcompensation fixes this by moving all other players, that the
> > player
> > could shoot, back in time (amount is equivalent to the player's ping )
> and
> > then execute the tracelines to check if a bullet has hit someone.
> > Interpolation has nothing to do with lagcompensation.
> >
> > On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > What Teddy said is probably the best place. CBaseEntity::FireBullets
> is
> > > probably not good because StartLagCompensation takes CBasePlayer and
> > > CUserCmd as parameters so passing the this pointer from within
> > > CBaseEntity::FireBullets won't compile, you'd have to wrap it in
> > > IsPlayer(),
> > > so there's no benefit to func_tank.
> > >
> > > Garry's right, the lag compensation moves the player back to match
> what
> > > the
> > > client would have been shooting at since the client is behind the
> > server.
> > > Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the
> > server
> > > so that the client can keep enough data ahead of the actual rendering
> to
> > > smoothly interpolate movement.
> > >
> > > You can get a really good idea what's going on by adding a bot,
> turning
> > on
> > >
> > > sv_showhitboxes 2
> > > sv_showlagcompensation 1
> > > host_timescale 0.1
> > >
> > > Now you should see some colorful hitboxes that are the servers
> position,
> > > the
> > > rendered enemy player is the clients which lags behind those hitboxes
> > > because of cl_interp, and when you shoot at the bot, you should see a
> > > bunch
> > > of blue hitboxes which are the lag compensated hitboxes that are
> > actually
> > > used when tracing your shots. In slowmo you can see that the blue
> boxes
> > > overlap the client-rendered player pretty well.
> > >
> > > Hope that helps, BK & Robbie.
> > >
> > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Let me rephrase that last. Maybe the best place to lagcompensate
> would
> > > be
> > > > CBaseEntity:FireBullets(). Then you are sure no other things get
> > messed
> 

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Please note that CBaseEntity::FireBullets() is the same as FX_FireBullets(),
only in the HL2DM-source.

On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> In fact, I already moved it to CBaseEntity::FireBullets and I tested it
> and it works. player_command.cpp sets the last usercmd in the player class,
> which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank
> gives the player as an argument to FireBullets() so in the class itself I do
> a pAttacker->IsPlayer() check, which works for everything.
>
> You are forgetting something. It's ping. And if you have a ping of 250ms,
> you don't hit anything because the location of players are different 250ms
> ago. Lagcompensation fixes this by moving all other players, that the player
> could shoot, back in time (amount is equivalent to the player's ping ) and
> then execute the tracelines to check if a bullet has hit someone.
> Interpolation has nothing to do with lagcompensation.
>
> On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What Teddy said is probably the best place. CBaseEntity::FireBullets is
> > probably not good because StartLagCompensation takes CBasePlayer and
> > CUserCmd as parameters so passing the this pointer from within
> > CBaseEntity::FireBullets won't compile, you'd have to wrap it in
> > IsPlayer(),
> > so there's no benefit to func_tank.
> >
> > Garry's right, the lag compensation moves the player back to match what
> > the
> > client would have been shooting at since the client is behind the
> > server.
> > Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the
> > server
> > so that the client can keep enough data ahead of the actual rendering to
> > smoothly interpolate movement.
> >
> > You can get a really good idea what's going on by adding a bot, turning
> > on
> >
> > sv_showhitboxes 2
> > sv_showlagcompensation 1
> > host_timescale 0.1
> >
> > Now you should see some colorful hitboxes that are the servers position,
> > the
> > rendered enemy player is the clients which lags behind those hitboxes
> > because of cl_interp, and when you shoot at the bot, you should see a
> > bunch
> > of blue hitboxes which are the lag compensated hitboxes that are
> > actually
> > used when tracing your shots. In slowmo you can see that the blue boxes
> > overlap the client-rendered player pretty well.
> >
> > Hope that helps, BK & Robbie.
> >
> > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Let me rephrase that last. Maybe the best place to lagcompensate would
> > be
> > > CBaseEntity:FireBullets(). Then you are sure no other things get
> > messed
> > > up... (there's some other stuff in CBasePlayer::PostThink that may not
> > > like
> > > changing positions).
> > >
> > > Also, it's possible that the func_tank has no lagcompensation at the
> > > moment
> > > (I'm not sure) so moving it to FireBullets() would do lagcompensation
> > for
> > > everything that fires bullets ;) I doubt that it's called more then
> > once
> > > in
> > > a frame so moving it shouldn't be harmfull.
> > >
> > > Just thinking out loud here... Please tell me if I am wrong :)
> > >
> > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > >
> > > > FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the
> >
> > > > bullet-code is done.
> > > >
> > > > However, with mods based on HL2DM, it's a bit different.
> > > > CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and that
> > > calls
> > > > the ItemPostFrame() of the weapon.. And that calls via via the
> > function
> > > > CBaseEntity::FireBullets(), which is the equivalent of
> > > > CSDKPlayer::FireBullet().
> > > >
> > > > So lagcompensation in HL2DM mods should be done in PostThink() or
> > > > ItemPostFrame().
> > > >
> > > > On 9/23/06, [EMAIL PROTECTED] <
> > > [EMAIL PROTECTED]>
> > > > wrote:
> > > > >
> > > > > Ah I think I'm starting to see how the pieces fit together
> > then.  I
>

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
In fact, I already moved it to CBaseEntity::FireBullets and I tested it and
it works. player_command.cpp sets the last usercmd in the player class,
which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank
gives the player as an argument to FireBullets() so in the class itself I do
a pAttacker->IsPlayer() check, which works for everything.

You are forgetting something. It's ping. And if you have a ping of 250ms,
you don't hit anything because the location of players are different 250ms
ago. Lagcompensation fixes this by moving all other players, that the player
could shoot, back in time (amount is equivalent to the player's ping ) and
then execute the tracelines to check if a bullet has hit someone.
Interpolation has nothing to do with lagcompensation.

On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> What Teddy said is probably the best place. CBaseEntity::FireBullets is
> probably not good because StartLagCompensation takes CBasePlayer and
> CUserCmd as parameters so passing the this pointer from within
> CBaseEntity::FireBullets won't compile, you'd have to wrap it in
> IsPlayer(),
> so there's no benefit to func_tank.
>
> Garry's right, the lag compensation moves the player back to match what
> the
> client would have been shooting at since the client is behind the server.
> Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the server
> so that the client can keep enough data ahead of the actual rendering to
> smoothly interpolate movement.
>
> You can get a really good idea what's going on by adding a bot, turning on
>
> sv_showhitboxes 2
> sv_showlagcompensation 1
> host_timescale 0.1
>
> Now you should see some colorful hitboxes that are the servers position,
> the
> rendered enemy player is the clients which lags behind those hitboxes
> because of cl_interp, and when you shoot at the bot, you should see a
> bunch
> of blue hitboxes which are the lag compensated hitboxes that are actually
> used when tracing your shots. In slowmo you can see that the blue boxes
> overlap the client-rendered player pretty well.
>
> Hope that helps, BK & Robbie.
>
> On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Let me rephrase that last. Maybe the best place to lagcompensate would
> be
> > CBaseEntity:FireBullets(). Then you are sure no other things get messed
> > up... (there's some other stuff in CBasePlayer::PostThink that may not
> > like
> > changing positions).
> >
> > Also, it's possible that the func_tank has no lagcompensation at the
> > moment
> > (I'm not sure) so moving it to FireBullets() would do lagcompensation
> for
> > everything that fires bullets ;) I doubt that it's called more then once
> > in
> > a frame so moving it shouldn't be harmfull.
> >
> > Just thinking out loud here... Please tell me if I am wrong :)
> >
> > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > >
> > > FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the
> > > bullet-code is done.
> > >
> > > However, with mods based on HL2DM, it's a bit different.
> > > CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and that
> > calls
> > > the ItemPostFrame() of the weapon.. And that calls via via the
> function
> > > CBaseEntity::FireBullets(), which is the equivalent of
> > > CSDKPlayer::FireBullet().
> > >
> > > So lagcompensation in HL2DM mods should be done in PostThink() or
> > > ItemPostFrame().
> > >
> > > On 9/23/06, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > > wrote:
> > > >
> > > > Ah I think I'm starting to see how the pieces fit together then.  I
> > was
> > > > thrown off by all the FX code, thinking it was a client-side
> function,
> > but
> > > > there's a surprisingly useful comment at the top of FX_FireBullets:
> > > >
> > > > // This runs on both the client and the server.
> > > > // On the server, it only does the damage calculations.
> > > > // On the client, it does all the effects.
> > > >
> > > > So client-rendering prediction is completely unrelated to all of
> this.
> > > >
> > > > It looks like bullet weapons should still be fine (which is what I
> > > > tested previously, and they did see

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Let me rephrase that last. Maybe the best place to lagcompensate would be
CBaseEntity:FireBullets(). Then you are sure no other things get messed
up... (there's some other stuff in CBasePlayer::PostThink that may not like
changing positions).

Also, it's possible that the func_tank has no lagcompensation at the moment
(I'm not sure) so moving it to FireBullets() would do lagcompensation for
everything that fires bullets ;) I doubt that it's called more then once in
a frame so moving it shouldn't be harmfull.

Just thinking out loud here... Please tell me if I am wrong :)

On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the
> bullet-code is done.
>
> However, with mods based on HL2DM, it's a bit different.
> CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and that calls
> the ItemPostFrame() of the weapon.. And that calls via via the function
> CBaseEntity::FireBullets(), which is the equivalent of
> CSDKPlayer::FireBullet().
>
> So lagcompensation in HL2DM mods should be done in PostThink() or
> ItemPostFrame().
>
> On 9/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > Ah I think I'm starting to see how the pieces fit together then.  I was
> > thrown off by all the FX code, thinking it was a client-side function, but
> > there's a surprisingly useful comment at the top of FX_FireBullets:
> >
> > // This runs on both the client and the server.
> > // On the server, it only does the damage calculations.
> > // On the client, it does all the effects.
> >
> > So client-rendering prediction is completely unrelated to all of this.
> >
> > It looks like bullet weapons should still be fine (which is what I
> > tested previously, and they did seem fine) but that bludgeon weapons in the
> > SDK are no broken with respect to lag-compensated hit detection.  I'll look
> > into that more.
> >
> > At 2006/09/23 04:18 AM, Garry Newman wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >I think it's the other way around.
> > >
> > >The server is moving the other players back to where it thinks they
> > were
> > >when you fired the bullets, then tracing and seeing if you hit then,
> > then
> > >moving them back.
> > >
> > >
> > >
> > >On 9/23/06, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > >wrote:
> > >>
> > >> Forgive my perhaps naive question, but if you only lag compensate
> > during
> > >> bullet firing, and not the rest of the time, won't you be rendering
> > your
> > >> opponents on screen in the wrong position?
> > >>
> > >> At 2006/09/22 06:48 PM, Teddy wrote:
> > >> >In the new SDK, StartLagCompensation happens on line #193 of
> > >> >sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done
> > >> >here so it doesn't effect player movement (aka sticky player
> > >> >collisions). The problem with this is if your weapon needs unlagged
> > >> >positions for anything other than firing bullets, it won't work.
> > >> >
> > >> >I would recommend you instead StartLagCompensation before
> > >> >RunPostThink( player ) in the CPlayerMove::RunCommand() function.
> > >> >
> > >> >On 9/23/06, Robbie Groenewoudt < [EMAIL PROTECTED]> wrote:
> > >> >>--
> > >> >>[ Picked text/plain from multipart/alternative ]
> > >> >>Damn, you are right. There's no StartLagCompensation-call in the
> > entire
> > >> >>code. I don't see any reason why it isn't because it worked good.
> > In the
> > >> new
> > >> >>SDK-code the lagcompensation-code is even expended... It's a bug I
> > >> guess
> > >> >>
> > >> >>On 9/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> > >> >>>
> > >> >>> --
> > >> >>> [ Picked text/plain from multipart/alternative ]
> > >> >>> I'm at home now, sv_showlagcompensation the right name, it's
> > >> implemented
> > >> >>> in
> > >> >>> player_lagcompensation.cpp with the following description: "Show
> > lag
> > >> >>> compensated hitboxes whenever a player is lag compensated.&

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the
bullet-code is done.

However, with mods based on HL2DM, it's a bit different.
CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and that calls
the ItemPostFrame() of the weapon.. And that calls via via the function
CBaseEntity::FireBullets(), which is the equivalent of
CSDKPlayer::FireBullet().

So lagcompensation in HL2DM mods should be done in PostThink() or
ItemPostFrame().

On 9/23/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Ah I think I'm starting to see how the pieces fit together then.  I was
> thrown off by all the FX code, thinking it was a client-side function, but
> there's a surprisingly useful comment at the top of FX_FireBullets:
>
> // This runs on both the client and the server.
> // On the server, it only does the damage calculations.
> // On the client, it does all the effects.
>
> So client-rendering prediction is completely unrelated to all of this.
>
> It looks like bullet weapons should still be fine (which is what I tested
> previously, and they did seem fine) but that bludgeon weapons in the SDK are
> no broken with respect to lag-compensated hit detection.  I'll look into
> that more.
>
> At 2006/09/23 04:18 AM, Garry Newman wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >I think it's the other way around.
> >
> >The server is moving the other players back to where it thinks they were
> >when you fired the bullets, then tracing and seeing if you hit then, then
> >moving them back.
> >
> >
> >
> >On 9/23/06, [EMAIL PROTECTED] <
> [EMAIL PROTECTED]>
> >wrote:
> >>
> >> Forgive my perhaps naive question, but if you only lag compensate
> during
> >> bullet firing, and not the rest of the time, won't you be rendering
> your
> >> opponents on screen in the wrong position?
> >>
> >> At 2006/09/22 06:48 PM, Teddy wrote:
> >> >In the new SDK, StartLagCompensation happens on line #193 of
> >> >sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done
> >> >here so it doesn't effect player movement (aka sticky player
> >> >collisions). The problem with this is if your weapon needs unlagged
> >> >positions for anything other than firing bullets, it won't work.
> >> >
> >> >I would recommend you instead StartLagCompensation before
> >> >RunPostThink( player ) in the CPlayerMove::RunCommand() function.
> >> >
> >> >On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >> >>--
> >> >>[ Picked text/plain from multipart/alternative ]
> >> >>Damn, you are right. There's no StartLagCompensation-call in the
> entire
> >> >>code. I don't see any reason why it isn't because it worked good. In
> the
> >> new
> >> >>SDK-code the lagcompensation-code is even expended... It's a bug I
> >> guess
> >> >>
> >> >>On 9/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> >> >>>
> >> >>> --
> >> >>> [ Picked text/plain from multipart/alternative ]
> >> >>> I'm at home now, sv_showlagcompensation the right name, it's
> >> implemented
> >> >>> in
> >> >>> player_lagcompensation.cpp with the following description: "Show
> lag
> >> >>> compensated hitboxes whenever a player is lag compensated."
> >> >>>
> >> >>> If you compare the file player_command.cpp between the old SDK
> source
> >> and
> >> >>> the Aug 11 source, you should notice that the call to
> >> StartLagCompensation
> >> >>> is missing from CPlayerMove::StartCommand in player_command.cpp
> >> >>>
> >> >>> I wondered about this when I merged the new SDK, and decided to
> keep
> >> the
> >> >>> startLagCompensation for our mod and haven't had any problems with
> >> shots
> >> >>> registering. Maybe this is a bug in the new SDK?
> >> >>>
> >> >>> On 9/22/06, [EMAIL PROTECTED] <
> >> [EMAIL PROTECTED]
> >> >>> >
> >> >>> wrote:
> >> >>> >
> >> >>> > Closest I see is player_showpredictedposition, but it doesn't
> seem
> >> to
> >> >>> > visually change 

Re: [hlcoders] poorer prediction with new SDK?

2006-09-22 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Damn, you are right. There's no StartLagCompensation-call in the entire
code. I don't see any reason why it isn't because it worked good. In the new
SDK-code the lagcompensation-code is even expended... It's a bug I guess

On 9/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm at home now, sv_showlagcompensation the right name, it's implemented
> in
> player_lagcompensation.cpp with the following description: "Show lag
> compensated hitboxes whenever a player is lag compensated."
>
> If you compare the file player_command.cpp between the old SDK source and
> the Aug 11 source, you should notice that the call to StartLagCompensation
> is missing from CPlayerMove::StartCommand in player_command.cpp
>
> I wondered about this when I merged the new SDK, and decided to keep the
> startLagCompensation for our mod and haven't had any problems with shots
> registering. Maybe this is a bug in the new SDK?
>
> On 9/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]
> >
> wrote:
> >
> > Closest I see is player_showpredictedposition, but it doesn't seem to
> > visually change anything at all.
> >
> > At 2006/09/21 08:41 AM, Paul Peloski wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >Check that the lag compensation system is still being used to move
> > entities
> > >when a player is shooting, IIRC you can use sv_showlagcompensation 1 or
> > >something similar to show some hitboxes when a player is being lag
> > >compensated (ie, you have to be shooting at him and lag compensation
> has
> > to
> > >be turned on, etc.) I remember the
> lagcompensation->StartLagCompensation
> > was
> > >missing in the player command code on the server side with regard to
> the
> > lag
> > >compensation system when I first merged with the new SDK.
> > >
> > >Sorry I can't be more specific, I'm at work and don't have access to
> the
> > SDK
> > >right now.
> > >
> > >On 9/21/06, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > >wrote:
> > >>
> > >> I'm getting lots of complaints from my user base that, following the
> > SDK
> > >> update, lag prediction has gotten worse.  Has anyone else experienced
> > >> this?  I haven't really experienced much of a change, but then I
> don't
> > have
> > >> as large of a ping to any of my mod's servers as some of my users do.
> > >>
> > >> After receiving complaints a few days ago I reviewed SDK changes and
> > >> noticed massive amounts of code changes around prediction.  But most
> of
> > it
> > >> seems to be centered around the creation of a seemingly unused and
> > pointless
> > >> NO_ENTITY_PREDICTION define to segregate out the prediction
> > code.  Maybe
> > >> it's used by Valve for debugging or something?
> > >>
> > >> It's unclear whether any behavioral changes exist - anyone found
> > evidence
> > >> of any?  Unfortunately we got a years worth of SDK code thrash in one
> > patch,
> > >> so it's a bit much to try to code review.
> > >>
> > >> -bk
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >--
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlcoders] Re: hlcoders digest, Vol 1 #2746 - 6 msgs

2006-09-18 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
"Thanks" in German

On 9/18/06, Nick <[EMAIL PROTECTED]> wrote:
>
> what does danke mean?
>
> On 9/18/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> > [EMAIL PROTECTED] wrote:
> > > Ich bin erst am Montag, den 2/10
> > > wieder im Büro.
> > >
> > > I'm out of office and back on monday
> > > october 2
> > >
> > > Tom Halbleib
> >
> > Can someone at VALVe remove this guy from the list?  Danke.
> >
> > --
> > Jeffrey "botman" Broome
> >
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> >
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Re: [hlcoders] Re: hlcoders digest, Vol 1 #2745 - 6 msgs

2006-09-17 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
uhm?

On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Ich bin erst am Montag, den 2/10
> wieder im Büro.
>
> I'm out of office and back on monday
> october 2
>
> Tom Halbleib
>
> 
> Tom Halbleib
> Rechnerbetriebsgruppe
>
> Phone: 0049 / 931 / 7845312   Fax: 0049
> / 931 / 7845313
> e-Mail: [EMAIL PROTECTED]
> WWW : www.rechnerbetriebsgruppe.de
>
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Re: [hlcoders] wasteful armor networking?

2006-09-17 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Sending the health twice is not a big waste of bandwidth. Hell, almost
everything that player_resource sends is already networked.
Anyway, the usermessages are meant to send a message to the client, not to
network variables. It's more like... when the player picks up an battery, an
usermessage is send to play the battery-pickup-sound. It's not really the
case with MsgFunc_Battery but it should be :P

On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Although I'm not actively searching for this sort of thing, as some may
> have noticed from http://tinyurl.com/m2n5j I'm concerned about possible
> wasted bandwidth.
>
> So, is the armor network code more of a bandwidth hog, with the
> MsgFunc_Battery() message-passing, than the normal SendPropInt()
> networking?  If so, why is it done this way?  Is there some advantage in the
> closed-source side of things?
>
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Re: [hlcoders] Forcefield which only lets through based on team

2006-09-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Maybe someone could explain this to me...

Adding the following to CCollisionEvent::ShouldCollide()

if ( pEntity1->IsPlayer() || pEntity0->IsPlayer() )
{
Msg("1 Entity classname: %s\n", pEntity0->GetClassname());
Msg("2 Entity classname: %s\n", pEntity1->GetClassname());
}

This should give a nice list of all entities colliding with the player.
However, I'm getting entities listed which aren't even colliding with the
player and are at least 100 units away...

On 9/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Because there's no SetCollisionGroup(COLLISION_GROUP_PLAYER_MOVEMENT)..
> Only a big list of traceray, traceline, traceentity, etc
>
>
>
> On 9/15/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> >
> > Having a collision group per team is probably the simplest solution.  I
> > don't understand why you can't replace uses of
> > COLLISION_GROUP_PLAYER_MOVEMENT with a new group.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Friday, September 15, 2006 12:21 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Forcefield which only lets through based on team
> >
> > --
> > [ Picked text/plain from multipart/alternative ] That is harder then it
> > seems... You can only override CBaseEntity::ShouldCollide( int
> > collisionGroup, int contentsMask ) const.
> > I can't smell with only these 2 variables on which the team the
> > colliding entity is...
> >
> > Overriding this function in the player-class is no use. It often doesn't
> >
> > get called... Instead the entity seems to collide with
> > COLLISION_GROUP_PLAYER_MOVEMENT.
> >
> > Making a new collisiongroup per team is also a bit useless considering I
> > can't check these in the player-class considering
> > COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I
> > can't replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)
> >
> > On 9/15/06, Tony omega Sergi < [EMAIL PROTECTED]> wrote:
> > >
> > > Make an entity that has a custom ShouldCollide function, and if the
> > > team the forcefield is on matches the team of the player touching it,
> > > return false.
> > >
> > > --
> > > -- omega
> > > Heroes of Excelsior
> > > http://www.heroesofexcelsior.com
> > > Blackened Interactive
> > > http://www.blackened-interactive.com
> > > > -Original Message-
> > > > From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> > > > Sent: September 15, 2006 4:53 AM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: [hlcoders] Forcefield which only lets through based on team
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > *bump*
> > > >
> > > > I'd like to want a combine forcefield that only lets NPC/players
> > > > through based on team.
> > > > Any know how to manage this in the code?
> > > >
> > > > Robbie
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > >
> > > >
> > > > __ NOD32 1.1454 (20060321) Information __
> > > >
> > > > This message was checked by NOD32 antivirus system.
> > > > http://www.eset.com
> > >
> > >
> > >
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> >
> >
> > > please visit:
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> > >
> > >
> > --
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Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Because there's no SetCollisionGroup(COLLISION_GROUP_PLAYER_MOVEMENT)..
Only a big list of traceray, traceline, traceentity, etc


On 9/15/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> Having a collision group per team is probably the simplest solution.  I
> don't understand why you can't replace uses of
> COLLISION_GROUP_PLAYER_MOVEMENT with a new group.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Friday, September 15, 2006 12:21 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Forcefield which only lets through based on team
>
> --
> [ Picked text/plain from multipart/alternative ] That is harder then it
> seems... You can only override CBaseEntity::ShouldCollide( int
> collisionGroup, int contentsMask ) const.
> I can't smell with only these 2 variables on which the team the
> colliding entity is...
>
> Overriding this function in the player-class is no use. It often doesn't
> get called... Instead the entity seems to collide with
> COLLISION_GROUP_PLAYER_MOVEMENT.
>
> Making a new collisiongroup per team is also a bit useless considering I
> can't check these in the player-class considering
> COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I
> can't replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)
>
> On 9/15/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >
> > Make an entity that has a custom ShouldCollide function, and if the
> > team the forcefield is on matches the team of the player touching it,
> > return false.
> >
> > --
> > -- omega
> > Heroes of Excelsior
> > http://www.heroesofexcelsior.com
> > Blackened Interactive
> > http://www.blackened-interactive.com
> > > -Original Message-
> > > From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> > > Sent: September 15, 2006 4:53 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Forcefield which only lets through based on team
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > *bump*
> > >
> > > I'd like to want a combine forcefield that only lets NPC/players
> > > through based on team.
> > > Any know how to manage this in the code?
> > >
> > > Robbie
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> > >
> > > __ NOD32 1.1454 (20060321) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
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> >
> >
> --
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Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Oke... My last message was a bit vague...

I meant:

1. The overriden ShouldCollide() in the player-class is not saying I'm
colliding with an entity
2. The overriden ShouldCollide() in the entity-class is saying I'm colliding
with COLLISION_GROUP_PLAYER_MOVEMENT.

Also, how the hell do I know to which team the entity belongs if I have only
information about the collisiongroup and contentsmask...

On 9/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> That is harder then it seems... You can only override
> CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const.
> I can't smell with only these 2 variables on which the team the colliding
> entity is...
>
> Overriding this function in the player-class is no use. It often doesn't
> get called... Instead the entity seems to collide with
> COLLISION_GROUP_PLAYER_MOVEMENT.
>
> Making a new collisiongroup per team is also a bit useless considering I
> can't check these in the player-class considering
> COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I can't
> replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)
>
>
> On 9/15/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> >
> > Make an entity that has a custom ShouldCollide function, and if the team
> > the
> > forcefield is on matches the team of the player touching it, return
> > false.
> >
> > --
> > -- omega
> > Heroes of Excelsior
> > http://www.heroesofexcelsior.com
> > Blackened Interactive
> > http://www.blackened-interactive.com
> > > -Original Message-
> > > From: Robbie Groenewoudt [mailto: [EMAIL PROTECTED]
> > > Sent: September 15, 2006 4:53 AM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Forcefield which only lets through based on team
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > *bump*
> > >
> > > I'd like to want a combine forcefield that only lets NPC/players
> > through
> > > based on team.
> > > Any know how to manage this in the code?
> > >
> > > Robbie
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> > >
> > > __ NOD32 1.1454 (20060321) Information __
> > >
> > > This message was checked by NOD32 antivirus system.
> > > http://www.eset.com
> >
> >
> >
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> > please visit:
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> >
> >
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Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
That is harder then it seems... You can only override
CBaseEntity::ShouldCollide( int collisionGroup, int contentsMask ) const.
I can't smell with only these 2 variables on which the team the colliding
entity is...

Overriding this function in the player-class is no use. It often doesn't get
called... Instead the entity seems to collide with
COLLISION_GROUP_PLAYER_MOVEMENT.

Making a new collisiongroup per team is also a bit useless considering I
can't check these in the player-class considering
COLLISION_GROUP_PLAYER_MOVEMENT comes from lots of tracelines... ( I can't
replace COLLISION_GROUP_PLAYER_MOVEMENT with new collisiongroups)

On 9/15/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
>
> Make an entity that has a custom ShouldCollide function, and if the team
> the
> forcefield is on matches the team of the player touching it, return false.
>
> --
> -- omega
> Heroes of Excelsior
> http://www.heroesofexcelsior.com
> Blackened Interactive
> http://www.blackened-interactive.com
> > -Original Message-
> > From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
> > Sent: September 15, 2006 4:53 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Forcefield which only lets through based on team
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > *bump*
> >
> > I'd like to want a combine forcefield that only lets NPC/players through
> > based on team.
> > Any know how to manage this in the code?
> >
> > Robbie
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
> >
> >
> > __ NOD32 1.1454 (20060321) Information __
> >
> > This message was checked by NOD32 antivirus system.
> > http://www.eset.com
>
>
>
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Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I did that.. The player- & npc-clip-brushes just block all players & NPCs. I
don't want that ;)
Also func_clip_vphysics doesn't help me much...

On 9/15/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> I dont know how to do this with team players, but i
> use an NPCClip texture to stop my npc's while leting
> the player through.
>
> You might want to look at some clip brush stuff,
> either in the map compiler, or in the code.
>
> Adam
>
> --- Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > *bump*
> >
> > I'd like to want a combine forcefield that only lets
> > NPC/players through
> > based on team.
> > Any know how to manage this in the code?
> >
> > Robbie
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> Nigredo Studios http://www.nigredostudios.com
>
> __
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[hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
*bump*

I'd like to want a combine forcefield that only lets NPC/players through
based on team.
Any know how to manage this in the code?

Robbie
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Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
The client and server have different times and ticks so it's quite possible
the 2 are different. Some more code would help.
Also, you should make it an networked entity so the client predicts it but
receives the right position from the server.

On 9/12/06, Maurino Berry <[EMAIL PROTECTED]> wrote:
>
> I'm attempting to simulate physics for an entity on the client as well
> as the server (a type of vehicle) Everything works fine except what
> feels like the 'drag' is different on the client/server, they're set
> to ignore gravity so they are hovering and a single boost with
> ApplyForceCenter/Offset results in different positions and I can't
> seem to figure out why, it's like the client has less air density
> almost, but I've made sure it's the same. Is the simulate rate of
> havok different between the client/server? or is there anything I
> should know about regarding this? Thanks.
>
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[hlcoders] Is this a little bug?

2006-09-10 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Check out the function void Physics_RunThinkFunctions( bool simulating ) in
physics_main.cpp.
It has the following code:

for ( int i = 1; i < gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer )
{
// Always reset clock to real sv.time
gpGlobals->curtime = starttime;
Physics_SimulateEntity( pPlayer );
}
}

Which would mean that this doesn't get called for the last player.

Robbie
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Re: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Maybe you could provide us with an example. An entity that has the flag
FL_EDICT_ALWAYS and a child of that entity with a PVS check.

Anyway, can't you just prevent that the entity goes dormant on the client?
(C_BaseEntity::NotifyShouldTransmit)

On 9/9/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Not sure I understand what's bad about all of this.  Do you have a
> concrete repro scenario from HL2DM, or does this only occur in mod code?
>
> At 2006/09/08 12:30 AM, Ben Everett wrote:
> >Good catch!
> >
> >Add it to the bugzilla, as you have a better idea of what is going on
> than I
> >do (busy bug fixing my own code). An interesting condition to say the
> least,
> >anyone else w/ experience in this field wanting to comment?
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard
> >Sent: Friday, September 08, 2006 12:12 AM
> >To: hlcoders@list.valvesoftware.com
> >Subject: [hlcoders] Interesting Hierarchy Bug
> >
> >Well I've found an interesting hierarchy related bug. I figured I
> >should notify the list about this one because it took me a while to
> >wrap my head around it. I'm not sure if this has been fixed in the new
> >SDK update (my mod is still running on the old codebase until we have
> >time to merge in the new SDK), but I did a quick search in the known
> >issues list and the new source and there doesnt appear to be a fix.
> >
> >It looks like a comment was left regarding parent attachments in the
> >SDK update, but it doesnt resolve the parent issue. Anyways this bug
> >occurs when a FL_EDICT_ALWAYS entity is parented to a PVSCHECK entity.
> >When the PVS entity becomes dormant, it will call UnlinkFromHierarchy
> >which will unlink it from its parent and do the same for all its
> >children.
> >
> >The trouble comes when the PVSCHECK entity comes back into view. The
> >entity loses its dormant state and it begins to move again, but the
> >FL_EDICT_ALWAYS entity stops following (atleast client side). The
> >reason being that the hierarchy system expects a full entity update
> >from the server when it comes back into view (which would fix up the
> >parent of the ALWAYS entity), but since the entity is always
> >transmitted, it never receives the message to reset the parent because
> >server side the parent never changed and the entity never went
> >dormant.
> >
> >I have yet to find a concrete solution to the problem (though its only
> >been about an hour or so since I figured it out), but I am beginning
> >the think UnlinkHierarchy should never get called when an entity goes
> >dormant in the first place. The EHandles would return NULL if the
> >entity was ever removed and if anything is parented to an entity that
> >is dormant it should stay where it is without unlinking. I'm weary of
> >removing the call though, because it may break in some odd condition.
> >
> >I won't be able to make the change to my codebase until tomorrow, but
> >some comments would be appreciated. I could add this to the Known
> >Issues list in the wiki once a stable solution is found.
> >
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[hlcoders] Re: ShouldCollide() for players & NPCs

2006-09-09 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Anyway, in short:

I want to have a combine forcefield that only lets NPC/Players through based
on team. SourceForts also has something like this.

On 9/9/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Maybe I shouldn't code when tired...
> Anyway, a better message here.
>
> The function ShouldCollide() checks which entities should collide and
> which should not. The ShouldCollide() in the gamerules and other classes is
> called by CCollisionEvent::ShouldCollide(). However, it seems not to work
> for all entities and I can't figure out why...
>
> For example: I've added
> if ( pEntity0->IsNPC() || pEntity1->IsNPC() )
> return 0;
>
> To CCollisionEvent::ShouldCollide(), after the if ( pEntity0 == pEntity1
> ). This would theoretically make nothing collide with NPCs. However, the
> result is different. My Combine balls don't collide with NPCs (like it
> should), however, things like func_brush, grenades and ammoboxes do. Players
> too. Even the world does (I thought that the vphysics bug, where everything
> falls through the floor, was due a problem in ShouldCollide())
>
> Any idea why isn't working good?
>
>
> On 9/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > Hey,
> >
> > I was wondering, is there a something similiar to ShouldCollide() for
> > players & NPCs?
> > For example, I'd like to add an entity that collides with players/NPCs
> > based on team.
> >
> > Robbie
> >
>
>
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[hlcoders] Re: ShouldCollide() for players & NPCs

2006-09-09 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Maybe I shouldn't code when tired...
Anyway, a better message here.

The function ShouldCollide() checks which entities should collide and which
should not. The ShouldCollide() in the gamerules and other classes is called
by CCollisionEvent::ShouldCollide(). However, it seems not to work for all
entities and I can't figure out why...

For example: I've added
if ( pEntity0->IsNPC() || pEntity1->IsNPC() )
return 0;

To CCollisionEvent::ShouldCollide(), after the if ( pEntity0 == pEntity1 ).
This would theoretically make nothing collide with NPCs. However, the result
is different. My Combine balls don't collide with NPCs (like it should),
however, things like func_brush, grenades and ammoboxes do. Players too.
Even the world does (I thought that the vphysics bug, where everything falls
through the floor, was due a problem in ShouldCollide())

Any idea why isn't working good?

On 9/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Hey,
>
> I was wondering, is there a something similiar to ShouldCollide() for
> players & NPCs?
> For example, I'd like to add an entity that collides with players/NPCs
> based on team.
>
> Robbie
>
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[hlcoders] ShouldCollide() for players & NPCs

2006-09-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

I was wondering, is there a something similiar to ShouldCollide() for
players & NPCs?
For example, I'd like to add an entity that collides with players/NPCs based
on team.

Robbie
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Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I love Gmail

On 9/8/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Sorry for that. I'm not at home, so I used MSN Live Hotmail and it screwed
> everything up. :(
> --
>
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Re: [hlcoders] damage indicator

2006-09-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"

"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wide" "36"
"dmg_tall1" "240"
"dmg_tall2" "200"
}

in scripts/HudLayout.res
and copy scripts/HudAnimations.txt from HL2

On 9/8/06, Patrick O'Leary [sui4] <[EMAIL PROTECTED]> wrote:
>
> You might need to modify hudanimations.txt too so the pain bars actually
> "animate" and show up on your screen.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Niclas
> Sent: Friday, September 08, 2006 09:12
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] damage indicator
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi and hello
>
> I want to activate (or create) damage indication for my mod.
> Some say its in thier mods automaticly but I guess my code is from a
> time
> when it wasnt :P.
> I checked this tutorial:
> http://www.hl2coding.com/article.php?article=11
> But it didnt work.
> Where should I look and what should I do to make it work? :)
>
> // Niclas
> --
>
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Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-07 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Are you shitting me?

A demonstation of the gameplay... aka gameplay demo. I doubt the word
'video' needs to be added, considering everyone can see it's an email.
I wouldn't worry about it, Valve has some good marketing people ;)

On 9/7/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
>
> For a brief moment I thought there was a god and then that died when I saw
> it was really a video.
>
> Could someone at Valve stop f-ing with me by calling a gameplay video a
> gameplay demo? Or at least call them just one consistently.
> --
>
>
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Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-07 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I just saw that a new fix is posted by bloodykenny at the VDC. Maybe that
one works?

On 9/7/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I don't care much about any shader updates really. Linux is much more
> important to me than some shader bugs :P
>
>
> > >> >>>I got mathlib and choreo stuff compiling and running fine, now
> > >> >>>when
> > >
> > >> >>>i ld server_i486.so it says all symbols are linked, yet it still
> > >> >>>crashes at the same spot (CModAppSystemGroup::Create)
> > >> >>>
> > >> >>>On 8/25/06, [EMAIL PROTECTED]
> > >> >>><[EMAIL PROTECTED]> wrote:
> > >> You reverse-engineered the missing functions?
> > >> 
> > >> At 2006/08/24 03:25 AM, Teddy wrote:
> > >> >I've fixed up the choreo and mathlib linkers and made my .so,
> > >> >but
> > >
> > >> >it still crashes when i try to load it.
> > >> >
> > >> >Has anyone got their mod to load on linux after fixing all the
> > >linker problems?
> > >> >
> > >> >On 8/22/06, [EMAIL PROTECTED]
> > >> ><[EMAIL PROTECTED]> wrote:
> > >> >>Please ensure it also includes the choreo* stuff, per my
> > >> >>entries
> > >
> > >> >>on
> > >> >>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#W
> > >> >>i ll_not_link_fully_on_Linux (... and anything else that might
> > >> >>be missing ...)
> > >> >>
> > >> >>At 2006/08/21 08:33 PM, Mike Durand wrote:
> > >> >>>I just added it to the SDK branch. It will be included in the
> > >> >>>next SDK update. That should be coming out soon.
> > >> >>>
> > >> >>>-Mike
> > >> >>>
> > >> >>>-Original Message-
> > >> >>>From: [EMAIL PROTECTED]
> > >> >>>[mailto:[EMAIL PROTECTED] On Behalf Of
> > >> >>>Scott Loyd
> > >> >>>Sent: Monday, August 21, 2006 1:21 PM
> > >> >>>To: hlcoders@list.valvesoftware.com
> > >> >>>Subject: Re: [hlcoders] Linux crashes on startup, anybody else
> >
> > >> >>>getting this?
> > >> >>>
> > >> >>>Valve, can we have the source(s) to mathlib.lib?
> > >> >>>
> > >> >>>[EMAIL PROTECTED] wrote:
> > >>  FYI, I have confirmed that those missing symbols are present
> >
> > >>  in the
> > >> >>>MSVC .lib files.  I don't see why Valve would've done that
> > >> >>>unless they wanted to make them closed-source, but they'd
> > >> >>>already released previous versions open source, so this is one
> > >of their more mysterious breakages.
> > >> 
> > >>  At 2006/08/19 09:56 PM, [EMAIL PROTECTED]
> > wrote:
> > >> > I thought there was a KI on this already but there
> > wasn't...
> > >
> > >> > So I
> > >> >>>added a KI entry for the srcds dlopen bug:
> > >> > http://developer.valvesoftware.com/wiki/SDK_Known_Issues_Li
> > >> > s t#srcds_d oes_not_inform_you_that_your_mod_failed_to_load
> > >> >
> > >> > At 2006/08/19 04:08 PM, Scott Loyd wrote:
> > >> >> nice catch!
> > >> >>
> > >> >> (gdb) info sharedlibrary
> > >> > >FromTo  Syms Read   Shared Object Library
> > >> >> 0x00a09300  0x00a22604  Yes /lib/tls/libm.so.6
> > >> >> 0x00a00bb0  0x00a018c4  Yes /lib/libdl.so.2
> > >> >> 0x008e8c00  0x009d9a40  Yes /lib/tls/libc.so.6
> > >> >> 0x008bb7a0  0x008cd59f  Yes /lib/ld-linux.so.2
> > >> >> 0x0011f100  0x0013a6d0  Yes bin/tier0_i486.so
> > >> >> 0x00a812d0  0x00a89998  Yes
> > >/lib/tls/libpthread.so.0
> > >> >> 0x00c05910  0x00c0eff0  Yes bin/vstdlib_i486.so
> > >> >> 0x00b50960  0x00b9b6e0  Yes bin/dedicated_amd.so
> > >> >> 0x003fa5a0  0x0041c0e0  Yes
> > >bin/soundemittersystem_i486.so
> > >> >> 0x00199860  0x002292a0  Yes
> > >bin/materialsystem_i486.so
> > >> >> 0x00448330  0x0049a7f0  Yes
> > >bin/studiorender_i486.so
> > >> >> 0x00cc96a0  0x00e542d0  Yes bin/vphysics_i486.so
> > >> >> 0x00271520  0x002a9ff0  Yes bin/datacache_i486.so
> > >> >> 0x00ff8fe0  0x011e4020  Yes bin/engine_amd.so
> > >> >> 0x03995410  0x03a5b040  Yes
> > >> >> bin/libsteamvalidateuseridtickets_i486.so
> > >> >> 0x002b85f0  0x002c3a50  Yes bin/steam_api_i486.so
> > >> >> 0x002d63a0  0x002d89e0  Yes
> > >bin/shaderapiempty_i486.so
> > >> >>
> > >> >>
> > >> >>
> > >> >> [EMAIL PROTECTED] wrote:
> > >> >>> Are you sure it was even your mod .so that got loaded?
> > >> >>> Due to
> > >> >>> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_
> > >> >>> L ist#Will_ not_link_fully_on_Linux it seems likely that
> > >> >>> you
> > >
> > >> >>> would have compiled a mod .so that was not even loadable,
> >
> > >> >>> due to missing
> > >> >>>linker symbols.
> > >> >

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
After registering I've got the email with my password, with the link
 http://localhost/cgi-bin/bugzilla/userprefs.cgi

One small detail to fix :)


Anyway, let the bug-registering begin!

On 9/6/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> It's fixed now. Sorry about that.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand
> Sent: Wednesday, September 06, 2006 9:53 AM
> To: hlcoders@list.valvesoftware.com
> Subject: RE: [hlcoders] SDK Bug Tracking Web Page
>
> I'll look into the user registration problem immediately. It was working
> fine before. I swear. :)
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy
> Swigart
> Sent: Wednesday, September 06, 2006 9:30 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Bug Tracking Web Page
>
> --
> [ Picked text/plain from multipart/alternative ] Please fix the
> registration.
>
> Quantifier follows nothing in regex; marked by <-- HERE in m/* <-- HERE
> / at /usr/share/bugzilla/lib/globals.pl line 699.
>
>
>
> On 9/6/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > Inexperienced users can, and do contribute.
> >
> > On 9/6/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ] I'm not saying that
>
> > > VDC users are more experienced, I'm saying only VDC users who spent
> > > some work in the VDC.
> > > But what you are saying is true
> > >
> > > On 9/6/06, Chris Janes <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Who's to say which VDC users are 'more experienced'?
> > > >
> > > > What if a person isn't a member of the VDC, is a member of the
> > > > list
> > and
> > > > wishes to submit a bug?
> > > >
> > > > Basically, you can't limit membership to the bug tracker in that
> > > > sort
> > of
> > > > way!
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
>
> > > > Groenewoudt
> > > > Sent: 06 September 2006 09:26
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] SDK Bug Tracking Web Page
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] What about
> > > > letting
> > only
> > > > the
> > > > more experienced users on the VDC add bugs to bugzilla and the
> > > > other
> > users
> > > > just use the wiki-pages. This would prevent that bugs are added
> > > > that
> > are
> > > > not
> > > > confirmed or just aren't undocumented well.
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm not saying that VDC users are more experienced, I'm saying only VDC
users who spent some work in the VDC.
But what you are saying is true

On 9/6/06, Chris Janes <[EMAIL PROTECTED]> wrote:
>
> Who's to say which VDC users are 'more experienced'?
>
> What if a person isn't a member of the VDC, is a member of the list and
> wishes to submit a bug?
>
> Basically, you can't limit membership to the bug tracker in that sort of
> way!
>
> -Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: 06 September 2006 09:26
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] SDK Bug Tracking Web Page
>
> --
> [ Picked text/plain from multipart/alternative ] What about letting only
> the
> more experienced users on the VDC add bugs to bugzilla and the other users
> just use the wiki-pages. This would prevent that bugs are added that are
> not
> confirmed or just aren't undocumented well.
>
>
>
> ___
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> please visit:
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Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm getting the same error when I try to register.

On 9/6/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
>
> Software error:
> Quantifier follows nothing in regex; marked by <-- HERE in m/* <-- HERE /
> at
> /usr/share/bugzilla/lib/globals.pl line 699.
> For help, please send mail to the webmaster ([EMAIL PROTECTED]),
> giving this error message and the time and date of the error.
>
> I got that when i register
>
>
>
> - Original Message -
> From: "Mike Durand" <[EMAIL PROTECTED]>
> To: 
> Sent: Tuesday, September 05, 2006 11:15 PM
> Subject: [hlcoders] SDK Bug Tracking Web Page
>
>
> > Hi All-
> >
> > It's proving to be really difficult (at least for me) to keep track of
> > the SDK bugs and requested features via this mailing list and the
> > various chat boards that the community has set up. Therefore, I have
> > added a Bugzilla (http://www.bugzilla.org/) defect tracking server to
> > the VDC website at http://developer.valvesoftware.com/bugzilla.
> >
> > Of course, the VDC Wiki will remain available for everyone but I think
> > that it shines as a documentation tool - not as an issue tracker. Just
> > as the forums and lists shine as idea and advice exchanges - not as
> > issue trackers.
> >
> > I'm hoping that this additional tool will help me prioritize issues more
> > objectively as well as free many of the the community contributors from
> > the need to act as human bug tracking databases. I'm sure that there
> > will be kinks to work out, but I'm confident that this will make our
> > jobs easier in the long run.
> >
> > Why Do We Need This?
> > 
> >
> > Lots of open source projects provide these servers to the community as a
> > concise communication tool between developers and users and it can work
> > really well. This will provide several advantages over the present
> > system of Wiki and forum based issue tracking.
> >
> > 1. Issue Severity Management - this tool will help me to prioritize
> > issues by allowing members of the community to vote for the bugs /
> > feature requests that matter to them. Since Valve doesn't have a lot of
> > resources dedicated to the SDK it has been a problem deciding what
> > issues to address in the sea of bug reports and requests that show up in
> > this list and on various forums.
> >
> > 2. Searchability - When you see an issue for the first time you will be
> > able to search Bugzilla to see if it exists in the database already. If
> > there is then (hopefully) you will see the workaround, the status, and
> > the expected delivery of the fix. This should reduce the amount of
> > redundant posts and e-mail threads that we see in this list and on the
> > boards. To me the boards are at their "best" when people use them to
> > exchange ideas and experience - so I'm hoping that this new system
> > allows you all to spend less time tracking issues and more time talking
> > about mod development.
> >
> > 3. Notification - Bugzilla can send you e-mail when the status of an
> > issue you care about changes. Again, this should result in you spending
> > less time wondering whether a bug is fixed and make it easier than
> > polling the list (or me) for the answer.
> >
> > Registering As A User
> > *
> > You can give yourself a Bugzilla account by following this link:
> > http://developer.valvesoftware.com/cgi-bin/bugzilla/createaccount.cgi
> >
> > I would suggest that you all use the same e-mail address that you use in
> > lists/boards for consistency's sake. Note that you can query bugs
> > without registering as a user of the system.
> >
> > User Conduct
> > 
> > Pretty much the same guidelines that we have in the boards, lists, and
> > VDC Wiki. Please don't use profanity and don't use the Bugzilla comments
> > as a means of corresponding with others - that's what the boards are
> > for.
> >
> > Entering Bugs
> > *
> > You can open bugs against each of the products that comprise the Source
> > SDK. Before adding a new bug or feature request please query the
> > existing bugs to make sure it has not already been opened. Also, please
> > only open a bug if you have confirmed through discussion with others on
> > a chat board or list that the bug really exists.
> >
> > Please use as much detail as is necessary to describe the issue or
> > feature request and classify it as well as possible using the component,
> > severity, and version fields. Don't worry about priority, OS, platform,
> > or target milestone fields - I'll change those. And if there is not a
> > suitable component name available for a bug that you want to enter
> > please use "Unspecified" until I can add the proper component name.
> >
> > Updating Bugs
> > *
> > If you have comments to add regarding an opened bug you can feel free to
> > add to them to the bug. Especially welcome would be workarounds to
> > issues. I think that it's still appropriate to discus

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
What about letting only the more experienced users on the VDC add bugs to
bugzilla and the other users just use the wiki-pages. This would prevent
that bugs are added that are not confirmed or just aren't undocumented well.

On 9/6/06, Matt Stafford <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Great idea (although I'm a MantisBT man myself :P)
>
> On 9/6/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There is also collective.valve-erc.com
> >
> > On 9/6/06, Nick <[EMAIL PROTECTED]> wrote:
> > >
> > > Bugzilla is a great idea! Is there someway to link bugzilla accounts
> > > to the hlcoders mailing list accounts?
> > >
> > > (btw: What boards? I thought that hlcoders mailing list and wiki was
> > > the only thing available?)
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Benjamin Davison
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod - http://nightfall.nigredostudios.com
> --
>
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Re: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );

2006-09-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Any documentation would be nice.. I haven't seen many so far, except the
"fixme!"-comments
But well.. Every programmer hates to write documentation...

On 9/4/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I agree more documentation of the closed source API's would be nice.
>
> On 9/3/06, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]> wrote:
> > There's already a MDLCACHE_CRITICAL_SECTION(); in
> C_BaseEntity::PostDataUpdate that should take care of that one.  Post a
> stack trace if you're certain you haven't regressed that one.
> >
> > At 2006/09/03 02:21 PM, Robbie Groenewoudt wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >My first crash with this:
> > >
> > >void C_HL2MP_Player::Initialize( void )
> > >{
> > >m_headYawPoseParam = LookupPoseParameter( "head_yaw" );
> > >GetPoseParameterRange( m_headYawPoseParam, m_headYawMin,
> m_headYawMax );
> > >
> > >m_headPitchPoseParam = LookupPoseParameter( "head_pitch" );
> > >GetPoseParameterRange( m_headPitchPoseParam, m_headPitchMin,
> > >m_headPitchMax );
> > >
> > >CStudioHdr *hdr = GetModelPtr();
> > >for ( int i = 0; i < hdr->GetNumPoseParameters() ; i++ )
> > >
> > >On 9/3/06, [EMAIL PROTECTED] <
> [EMAIL PROTECTED]>
> > >wrote:
> > >>
> > >> New patch available:
> > >>
> > >>
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#IsFrameLocking_assert
> > >>
> > >> Since the scopes were moved higher, it's a little harder to say that
> the
> > >> patch is airtight.  But it fixes everything trivially encountered by
> just
> > >> loading up HL2DM and moving around a bit.
> > >>
> > >> At 2006/09/02 06:06 PM, [EMAIL PROTECTED] wrote:
> > >> >Thanks, I'm going to assume this means that FrameLocking is an
> expensive
> > >> operation and would cause noticeable slow-down machines if done too
> > >> frequently.  I haven't noticed any problems, but I'll develop another
> patch
> > >> with the locks up higher in the stack.
> > >> >
> > >> >It sure would be nice to document this API, since modders can't read
> the
> > >> closed-source code.
> > >> >
> > >> >So my comment in the wiki is correct though that all of those spots
> > >> represent potential crashers?
> > >> >
> > >> >-bk
> > >> >
> > >> >At 2006/09/02 05:40 PM, Jay Stelly wrote:
> > >> >>No, we just rely on virtual memory for that.  This is for when you
> hit
> > >> >>the cache ceiling (which is usually 256MB depending on the physical
> ram
> > >> >>on the machine).  Obviously on consoles it's lower given the usual
> > >> >>memory configurations there (which isn't relevant to any of you
> guys,
> > >> >>but is to us).
> > >> >>
> > >> >>Also, I would definitely NOT recommend the code changes you posted
> on
> > >> >>the wiki.  That will cause way too much overhead to protect against
> a
> > >> >>pointer dangling.  The scope frames should be at a much higher
> level.
> > >> >>
> > >> >>Jay
> > >> >>
> > >> >>
> > >> >>> -Original Message-
> > >> >>> From: [EMAIL PROTECTED]
> > >> >>> [mailto:[EMAIL PROTECTED] On Behalf Of
> > >> >>> [EMAIL PROTECTED]
> > >> >>> Sent: Saturday, September 02, 2006 12:17 PM
> > >> >>> To: hlcoders@list.valvesoftware.com
> > >> >>> Subject: RE: [hlcoders] AssertOnce( pModelCache->IsFrameLocking()
> );
> > >> >>>
> > >> >>> So if the box is low on ram, the HL2 core will memory it's
> > >> >>> not actively using right that moment?  I think I now
> > >> >>> understand what the issue is, although I'm confused by the
> > >> >>> use of scope locking for something like this.
> > >> >>>
> > >> >>> In any case I've added MDLCACHE_CRITICAL_SECTION per Jay's
> > >> >>> instruction, and the result is several dozen fixes, added to
> > >> >>&

Re: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );

2006-09-03 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
My first crash with this:

void C_HL2MP_Player::Initialize( void )
{
m_headYawPoseParam = LookupPoseParameter( "head_yaw" );
GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax );

m_headPitchPoseParam = LookupPoseParameter( "head_pitch" );
GetPoseParameterRange( m_headPitchPoseParam, m_headPitchMin,
m_headPitchMax );

CStudioHdr *hdr = GetModelPtr();
for ( int i = 0; i < hdr->GetNumPoseParameters() ; i++ )

On 9/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> New patch available:
>
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#IsFrameLocking_assert
>
> Since the scopes were moved higher, it's a little harder to say that the
> patch is airtight.  But it fixes everything trivially encountered by just
> loading up HL2DM and moving around a bit.
>
> At 2006/09/02 06:06 PM, [EMAIL PROTECTED] wrote:
> >Thanks, I'm going to assume this means that FrameLocking is an expensive
> operation and would cause noticeable slow-down machines if done too
> frequently.  I haven't noticed any problems, but I'll develop another patch
> with the locks up higher in the stack.
> >
> >It sure would be nice to document this API, since modders can't read the
> closed-source code.
> >
> >So my comment in the wiki is correct though that all of those spots
> represent potential crashers?
> >
> >-bk
> >
> >At 2006/09/02 05:40 PM, Jay Stelly wrote:
> >>No, we just rely on virtual memory for that.  This is for when you hit
> >>the cache ceiling (which is usually 256MB depending on the physical ram
> >>on the machine).  Obviously on consoles it's lower given the usual
> >>memory configurations there (which isn't relevant to any of you guys,
> >>but is to us).
> >>
> >>Also, I would definitely NOT recommend the code changes you posted on
> >>the wiki.  That will cause way too much overhead to protect against a
> >>pointer dangling.  The scope frames should be at a much higher level.
> >>
> >>Jay
> >>
> >>
> >>> -Original Message-
> >>> From: [EMAIL PROTECTED]
> >>> [mailto:[EMAIL PROTECTED] On Behalf Of
> >>> [EMAIL PROTECTED]
> >>> Sent: Saturday, September 02, 2006 12:17 PM
> >>> To: hlcoders@list.valvesoftware.com
> >>> Subject: RE: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );
> >>>
> >>> So if the box is low on ram, the HL2 core will memory it's
> >>> not actively using right that moment?  I think I now
> >>> understand what the issue is, although I'm confused by the
> >>> use of scope locking for something like this.
> >>>
> >>> In any case I've added MDLCACHE_CRITICAL_SECTION per Jay's
> >>> instruction, and the result is several dozen fixes, added to
> >>> the KI list:
> >>>
> >>> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#
> >>> IsFrameLocking_assert
> >>>
> >>> Confirmation from Valve would be appreciated that this is
> >>> correct with respect to the way the closed-source core works.
> >>>
> >>> -bk
> >>>
> >>> At 2006/08/30 09:02 PM, Jay Stelly wrote:
> >>> >Since there are no explicit unlock operations on the studio
> >>> headers we
> >>> >use a concept we call "frame locking" where they are guaranteed to
> >>> >remain in memory (i.e. not get flushed for some other memory
> >>> allocation
> >>> >request) as long as the frame is in scope.  There's a macro for
> >>> >generating these lock frames called:
> >>> >
> >>> >MDLCACHE_CRITICAL_SECTION();
> >>> >
> >>> >
> >>> >If you search, you'll see these frames declared at the top
> >>> of a bunch
> >>> >of the systems (entity think, save/load, etc)  So any studio headers
> >>> >that are loaded in the scope of that can't be freed until
> >>> you exit that
> >>> >scope.  The assert is saying that you aren't within one of
> >>> those scopes
> >>> >so theoretically your pointer could get freed if some other memory
> >>> >request causes the cache to fill later on - so it's not safe
> >>> to hang on
> >>> >to this pointer and still call memory management functions
> >>> in datacache.
> >>> >
> >>> >It's easy enough to fix the assert by adding a frame using the macro
> >>> >above  to whatever entry point is causing you to page in the model.
> >>> >Don't put one in GetModelPtr() however as that defeats the whole
> >>> >purpose of this debug instrumentation.
> >>> >
> >>> >Jay
> >>> >
> >>> >
> >>> >
> >>> >> -Original Message-
> >>> >> From: [EMAIL PROTECTED]
> >>> >> [mailto:[EMAIL PROTECTED] On Behalf Of Aaron
> >>> >> Schiff
> >>> >> Sent: Wednesday, August 30, 2006 5:47 PM
> >>> >> To: hlcoders@list.valvesoftware.com
> >>> >> Subject: Re: [hlcoders] AssertOnce(
> >>> pModelCache->IsFrameLocking() );
> >>> >>
> >>> >> --
> >>> >> [ Picked text/plain from multipart/alternative ] More like
> >>> a problem
> >>> >> with the calls we make to them.  It seems to only show up when
> >>> >> initially showing a model...
> >>> >>
> >>> >> On 8/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> >>> >> >
> >>> >> > --
> >>> >> 

Re: [hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, you can always write a custom saverestore-class that saves the data of
the players and entities.

On 8/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Yea its toast, we are working on a way around this. Havnt been making much
> progress im afraid.
>
> On 8/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hey,
> >
> > It seems that with the new SDK-code, level transitions in multplayer, as
> > described by the tutorial at
> >
> >
> http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer
> > ,
> > doesn't work anymore. I'm getting the error: Host_Error:
> > SV_CreatePacketEntities: GetEntServerClass failed for ent 2.
> > Entitty 2 is the 2nd player.
> >
> > In the old code it worked. Any ideas?
> >
> > Robbie
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~skidz
> --
>
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Re: [hlcoders] ded server crash

2006-08-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm getting so often a 'pure virtual function call'-error when the mod
crashes.. It has to do something with trying to debug or something.
Anyway.. It's just a plain crash.

On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I can confirm +showbudget in srcds causes an instantaneous crash, but I
> don't see anything indicating a virtual function issue.
>
> You just inspired me to create something I'd been meaning to for a
> while...
>
> http://developer.valvesoftware.com/wiki/Core_Known_Issues_List
>
> At 2006/08/27 02:09 PM, Jeremy Swigart wrote:
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Anyone else confirm that +showbudget executed from the dedicated server
> >crashes the game with a pure virtual function call?
> >--
> >
> >___
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> please visit:
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[hlcoders] Topview

2006-08-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

I want to add a sort of topview to my mod. I've been looking to the code
that cl_leveloverview uses but it doesn't work really perfect. The ConVar
uses CViewRender::SetUpOverView(), however I have noticed that are some
glitches in that code. It has the habit to make some parts of the world
disappear and appear. Sometimes I see that my walls are orange and sometimes
not. By simply moving a little bit, everything flickers like hell.

Also the view is entirely vertical but I want to add some angle to it. Any
idea how?

Robbie
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Re: [hlcoders] PrintPlayerEvent..

2006-08-26 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I would guess:

CBasePlayer::OnTakeDamage_Alive is called and sents the player_hurt event
with the userid 26. And.. that player doesn't exists...

Do you have 26 players on the server?

On 8/26/06, Jay C. <[EMAIL PROTECTED]> wrote:
>
> CEventLog::PrintPlayerEvent: Failed to find player (userid: 26, event:
> player_hu
> rt)
>
> My logs are getting spammed with that, any idea why?
>
>
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Re: [hlcoders] Eye position during stand/crouch/prone

2006-08-25 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Thanks :)

On 8/25/06, Jed <[EMAIL PROTECTED]> wrote:
>
> As requested.
>
> Vector( 0, 0, 66 ), // View
> Vector( -16, -16, 0 ),  // HullMin
> Vector( 16,  16, 72 ),  // HullMin
>
> Vector( -16, -16, 0 ),  // Duck HullMin
> Vector( 16, 16, 48 ),   // Duck HullMax
> Vector( 0, 0, 48 ), // Duck View
>
> Vector( -16, -16, 0 ),  // Prone HullMin
> Vector( 16, 16, 18 ),   // Prone HullMax
> Vector( 0, 0, 15 ), // Prone View
>
> Vector( -10, -10, -10 ),// Obs HullMin
> Vector( 10,  10, 10 ),  // Obs HullMax
> Vector( 0, 0, 14 ),     // Obs View
>
> On 25/08/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > I was wondering if you could post your new eye position vectors.
> >
> > Robbie
> >
> >
> > -- Forwarded message --
> > From: Jed < [EMAIL PROTECTED]>
> > Date: Jul 30, 2006 1:58 AM
> > Subject: [hlcoders] Eye position during stand/crouch/prone
> > To: hlcoders@list.valvesoftware.com
> >
> >  I discovered an annoying little quirk today when I accidently left
> > drawing of the third person view model while in first person mode.
> >
> > When standing the eye position is level with the player models head
> > but when crouched the first person view is lower than that of the
> > player model. In fact, it appears be be placed near the centre of the
> > pelvis, around where the Bip01 bone would be. Likewise when prone it
> > appears to be in the save Bip01 location.
> >
> > What this means is that when you believe your safely tucked behind a
> > piece of cover your head is infact way about and when prone, a good
> > half of your body is poking out in front of where you think you are.
> >
> > Does anyone know where in the code the eye height position is defined
> >  for different stances? I'm having trouble finding it.
> >
> > - Jed
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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[hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

It seems that with the new SDK-code, level transitions in multplayer, as
described by the tutorial at
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
doesn't work anymore. I'm getting the error: Host_Error:
SV_CreatePacketEntities: GetEntServerClass failed for ent 2.
Entitty 2 is the 2nd player.

In the old code it worked. Any ideas?

Robbie
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
First of all: You will probably need to look at the size of the head in the
hitbox of the model because the bullets are randomly according to the
shotmanipulator. And I doubt that Valve changed it so it aims for the head.

For more information about the shotmanipulator, see CBaseEntity::FireBullets
in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
different but probably not so much.

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> So the source where this occurs is specific to CSS?
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 23, 2006 10:20 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> --
> [ Picked text/plain from multipart/alternative ] The CSS code isn't
> available
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> >
> > I don't really care about the size of the hitbox. Because if it is
> > roughly the size of the model's head, there is no problem. I want to
> > know where the code determines where bullets go and how they hit
> > something.
> >
> > Is a hitbox a bounding sphere/box/poly and rays are shot from the
> > weapon to determine if they intersect? That kind of stuff. There is
> > randomness in the shot spread, so where is that randomness made?
> >
> > Valve-only code or is it buried in the SDK somewhere? That is the main
>
> > question I have.
> >
> > Thanks,
> > Michael
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of David
> > Kiger
> > Sent: Wednesday, August 23, 2006 9:32 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
> >
> > I assume you're questioning the size of the head hitbox?  If so, this
> > isn't exactly a good way to do it...
> >
> > But in any case, I'd wager that the main reason that many kills are
> > headshots is because people aim for the head.  It's not like there's
> > an equal chance to hit any hitbox relative to the hitbox's size.
> >
> >
> > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > > I went to sharedstats.com and took the top 10 players and some
> > > middle players (451-460) and averaged their headshots per kill
> > > percentage (they were suprisingly close, around 5% difference).
> > >
> > > The number came out to 45%! Nearly half of all kills are a result of
>
> > > headshots...
> > >
> > > So, here are my questions:
> > >
> > > 1.  Doesn't this percentage seem too high?
> > > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
>
> > > other mods) 3.  In what part of the code are hit locations
> determined?
> >
> > > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > > good place to start to look for the reason the percentage is so
> high?
> > >
> > > Thanks,
> > > Michael
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
The CSS code isn't available

On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
>
> I don't really care about the size of the hitbox. Because if it is
> roughly the size of the model's head, there is no problem. I want to
> know where the code determines where bullets go and how they hit
> something.
>
> Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
> to determine if they intersect? That kind of stuff. There is randomness
> in the shot spread, so where is that randomness made?
>
> Valve-only code or is it buried in the SDK somewhere? That is the main
> question I have.
>
> Thanks,
> Michael
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Kiger
> Sent: Wednesday, August 23, 2006 9:32 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
>
> I assume you're questioning the size of the head hitbox?  If so, this
> isn't exactly a good way to do it...
>
> But in any case, I'd wager that the main reason that many kills are
> headshots is because people aim for the head.  It's not like there's an
> equal chance to hit any hitbox relative to the hitbox's size.
>
>
> On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote:
> > I went to sharedstats.com and took the top 10 players and some middle
> > players (451-460) and averaged their headshots per kill percentage
> > (they were suprisingly close, around 5% difference).
> >
> > The number came out to 45%! Nearly half of all kills are a result of
> > headshots...
> >
> > So, here are my questions:
> >
> > 1.  Doesn't this percentage seem too high?
> > 2.  Does this phenomenon occur in other mods? (I don't play HL2DM or
> > other mods) 3.  In what part of the code are hit locations determined?
>
> > (in sdk code or valve-only code) 4.  If in the sdk code, where is a
> > good place to start to look for the reason the percentage is so high?
> >
> > Thanks,
> > Michael
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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Re: RE[3][hlcoders] New Bug found in Ep1 Source code

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I have no idea. You should do some basic debugging.

Take a look in CBaseEntity::FireBullets, this is where the code for shooting
originates

On 8/23/06, Vitaliy Protasov <[EMAIL PROTECTED]> wrote:
>
> And? Did you know fast fix for that?
>
> > Message: 4
> > Date: Tue, 22 Aug 2006 12:52:19 +0100
> > From: "Garry Newman" <[EMAIL PROTECTED]>
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] New Bug found in Ep1 Source code
> > Reply-To: hlcoders@list.valvesoftware.com
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I think the problem here is that it's showing the 3rd and first person
> > view=
> > .
> >
> > It's showing the tracer coming from the 3rd person model..
> >
> >
> >
>
> Vitaliy Protasov
>
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Re: [2][hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Turn digest mode off please :(

Anyway, do the tracers only start on the wrong location or is also the
direction not good?

On 8/22/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
>
> No i mean the trails go in wrong position for some weapons, i know trail
> in firebullers struct for weapons based on UTil_Tracer(...,...,...)
> And i speak about SP.
>
> So, some fix?
>
> * [EMAIL PROTECTED] [Tue, 22 Aug 2006 01:24:03
> -0700]:
> > Send hlcoders mailing list submissions to
> >   hlcoders@list.valvesoftware.com
> >
> > To subscribe or unsubscribe via the World Wide Web, visit
> >   http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > or, via email, send a message with subject or body 'help' to
> >   [EMAIL PROTECTED]
> >
> > You can reach the person managing the list at
> >   [EMAIL PROTECTED]
> >
> > When replying, please edit your Subject line so it is more specific
> > than "Re: Contents of hlcoders digest..."
> >
> >
> > Today's Topics:
> >
> >1. Re: Source Engine Bugs (Michael Kramer)
> >2. New Bug found in Ep1 Source code
> > (=?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=)
> >3. RE: Linux crashes on startup, anybody else getting
> >this? ([EMAIL PROTECTED])
> >4. Re: New Bug found in Ep1 Source code
> > ([EMAIL PROTECTED])
> >5. Re: datamodel/idatamodel.h missing (Nick)
> >6. Player movement issues after SDK update?
> > ([EMAIL PROTECTED])
> >7. Re: Source Engine Bugs (Jonathan Murphy)
> >8. Strange Bullet Impact Sound Problem (Hyperjag 3)
> >9. Physics becoming out of sync (Jeremy Swigart)
> >   10. Re: Source Engine Bugs (Andrew (Bromfitsen))
> >
> > --__--__--
> >
> > Message: 1
> > Date: Mon, 21 Aug 2006 20:48:34 -0600
> > From: "Michael Kramer" <[EMAIL PROTECTED]>
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Source Engine Bugs
> > Reply-To: hlcoders@list.valvesoftware.com
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Him being a nub wasn't really the problem, it was more his attitude
> and
> > immaturity towards others that was the real problem. Some of the
> > questions
> > he asked, weren't Source SDK Nub questions, they were basically C++
> nub
> > questions, which is not really what this list is for. Asking what
> > headers to
> > include for a function isn't really the Source SDK, because if he
> knows
> > the
> > function, he should at least know where to get the header files for it
> > to
> > work.
> >
> > You got "miffed" up at me for asking nub questions that involved
> > functions
> > regarding the SDK, not howto include header files, but I'm guessing I
> > have
> > shaped up since then, considering I actually can help people with
> their
> > problems now, and haven't asked any questions lately.
> >
> >
> > But anyway, Thanks Mike, banning him (even with just that email) will
> at
> > least send a message that is immaturity and illuse of this mailing
> list
> > will
> > not be tolerated.
> >
> >
> > Thanks --=
> >
> > Michael Kramer
> > --
> >
> >
> > --__--__--
> >
> > Message: 2
> > From: =?windows-1251?B?wujy4PEgz/Du8uDx7uI=?=
> <[EMAIL PROTECTED]>
> > To: 
> > Date: Tue, 22 Aug 2006 07:15:07 +0400
> > Subject: [hlcoders] New Bug found in Ep1 Source code
> > Reply-To: hlcoders@list.valvesoftware.com
> >
> > Some weapons, not all in new code have bad trails, it's looks some
> > up'ped.
> >
> > like pulserifle , smg...
> > so, pistol work fine
> >
> > here is it :
> > http://img214.imageshack.us/img214/9900/nonrealkl0.jpg
> >
> > Do some one know fast fix for solve that bug?
> >
> > And all have that? in fresh copy?
> >
> >
> > --__--__--
> >
> > Message: 3
> > Date: Mon, 21 Aug 2006 22:51:54 -0500
> > To: hlcoders@list.valvesoftware.com
> > From: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] Linux crashes on startup, anybody else getting
> >this?
> > Reply-To: hlcoders@list.valvesoftware.com
> >
> > Please ensure it also includes the choreo* stuff, per my entries on
> >
>
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux
> > (... and anything else that might be missing ...)
> >
> > At 2006/08/21 08:33 PM, Mike Durand wrote:
> > >I just added it to the SDK branch. It will be included in the next
> SDK
> > >update. That should be coming out soon.
> > >
> > >-Mike
> > >
> > >-Original Message-
> > >From: [EMAIL PROTECTED]
> > >[mailto:[EMAIL PROTECTED] On Behalf Of Scott
> Loyd
> > >Sent: Monday, August 21, 2006 1:21 PM
> > >To: hlcoders@list.valvesoftware.com
> > >Subject: Re: [hlcoders] Linux crashes on startup, anybody else
> getting
> > >this?
> > >
> > >Valve, can we have the source(s) to mathlib.lib?
> > >
> > >[EMAIL PROTECTED] wrote:
> > >> FYI, I have confirmed that those missing symbols are present in the
> > >MSVC .lib files.  I don't see why Valve would've done that unless
> they
> > >wanted to make them closed-source, but they'd already released
> previous
> > >versions

Re: [hlcoders] Player movement issues after SDK update?

2006-08-22 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
My guess is this the result of a bad code merge. I don't think it's an SDK
problem because I and many others would be spamming this mailinglist.

On 8/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> Player movement issues after SDK update?  Anyone else seen this?  I
> finally got my mod ported (on MSVC only anyway, no Linux of course) but at
> run time the player is mostly stuck.
>
> At times it almost seemed like the client and server disagreed on where
> the walls were in map, as occasionally I'd lose all visibility of entities
> and just see the skybox.  But both server and client correctly are mounting
> SteamAppId 320 in their gameinfo.txt and seemed to both load the dm map
> ok.
>
> I did manage to blow up a barrel and see the new SDK's barrel ground flame
> effect so at least something worked...
>
> ___
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> please visit:
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>
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-21 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Does it also work fine with a HL2DM-based mod?

On 8/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Also I have tried a from scratch mod and it debugs fine(Although mine is
> MP
> based) weird.
>
> On 8/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > Newp :(
> >
> > Also the same problem shows up in release mode.
> >
> >
> > On 8/21/06, Garry Newman <[EMAIL PROTECTED] > wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > This just happened to me again this morning. I don't know what fixed
> it
> > > exactly but here's what I did:
> > >
> > > Run mod through the steam menu
> > > Run the mod through a desktop shortcut
> > >
> > > Then it worked in the debugger.. here's my command line
> > >
> > > Command: H:[EMAIL PROTECTED]<
> H:[EMAIL PROTECTED]>\source sdk base\hl2.exe
> > > CommandArgs: -dev -sw -game
> > > "h:\Games\Steam\steamapps\sourcemods\garrysmod"
> > > +maxplayers 1 +developer 1 +sv_lan 0 +map gm_construct
> > > Working DIR: H:[EMAIL PROTECTED]<
> H:[EMAIL PROTECTED]>\source sdk base\
> > >
> > >
> > >
> > > On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > No other games get the error, SDK base also gets no errors.
> > > >
> > > > I've tried deleting the sdk and letting it remake itself, also did
> the
> > > > same
> > > > with most of the Source games and the SDK Base and it still gives
> that
> > >
> > > > error
> > > > :(
> > > >
> > > > On 8/20/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Do you get that error launching any other source game?
> > > > > Or even the Source SDK Base itself with no launch options?
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > - Benjamin Davison
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Benjamin Davison
> >
>
>
>
> --
> - Benjamin Davison
> --
>
> ___
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Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, first of all: You are in the HL2 modding business. Things like "pay
me" don't work well here. Second, most people are very helpfull here. We are
all making a mod so that people can enjoy playing it and in the meantime can
learn how to make a game.

You don't sound much like this. This is just an explanation about any
replies you (may) get.

On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Pay me and I might. X'D
>
> On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well, why don't you fix it and post the fixes?
> >
> > On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> > >
> > > I think I should note some serious physics bigs I found today:
> > >
> > > Bricks float in water - this is a big WHAT THE FUCK.
> > >
> > > Bricks certainly should NOT be floating in water thet should SINK.
> > >
> > > Also If you die in water with a brick floating in it your ragdoll goes
> > > insane and lages the server
> > > real bad.
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
>
>
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Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Try renaming your username-directory and (re)start Steam.

On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> It's still working for me - what's your command line in the debugger? Did
> you change that to 215?
>
>
>
> On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Yeah, I've run every game. That's usually the first thing I do.
> >
> > :(
> >
> > On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Have you tried running all those games at least once before debugging?
> > >
> > > I find that after an update I have too run the game once from Steam or
> > > I'll
> > > get 0x00 crashes when trying to run with the debugger attached.
> > >
> > >
> > >
> > > On 8/20/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Yup all 215.
> > > >
> > > > This is really weird, does anybody have any idea why this can be
> > > > happening?
> > > > This popped up after the DOD: S Update.
> > > >
> > > > On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > I think this update brought in the need for you to
> > > > > migrate to 215 if your not there allready.
> > > > >
> > > > > But no, i have not run into this issue(yet).
> > > > >
> > > > > Adam
> > > > >
> > > > > --- Benjamin Davison <[EMAIL PROTECTED]>
> > > > > wrote:
> > > > >
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > Is anybody else crashing? I have tried running all
> > > > > > the games atleast once.
> > > > > >
> > > > > > This is the super informative call stack.
> > > > > >
> > > > > > >()
> > > > > >
> > > > > > I'm just gonna try a blank mod.
> > > > > >
> > > > > > --
> > > > > > - Benjamin Davison
> > > > > > --
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view
> > > > > > the list archives, please visit:
> > > > > >
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > 
> > > > > Nigredo Studios http://www.nigredostudios.com
> > > > >
> > > > > __
> > > > > Do You Yahoo!?
> > > > > Tired of spam?  Yahoo! Mail has the best spam protection around
> > > > > http://mail.yahoo.com
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > - Benjamin Davison
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
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> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > - Benjamin Davison
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
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Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, why don't you fix it and post the fixes?

On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> I think I should note some serious physics bigs I found today:
>
> Bricks float in water - this is a big WHAT THE FUCK.
>
> Bricks certainly should NOT be floating in water thet should SINK.
>
> Also If you die in water with a brick floating in it your ragdoll goes
> insane and lages the server
> real bad.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] multiple spawn points

2006-08-20 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
pff... This is one of the easiest things to change. Do you even have
programming experience at other areas?
Are you working on HL2DM-code or SDK-code? (did you got the code via Create
new Mod -> HL2DM?)

In CHL2MP_Player::EntSelectSpawnPoint a spawnpoint is selected. Add
something like:

if ( GetTeamNumber() == TEAM_HUMANS )
{
pSpawnpointName = "info_player_human";
}
else if ( GetTeamNumber() == TEAM_COMBINE )
{
pSpawnpointName = "info_player_combine";
}

Also, around the top of the same file, you will find something like this:
LINK_ENTITY_TO_CLASS( info_player_combine, CPointEntity );
LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity );

That should be enough.
Changing the fgd is easy. Just open the FGD of HL2DM, look for
info_player_combine and add it to your own FGD.

On 8/20/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well, I want to set up the teams to be placable via seperete entities. I
> can
> select between 2 teams, but they both spawn at the same point right now. I
> want to create 2 different entities(one for the good guys, and one for the
> bad guys) to be placed by the level designer. So that I can control
> players
> spawning on the correct side of the map. Think of how counter-strike does
> their spawn points.  Does this clarify?
>
> On 8/20/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > Are you trying to make new code new teams or to make them selectable in
> > the hammer editor entity properties?
> >
> > I think this clarification will help solve the problem.
> >
> >   - Original Message -
> >   From: Aaron Schiff
> >   To: hlcoders@list.valvesoftware.com > hlcoders@list.valvesoftware.com>
> >   Sent: Saturday, August 19, 2006 11:49 PM
> >   Subject: Re: [hlcoders] multiple spawn points
> >
> >
> >   --
> >   [ Picked text/plain from multipart/alternative ]
> >   The fgd is completely separate from game code.
> >
> >   --
> >   ts2do
> >   --
> >
> >   ___
> >   To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> >   http://list.valvesoftware.com/mailman/listinfo/hlcoders<
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders>
> >
> > --
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
> --
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Re: [hlcoders] Crash on change level

2006-08-19 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
It should.
Asserts are not always bad. They often show hidden errors. Also, you can
comment lots of those so that you only get asserts that really matter.

On 8/19/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> No i tend to do all my testing in relase, and after
> hearing about the many topical asserts in debug, i
> thought it better not to go there.
>
> So i should build a debug, ignore all the asserts, and
> it should dump me into the right hole when i change
> levels with the trigger?
>
> Adam
>
> --- Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Are you running in debug-mode? I noticed that
> > sometimes the callstack isn't
> > complete when you get crashes in release-mode.
> >
> > On 8/19/06, [EMAIL PROTECTED]
> > <[EMAIL PROTECTED]> wrote:
> > >
> > > Sure your removing it properly? I had a similar
> > problem a while back.
> > >
> > > On 19 Aug 2006 at 0:00, Adam "amckern" Mckern
> > wrote:
> > >
> > > > I am using appid 215, with a fresh build of the
> > august
> > > > sdk.
> > > >
> > > > When ever i change levels in single player i end
> > up
> > > > crashing out to the constructor in
> > beam_shared.cpp
> > > >
> > > > Has any one else experinced this?
> > > >
> > > > I cant for some reason run normal hl2 gcf maps
> > to test
> > > > if its just my use of the change level entitys.
> > > >
> > > > Thanks for your help.
> > > >
> > > > Adam
> > > >
> > > > 
> > > > Nigredo Studios http://www.nigredostudios.com
> > > >
> > > >
> > __
> > > > Do You Yahoo!?
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> > > please visit:
> > > >
> >
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>
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Re: [hlcoders] Crash on change level

2006-08-19 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Are you running in debug-mode? I noticed that sometimes the callstack isn't
complete when you get crashes in release-mode.

On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Sure your removing it properly? I had a similar problem a while back.
>
> On 19 Aug 2006 at 0:00, Adam "amckern" Mckern wrote:
>
> > I am using appid 215, with a fresh build of the august
> > sdk.
> >
> > When ever i change levels in single player i end up
> > crashing out to the constructor in beam_shared.cpp
> >
> > Has any one else experinced this?
> >
> > I cant for some reason run normal hl2 gcf maps to test
> > if its just my use of the change level entitys.
> >
> > Thanks for your help.
> >
> > Adam
> >
> > 
> > Nigredo Studios http://www.nigredostudios.com
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam protection around
> > http://mail.yahoo.com
> >
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Re: [hlcoders] multiple spawn points

2006-08-18 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
The code is already there. Look for TEAM_COMBINE/TEAM_RED,
info_player_combine/info_combine_red and something about selecting the
spawnpoint (at the bottom of hl2mp_player.cpp)

On 8/18/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anything a bit more specific?
>
> On 8/17/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > You need to open up your code...look for spawnpoint
> >
> > On 8/17/06, Greg Lindquist <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I've followed the team creation tutorials, and everything works fine.
> > They
> > > do all spawn in the same location though. Can someone walk through the
> > > process of creating the entity that will let me choose which team will
> > > spawn
> > > from that entity?
> > >
> > > This way I can have Team 1 spawn on one side of the map, and Team 2
> > spawn
> > > on
> > > the other. I really appreciate the help.
> > > --
> > >
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> >
> >
> > --
> > ts2do
> > --
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Re: [hlcoders] Game Crash on Exploding Barrel

2006-08-18 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
You might want to read the article about debugging at the VDC.

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

2006-08-17 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm always getting that compile error but it works good.
Just check the date of the files in sourcemods/yourmod/bin. If that's oke,
just ignore the error.

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> client error PRJ0019: A tool returned an error code from "Copying to
> destination folder"
>
> Yet another compile error I do not understand. If some one could assist me
> with this I would
> be very greatfull.
>
> Thanks;
> Yanii
> --
>
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Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
PANEL_ROOT

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

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, that's helpfull.

Anyway, I found the problem. It seems that CPASFilter doesn't work very well
in multiplayer. The solution is to use an other filter.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> I send an effect to the client and then call the appropriate functions
> with
> parameters.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:24 PM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Muzzleflashes
>
> --
> [ Picked text/plain from multipart/alternative ]
> I'm working on a coop-mod, which means that you have NPCs in multiplayer.
> Only in the new SDK-code, I don't see muzzleflashes in multiplayer.
> In the old code, the problem was with the prediction. With cl_predict 0,
> the
> muzzleflashes worked again. However in the new code, cl_predict 0 doesn't
> do
> the trick. I'm only seeing muzzleflashes with maxplayers set to 1.
>
> I have already compared the effect-dispatch files but it's not that.
> There are more mods with NPCs in multiplayer. How did you fix it?
>
> Robbie
> --
>
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Which version of Visual Studio are you using? Only VS2003 is officially
supported. For VS2002, there's a working unofficial patch and compiling with
VS2005 only works with lots of work and warnings.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Already done that, even deleted the SDK GCF files and had them
> re-downloaded. Same issue.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 4:18 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> I really doubt you are using the clean plain SDK code.
> Try to refresh your SDK contents, create a new mod and use the new
> solution/project files.
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are
> the
> > errors that are most repeated most often.
> >
> > -----Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Wednesday, August 16, 2006 3:51 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Aug4 SDK problems...
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > What errors?
> >
> > On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> > >
> > > Has anyone had issues getting the from-scratch SDK to compile with no
> > > modifications? I am getting chronic errors that have no easy
> > work-around.
> > >
> > >
> > > ___
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> > > please visit:
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[hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I'm working on a coop-mod, which means that you have NPCs in multiplayer.
Only in the new SDK-code, I don't see muzzleflashes in multiplayer.
In the old code, the problem was with the prediction. With cl_predict 0, the
muzzleflashes worked again. However in the new code, cl_predict 0 doesn't do
the trick. I'm only seeing muzzleflashes with maxplayers set to 1.

I have already compared the effect-dispatch files but it's not that.
There are more mods with NPCs in multiplayer. How did you fix it?

Robbie
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I really doubt you are using the clean plain SDK code.
Try to refresh your SDK contents, create a new mod and use the new
solution/project files.

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the
> errors that are most repeated most often.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Wednesday, August 16, 2006 3:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Aug4 SDK problems...
>
> --
> [ Picked text/plain from multipart/alternative ]
> What errors?
>
> On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > Has anyone had issues getting the from-scratch SDK to compile with no
> > modifications? I am getting chronic errors that have no easy
> work-around.
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
What errors?

On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> Has anyone had issues getting the from-scratch SDK to compile with no
> modifications? I am getting chronic errors that have no easy work-around.
>
>
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[hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
It seems that CSoundEnvelopeController, which is used to play looping
sounds, doesn't work in multiplayer.
It works with maxplayers 1 but not with maxplayers 2. I can't find much in
the code.

The class is used for things like helicopter & gravitygun-motor sounds.

Suggestions?
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Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I just noticed that the animations of func_tank are kinda weird. ( = server
animated)

if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() )
   m_flAnimTime = engine->GetLastTimeStamp();
}

This seems to work.

On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The lines I mentioned (quoted below) should be removed from
> C_BaseEntity::PreDataUpdate not the function I mentioned. Sorry about the
> confusion.
>
> On 8/12/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
>
> > #4 how exactly are the animations messed up? A couple days ago I
> mentioned
> > an animation bug I found in the latest SDK and as per Yahn's reply you
> can
> > remove the lines
> >
> > if ( !IsSelfAnimating() )
> > {
> >m_flAnimTime = engine->GetLastTimeStamp();
> > }
> >
> > from C_BaseEntity::IsSelfAnimating. This fixes players not interpolating
> > (if that's even your problem), which would make player animations look
> > jerky/very low framerate.
> >
> --
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Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
How is full client-side vehicles possible with multiple players? How would
you make have the vehicle the same position on all clients?

Also, about your problem: Can't you just set velocity/impulse to zero when
the network-info is received? (RecvProxy?)

On 8/16/06, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> When I first started programming the vehicle code for Empires, I tried
> to implement vehicle prediction.  This consisted of me copying the
> physics entity of the vehicle onto the client so that I could predict
> the physics portion of the vehicle on the client side for the predicted
> frame.  Everything worked fine if you told the client to ignore updates
> from the server, ie, wholly client-side vehicles.  With prediction, once
> the server sent an update and the physics object of the vehicle was
> correctly positioned to match the server copy, there was still energy in
> the physics object left over from the client-side predicted frame.  As
> the player drove his  vehicle, it would begin to climb up into the air
> as the game was essentially pulling it back to match the server while it
> still had energy that was trying to move it forward from the predicted
> frame.  When it couldn't go forward, it went up a small amount and
> created an oscillating effect.  I never found out how to completely
> erase the energy of the physics object it gained on the client frame and
> assumed it wasn't possible because there wasn't enough access to the
> internal variables of the physics object.  I plan on going back and
> working on it, but I'm going to make it fully client-side instead as I
> believe it's easier to implement anti-cheat functionality rather than
> fix the physics issue.  Plus, you get the benefit of saving server cpu
> time, and with prediction, you have to send more network info to
> describe the properties of the physics object to make an accurate
> prediction rather than just the origin and angles of the vehicle model.
>
> Paul Peloski wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Err, prediction would definitely work for a driving mod, prediction
> works by
> > allowing the local players input to be considered authoritative by the
> > client side for a little while, until the server acknowledges (or
> denies)
> > the predicted movements by the client.
> >
> > In your example, if the driver stops his client would show the stop
> > immediately (by predicting it). After the server has acknowledged the
> stop
> > is in fact possible by sending the stopped location back to the client,
> the
> > client will say "okay cool, I already knew that, thanks for confirming."
> > Meanwhile the client has moved onto something else that the server will
> > ackowledge later. This allows the client to run around as if hes
> > latency-free and only mucks up when the server denies something the
> client
> > thinks it can do (ie, prediction error.)
> >
> > If you don't predict, the game will feel very unresponsive, since your
> input
> > will have to be acknowledged by the server and sent back before you see
> it
> > happen. The higher your ping, the worse the response time. It works fine
> for
> > single player games but not for fast-paced multiplayer.
> >
> > On 8/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> I was thinking though. You can't really predict any driver-input so
> when
> >> the
> >> driver has a higher ping ( like 200) and riding hard, prediction
> wouldn't
> >> really make it better. (for example, the driver stops but due ping the
> >> command gets 200 ms later and the vehicle 'teleports' some units back.
> >>
> >>
> > --
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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I was thinking though. You can't really predict any driver-input so when the
driver has a higher ping ( like 200) and riding hard, prediction wouldn't
really make it better. (for example, the driver stops but due ping the
command gets 200 ms later and the vehicle 'teleports' some units back.

On 8/15/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> A real driving/racing mod would need to implement vehicle prediction.
>
> --
> ts2do
> --
>
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Re: [hlcoders] Vehicles in HL2

2006-08-14 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
First of all. HL2DM has no vehicles, only HL2 has. And because there's only
1 player in HL2, you don't have to see the players in the vehicle. The
solution for this is animations. (actually I don't know much about
animations) You will need to play an animation so that you will see an
player inside the vehicle. (the same thing goes for entering/exitting the
vehicle)

Also, in the new code, there's a class for a vehicle, used in Episode One
(the part where Alyx and Gordon get in the car, thrown by Dog). Also a mod
have released some multiplayer vehicle code at
http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold

On 8/14/06, Stephen Swires <[EMAIL PROTECTED]> wrote:
>
> Hi,
> I barely post here though I've been a subscribed for a few months now.
> To cut down to the chase, I'm attempting to develop a mod which will
> solely focus on driving, since the Source engine does boast about its
> vehicle physics. Though to my dismay the current Source SDK wiki doesn't
> contain much code or documentation about vehicles except for an
> explaination of the IVehicle structure.
>
> One of my main queries is about other players being able to see you in
> the car. With the HL2:DM code it seems that the player just disappears
> and some unseen ghost is driving. Is there a work-around for this
> because it would be greatly appreciated. Also if someone writes more
> information on intergrating new vehicles into HL2 on the wiki that would
> be greatly appreciated too.
>
> Hopefully with any help given I should be able to make a great mod with
> unique gameplay.
>
> Thanks in advance,
> Stephen Swires.
>
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Re: [hlcoders] laggy animations

2006-08-14 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Checkout
http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold

On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hello guys, my first time posting to this list. Please bear with me.
>
> This is directly related to something Paul Peloski mentioned earlier, with
> removing.
> >> > if ( !IsSelfAnimating() )
> >> > {
> >> >m_flAnimTime = engine->GetLastTimeStamp();
> >> > }
>
> I am trying to implement a bug-free third person HL2DM game. I've been
> doing
> so for the past month and a half.
>
> I've implemented the above, but the upper body animations still seem to be
> laggy / jerky / low framerate. (as seen from the crowbar animation).
>
> If anyone else can help out, that would be great. Thanks.
>
> ~Flux
> --
>
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Re: [hlcoders] Animation bug in August 04 SDK Code?

2006-08-14 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, it works good here. The animations of the NPCs were jittery and totaly
not good. When I removed that code, it works fine.

On 8/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> So you confirm the
> http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jitteryentry
>  is correct then?
>
> At 2006/08/08 12:18 PM, Yahn Bernier wrote:
> >Yeah, this was changed a couple of ways internally. I think in the
> >latest internal code we might have yanked the whole if statement and
> >body of code since it wasn't necessary.  There was a bug I recall where
> >if you had it the old way demos would have jittery NPCs but if you
> >flipped the ! Then viewmodels would be hosed, but deleting the entire
> >thing seemed to fix it.  Something like that.
> >
> >Yahn
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
> >Sent: Tuesday, August 08, 2006 3:59 AM
> >To: hlcoders@list.valvesoftware.com
> >Subject: [hlcoders] Animation bug in August 04 SDK Code?
> >
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Hi guys,
> >
> >I just wanted to point out something that I noticed in the latest SDK
> >code,
> >in c_baseentity.cpp line 1934 (C_BaseEntity::PreDataUpdate) there is the
> >line
> >
> >if ( !IsSelfAnimating() )
> >
> >Which is changed from older code, which doesn't have the !. The result
> >of
> >this ! is that entities that DO update m_flAnimTime will not get their
> >animation vars latched and the interpolation of m_flCycle will not occur
> >for
> >any entities that use m_flAnimTime (lots of stuff, including players in
> >MP?)
> >
> >Can anyone confirm that this is a (pretty big) bug and not just my
> >mistake?
> >--
> >
> >___
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> >please visit:
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> >
> >
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I never said I was only going to use some sounds. I want to mount this GCF
because it saves like 100mb

Second, according to some guys, you can mount the episode one shared
gcf, without
owning EP1
I'd like to have some confirmation of someone who did it or from Valve.

On 8/8/06, Sebastian Staudt <[EMAIL PROTECTED]> wrote:
>
> I'm not sure what you try to achieve with mounting GCFs of games you
> don't own.
> No, I'm not referring to any possible legal problems, but does it make
> any sense to have players of your mod download a 1,2 GB file to make use
> of a few sounds?
> Ignoring the fact that they won't get the file on any of the big
> download sites or via Steam.
> Wouldn't it be easier to ask Valve if you're allowed to extract the
> files out of the GCF and ship them with your mod?
>
> Robbie Groenewoudt wrote:
> > Are you people sure you can mount ep1 shared without owning EP1?
>
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Are you people sure you can mount ep1 shared without owning EP1?

On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Mounting 213 doesn't work. No errors but I can't play any EP1 sounds
> (which works with 380)
>
> Also
> if ( !filesystem->AddPackFile( "episode 1 shared.gcf", "GAME" ) )
> return false;
>
> Doesn't work. No errors but I don't have EP1 sounds...
>
>
> On 8/8/06, Snakez <[EMAIL PROTECTED]> wrote:
> >
> > 380 is the actual game, so if it's not owned and decrypted, you'll
> > probably
> > get errors.
> >
> > According to
> > http://developer.valvesoftware.com/wiki/Steam_Application_IDs,
> > 213 is the content appid.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> > Groenewoudt
> > Sent: Tuesday, August 08, 2006 2:22 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] Mounting episode one shared.gcf
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Well, I've added the
> > MountSteamContent for 380.
> > However, I can use the ep1 maps (which should not happen when only
> > mounting
> > the shared gcf) and when a friend, without EP1, starts the mod, he get's
> > the
> > following error: http://dutchmega.nl/mess/err.jpg
> >
> > Weird?
> >
> > On 8/8/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] 380
> > >
> > > On 8/8/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] You need to mount
> > > > the GCF first..
> > > >
> > > > filesystem->MountSteamContent( 220 );
> > > >
> > > > (I don't know what the real appid is)
> > > >
> > > >
> > > >
> > > > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ] According to
> > > > > some, you can use content from episode one shared.gcf, without
> > > > > actually owning EP1.
> > > > > However, adding
> > > > >
> > > > > filesystem->AddSearchPath("episodic", "GAME");
> > > > > filesystem->AddSearchPath("sourcetest", "GAME");
> > > > > filesystem->AddSearchPath("hl2", "GAME");
> > > > >
> > > > >
> > > > >
> > > > > to gameinterface, cdll_client_int and the same in Gameinfo.txt
> > > > > doesn't work.
> > > > > If I try to play some random sound, it doesn't work. (for example:
> > > play
> > > > > ambient/intro/debris01.wav)
> > > > > --
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > archives, please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > ts2do
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> >
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Mounting 213 doesn't work. No errors but I can't play any EP1 sounds (which
works with 380)

Also
if ( !filesystem->AddPackFile( "episode 1 shared.gcf", "GAME" ) )
return false;

Doesn't work. No errors but I don't have EP1 sounds...

On 8/8/06, Snakez <[EMAIL PROTECTED]> wrote:
>
> 380 is the actual game, so if it's not owned and decrypted, you'll
> probably
> get errors.
>
> According to http://developer.valvesoftware.com/wiki/Steam_Application_IDs
> ,
> 213 is the content appid.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robbie
> Groenewoudt
> Sent: Tuesday, August 08, 2006 2:22 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Mounting episode one shared.gcf
>
> --
> [ Picked text/plain from multipart/alternative ] Well, I've added the
> MountSteamContent for 380.
> However, I can use the ep1 maps (which should not happen when only
> mounting
> the shared gcf) and when a friend, without EP1, starts the mod, he get's
> the
> following error: http://dutchmega.nl/mess/err.jpg
>
> Weird?
>
> On 8/8/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ] 380
> >
> > On 8/8/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] You need to mount
> > > the GCF first..
> > >
> > > filesystem->MountSteamContent( 220 );
> > >
> > > (I don't know what the real appid is)
> > >
> > >
> > >
> > > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] According to
> > > > some, you can use content from episode one shared.gcf, without
> > > > actually owning EP1.
> > > > However, adding
> > > >
> > > > filesystem->AddSearchPath("episodic", "GAME");
> > > > filesystem->AddSearchPath("sourcetest", "GAME");
> > > > filesystem->AddSearchPath("hl2", "GAME");
> > > >
> > > >
> > > >
> > > > to gameinterface, cdll_client_int and the same in Gameinfo.txt
> > > > doesn't work.
> > > > If I try to play some random sound, it doesn't work. (for example:
> > play
> > > > ambient/intro/debris01.wav)
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > > > archives, please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > ts2do
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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>
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I had an another friend test it. Same error. Arg?!

On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Well, I've added the MountSteamContent for 380.
> However, I can use the ep1 maps (which should not happen when only
> mounting the shared gcf) and when a friend, without EP1, starts the mod, he
> get's the following error: http://dutchmega.nl/mess/err.jpg
>
> Weird?
>
>
> On 8/8/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 380
> >
> > On 8/8/06, Garry Newman < [EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > You need to mount the GCF first..
> > >
> > > filesystem->MountSteamContent( 220 );
> > >
> > > (I don't know what the real appid is)
> > >
> > >
> > >
> > > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > According to some, you can use content from episode one shared.gcf,
> > > > without
> > > > actually owning EP1.
> > > > However, adding
> > > >
> > > > filesystem->AddSearchPath("episodic", "GAME");
> > > > filesystem->AddSearchPath("sourcetest", "GAME");
> > > > filesystem->AddSearchPath("hl2", "GAME");
> > > >
> > > >
> > > >
> > > > to gameinterface, cdll_client_int and the same in Gameinfo.txtdoesn't
> > > > work.
> > > > If I try to play some random sound, it doesn't work. (for example:
> > play
> > > > ambient/intro/debris01.wav)
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > ts2do
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
>
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Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, I've added the MountSteamContent for 380.
However, I can use the ep1 maps (which should not happen when only mounting
the shared gcf) and when a friend, without EP1, starts the mod, he get's the
following error: http://dutchmega.nl/mess/err.jpg

Weird?

On 8/8/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> 380
>
> On 8/8/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > You need to mount the GCF first..
> >
> > filesystem->MountSteamContent( 220 );
> >
> > (I don't know what the real appid is)
> >
> >
> >
> > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > According to some, you can use content from episode one shared.gcf,
> > > without
> > > actually owning EP1.
> > > However, adding
> > >
> > > filesystem->AddSearchPath("episodic", "GAME");
> > > filesystem->AddSearchPath("sourcetest", "GAME");
> > > filesystem->AddSearchPath("hl2", "GAME");
> > >
> > >
> > >
> > > to gameinterface, cdll_client_int and the same in Gameinfo.txt doesn't
> > > work.
> > > If I try to play some random sound, it doesn't work. (for example:
> play
> > > ambient/intro/debris01.wav)
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ts2do
> --
>
> ___
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[hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
According to some, you can use content from episode one shared.gcf, without
actually owning EP1.
However, adding

filesystem->AddSearchPath("episodic", "GAME");
filesystem->AddSearchPath("sourcetest", "GAME");
filesystem->AddSearchPath("hl2", "GAME");



to gameinterface, cdll_client_int and the same in Gameinfo.txt doesn't work.
If I try to play some random sound, it doesn't work. (for example: play
ambient/intro/debris01.wav)
--

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Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-08 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
No, it isn't. Did you restart Steam after changing SteamAppId?

On 8/8/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I've already tried that. I changed both the GameInfo.txt and run_mod.bat
> to
> use AppId 320, but it still has the same problem.
>
> I'm wondering if it's a code issue with the latest SDK, rather than a
> materials issue?
>
> Grant
> (L. Duke)
>
>
> On 8/7/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Are you using the appid 215? If so, you will have to mount the hl2mp
> > content
> > for it to work. The AppID 215 doesn't include HL2MP content, only HL2.
> >
> > On 8/7/06, LDuke <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > The alpha doesn't work on the sprites on the gravity gun since
> updating
> > to
> > > the latest SDK release.
> > >
> > > I've tried both debug and release compiles of the stock HL2MP sdk with
> > no
> > > changes to the code:
> > > http://x5.freeshare.us/117fs341820.jpg
> > >
> > > Grant
> > > (L. Duke)
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
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> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
> ___
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> please visit:
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>
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Re: [hlcoders] datacache.dll crash after mod creation

2006-08-07 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I always get a datacache.dll crash when alt-tabbing

On 8/7/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Good morning,
>
> after the big SDK update, I tried using the 'create a mod' wizard with the
> setting "from scratch" to setup a working environment for our new mod, of
> course using the new SteamAppId.
>
> After setting the mod up by the wizard which added the default client.dlland
> server.dll, I tried starting the mod. Worked so far, I got into the main
> menu. But when I wanted to load a map (a vehicle map is pre-installed
> automatically), the game crashed to desktop with a notice that Windows has
> discovered a problem and needed to shut the application down. In the
> details, I found the following:
>
> AppName: hl2.exeAppVer: 0.0.0.0ModName: datacache.dll
> ModVer: 0.0.0.0   Offset: b413
>
> As I did not change anything yet in the generated framework, may I assume
> that there's a bug in there somewhere? Possible solutions anyone?
>
>
> In addition, I think I've found a little glitch in the wizard. When a mod
> is created, it adds the following line to the new entry in the
> GameConfig.txt:
>
> c:\\steam\steamapps\SourceMods\sourcesdk_content\ name>\mapsrc
>
> Apart from the fact that there is no sourcesdk_content folder below
> SourceMods/, the working folder for the map, model, material and code
> sources has been created at a different place (where I defined it to be in
> the wizard).
>
> Is that a bug or does the MapSrc value in the GameConfig.txt have a
> different meaning?
>
> Best regards,
>
> Sebastian 'Darth.Hunter' Kreutz
> SW: The New Era
> --
>
>
>
> ___
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> please visit:
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>
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Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-06 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Just decompile the model and you'll see eveything what the Zombine can do :)

Still, I thought it wasn't allowed to put Zombine in a mod without requiring
EP1 for playing the mod but it doesn't seem that Valve does much about it.

On 8/6/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Well since Valve isnt releasing the code I guess ill just fix up the
> Obsidian Zombine some more.
> Its really not that complex of an npc.
>
> On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > I keep glancing at this topic and thinking someone is shouting
> obscenities
> > at Valve.
> >
> > At 2006/08/05 05:01 PM, Chris Harris wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >There is other stuff from episode 1 though
> > >
> > >do a search for hl2_episodic to see most the episode 1 changes
> > >
> > >
> > >On 8/5/06, LDuke <[EMAIL PROTECTED]> wrote:
> > >>
> > >> --
> > >> [ Picked text/plain from multipart/alternative ]
> > >> I don't think epsisode 1 content is part of the SDK?
> > >>
> > >>
> > >> On 8/5/06, Витас Протасов <[EMAIL PROTECTED]> wrote:
> > >> >
> > >> > Where is this damn npc_zombine 
> > >> >
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >> >
> > >> --
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >--
> > >
> > >___
> > >To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~skidz
> --
>
> ___
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> please visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
lol

On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> I'm probably 20% through merging my codebase.  Some of these changes from
> Valve I just don't fathom.  Boggle... so pointless...
>
> bool CPropCombineBall::CreateVPhysics()
> {
> SetSolid( SOLID_BBOX );
> -   SetCollisionBounds( Vector(-m_flRadius, -m_flRadius, -m_flRadius),
> Vector(m_flRadius, m_flRadius, m_flRadius) );
> +
> +   float flSize = m_flRadius;
> +
> +   SetCollisionBounds( Vector(-flSize, -flSize, -flSize),
> Vector(flSize, flSize, flSize) );
> objectparams_t params = g_PhysDefaultObjectParams;
> params.pGameData = static_cast(this);
> int nMaterialIndex = physprops->GetSurfaceIndex("metal_bouncy");
> -   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject(
> m_flRadius, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false
> );
> +   IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject(
> flSize, nMaterialIndex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
> if ( !pPhysicsObject )
> return false;
>
>
>
> At 2006/08/05 01:04 PM, [EMAIL PROTECTED] wrote:
> >As promised, here is the patch file from the last clean SDK to the new
> clean SDK:
> >http://tinyurl.com/mjht6
> >
> >One note, near the very top of the patch it contains my mod name, which
> you'll need to edit.  Aside from that, any conflicts you get are your
> fault... :)
> >
> >The update is a staggering 365245 lines of diff.  One small saving grace
> is that 101073 lines of that is in brand new files.
> >
> >I'm in the process of reviewing things now to try to figure out which of
> the
> >http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List
> >bugs got fixed in this update...  Looks like Valve fixed a few of sanity
> things, mainly using Q_strnicmp it seems.
> >
> >
> >At 2006/08/04 05:15 PM, Mike Durand wrote:
> >>This is a multi-part message in MIME format.
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>Hi Everyone-
> >>
> >>The new SDK is released and should be available now for update via
> >>Steam. I'll be monitoring the list this weekend and will be glad to
> >>answer any questions and provide any help that I can.
> >>
> >>Make sure to check out the release notes.
> >>http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes
> >>
> >>Enjoy!
> >>
> >>-Mike
> >>
> >>
> >>
> >>
> >>--
> >>
> >>___
> >>To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >___
> >To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
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> please visit:
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
It's quite possible HL3 is never going to come but they'll stick to episodic
content. I doubt there's a team working on HL3 in secret. So far I know,
Valve wants to keep the current engine and enhance it continually.

On 8/5/06, Nick <[EMAIL PROTECTED]> wrote:
>
> Depending on how well ep1,ep2,ep3 the rumors are hl3 might not
> even be completed.
>
> On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
> > Believe it or not, it appears that the SDK codebase update is out.
> > Incidentally, I've heard reports that NORAD is on alert after detecting
> > flying pigs in North American airspace.  So this seems like a propitious
> time
> > to ask: so when is HL3 coming out?
> >
> > -John Sheu
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> ___
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Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
When all games before HL3 are finished

On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> Believe it or not, it appears that the SDK codebase update is out.
> Incidentally, I've heard reports that NORAD is on alert after detecting
> flying pigs in North American airspace.  So this seems like a propitious
> time
> to ask: so when is HL3 coming out?
>
> -John Sheu
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, I can easily say... You don't want to do that.
It's easier to port your own changes to EP1-code then porting EP1-code to
your current code.

On 8/5/06, noob cannon lol <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> They did update the codebase. Run and diff and patch tool on previous code
> and the new code.
>
> On 8/4/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > I'm not certain that they updated the codebase yet. The update has no
> > mention about code.
> >
> > http://www.steampowered.com/index.php?area=news
> >
> >
> >
> >
> > On 8/4/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Who is the first to post a diff-patch at the VDC?
> > >
> > > On 8/4/06, Nick <[EMAIL PROTECTED]> wrote:
> > > >
> > > > RELEASED!! yaay
> > > >
> > > > On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
> > > > > Great cannot wait!
> > > > >
> > > > > Thank you
> > > > >
> > > > > - Original Message -
> > > > > From: "Mike Durand" <[EMAIL PROTECTED]>
> > > > > To: 
> > > > > Sent: Friday, August 04, 2006 5:24 PM
> > > > > Subject: RE: [hlcoders] Source SDK Base?
> > > > >
> > > > >
> > > > > > It's actually coming out this afternoon!
> > > > > >
> > > > > > I'll send an e-mail to the list when it's out there on Steam.
> > > > > >
> > > > > > -Mike
> > > > > >
> > > > > > -Original Message-
> > > > > > From: [EMAIL PROTECTED]
> > > > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Sylvain
> > > > > > Rochette
> > > > > > Sent: Friday, August 04, 2006 1:29 PM
> > > > > > To: hlcoders@list.valvesoftware.com
> > > > > > Subject: Re: [hlcoders] Source SDK Base?
> > > > > >
> > > > > > Its for today or next week the release? Still to many bugs?
> > > > > >
> > > > > > - Original Message -
> > > > > > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > > > > > To: 
> > > > > > Sent: Saturday, July 29, 2006 3:49 PM
> > > > > > Subject: RE: [hlcoders] Source SDK Base?
> > > > > >
> > > > > >
> > > > > >> Good guess, mods currently using 220 should switch to 215 if
> they
> > > > wish
> > > > > >
> > > > > >> to use the new engine features (and some using 320 should
> > consider
> > > > > >> switching to 215). Mike will provide all the details when the
> SDK
> > is
> > > > > >> ready :)
> > > > > >>
> > > > > >> - Alfred
> > > > > >>
> > > > > >> Scott Loyd wrote:
> > > > > >>> --
> > > > > >>> [ Picked text/plain from multipart/alternative ] New AppID
> > (215),
> > > > > >>> same build as hl2dm (version 7 (2768)).  Switched my mods
> appid
> > to
> > > > > >>> 215, seems to work fine so far.  This must be the game in
> common
> > to
> > > > > >>> anyone with one of valves titles for mods to use.
> > > > > >>>
> > > > > >>>
> > > > > >>> On 7/29/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:
> > > > > >>>>
> > > > > >>>> --
> > > > > >>>> [ Picked text/plain from multipart/alternative ]
> > > > > >>>> Interesting..
> > > > > >>>>
> > > > > >>>> On 7/29/06, Tobias Kammersgaard <
> [EMAIL PROTECTED]>
> > > > > >>>> wrote:
> > > > > >>>>>
> > > > > >>>>> --
> > > > > >>>>> [ Picked text/plain from multipart/alternative ]
> > > > > >>>>> Hello there!
> > > > > >>>>>
> &g

Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Wow.. 1394 files modified.

Anyway, Mike, could you edit the pages at the VDC and add the information
about this SDK-update. What's new/changed?

On 8/5/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> Who is the first to post a diff-patch at the VDC?
>
>
> On 8/4/06, Nick <[EMAIL PROTECTED]> wrote:
> >
> > RELEASED!! yaay
> >
> > On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
> > > Great cannot wait!
> > >
> > > Thank you
> > >
> > > - Original Message -
> > > From: "Mike Durand" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Friday, August 04, 2006 5:24 PM
> > > Subject: RE: [hlcoders] Source SDK Base?
> > >
> > >
> > > > It's actually coming out this afternoon!
> > > >
> > > > I'll send an e-mail to the list when it's out there on Steam.
> > > >
> > > > -Mike
> > > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto: [EMAIL PROTECTED] On Behalf Of Sylvain
> > > > Rochette
> > > > Sent: Friday, August 04, 2006 1:29 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] Source SDK Base?
> > > >
> > > > Its for today or next week the release? Still to many bugs?
> > > >
> > > > - Original Message -
> > > > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > > > To: 
> > > > Sent: Saturday, July 29, 2006 3:49 PM
> > > > Subject: RE: [hlcoders] Source SDK Base?
> > > >
> > > >
> > > >> Good guess, mods currently using 220 should switch to 215 if they
> > wish
> > > >
> > > >> to use the new engine features (and some using 320 should consider
> > > >> switching to 215). Mike will provide all the details when the SDK
> > is
> > > >> ready :)
> > > >>
> > > >> - Alfred
> > > >>
> > > >> Scott Loyd wrote:
> > > >>> --
> > > >>> [ Picked text/plain from multipart/alternative ] New AppID (215),
> > > >>> same build as hl2dm (version 7 (2768)).  Switched my mods appid to
> >
> > > >>> 215, seems to work fine so far.  This must be the game in common
> > to
> > > >>> anyone with one of valves titles for mods to use.
> > > >>>
> > > >>>
> > > >>> On 7/29/06, Jonathan Murphy < [EMAIL PROTECTED]> wrote:
> > > >>>>
> > > >>>> --
> > > >>>> [ Picked text/plain from multipart/alternative ]
> > > >>>> Interesting..
> > > >>>>
> > > >>>> On 7/29/06, Tobias Kammersgaard <[EMAIL PROTECTED]>
> > > >>>> wrote:
> > > >>>>>
> > > >>>>> --
> > > >>>>> [ Picked text/plain from multipart/alternative ]
> > > >>>>> Hello there!
> > > >>>>>
> > > >>>>> I just checked out the Tools tab in Steam, and noticed a new
> > > >>>>> program called "Source SDK Base", what would that be for :)?
> > > >>>>>
> > > >>>>> Rumors says it's Lost Coast-like thingy but haven't downloaded
> > it
> > > >>>>> yet.
> > > >>>>>
> > > >>>>> /ProZak
> > > >>>>> --
> > > >>>>>
> > > >>>>> ___
> > > >>>>> To unsubscribe, edit your list preferences, or view the list
> > > >>>>> archives, please visit:
> > > >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >>>>>
> > > >>>>>
> > > >>>>
> > > >>>>
> > > >>>> --
> > > >>>> Lead Programmer for Resistance and Liberation
> > > >>>> www.resistanceandliberation.com
> > > >>>> --
> > > >>>>
> > > >>>> ___
> > > >>>> To unsubscrib

Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Who is the first to post a diff-patch at the VDC?

On 8/4/06, Nick <[EMAIL PROTECTED]> wrote:
>
> RELEASED!! yaay
>
> On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
> > Great cannot wait!
> >
> > Thank you
> >
> > - Original Message -
> > From: "Mike Durand" <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, August 04, 2006 5:24 PM
> > Subject: RE: [hlcoders] Source SDK Base?
> >
> >
> > > It's actually coming out this afternoon!
> > >
> > > I'll send an e-mail to the list when it's out there on Steam.
> > >
> > > -Mike
> > >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of Sylvain
> > > Rochette
> > > Sent: Friday, August 04, 2006 1:29 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] Source SDK Base?
> > >
> > > Its for today or next week the release? Still to many bugs?
> > >
> > > - Original Message -
> > > From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> > > To: 
> > > Sent: Saturday, July 29, 2006 3:49 PM
> > > Subject: RE: [hlcoders] Source SDK Base?
> > >
> > >
> > >> Good guess, mods currently using 220 should switch to 215 if they
> wish
> > >
> > >> to use the new engine features (and some using 320 should consider
> > >> switching to 215). Mike will provide all the details when the SDK is
> > >> ready :)
> > >>
> > >> - Alfred
> > >>
> > >> Scott Loyd wrote:
> > >>> --
> > >>> [ Picked text/plain from multipart/alternative ] New AppID (215),
> > >>> same build as hl2dm (version 7 (2768)).  Switched my mods appid to
> > >>> 215, seems to work fine so far.  This must be the game in common to
> > >>> anyone with one of valves titles for mods to use.
> > >>>
> > >>>
> > >>> On 7/29/06, Jonathan Murphy <[EMAIL PROTECTED]> wrote:
> > 
> >  --
> >  [ Picked text/plain from multipart/alternative ]
> >  Interesting..
> > 
> >  On 7/29/06, Tobias Kammersgaard <[EMAIL PROTECTED]>
> >  wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Hello there!
> > >
> > > I just checked out the Tools tab in Steam, and noticed a new
> > > program called "Source SDK Base", what would that be for :)?
> > >
> > > Rumors says it's Lost Coast-like thingy but haven't downloaded it
> > > yet.
> > >
> > > /ProZak
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > 
> > 
> >  --
> >  Lead Programmer for Resistance and Liberation
> >  www.resistanceandliberation.com
> >  --
> > 
> >  ___
> >  To unsubscribe, edit your list preferences, or view the list
> >  archives, please visit:
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > 
> > 
> > >>> --
> > >>>
> > >>> ___
> > >>> To unsubscribe, edit your list preferences, or view the list
> > >>> archives, please visit:
> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >>
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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> >
> >
>
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Re: [hlcoders] Basic Bot Stub

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
* rereads message

Are you sure you want to make a bot? if you just started, I would recommened
to do something simple first. Download some open-source serverplugins and
take a look in it. There are also open-source bots.

Second, you are talking about Dod: Source and modcode. However, there's no
modcode available for DODS. You will have to make a serverplugin and don't
use modcode. (That is for HL2(DM))

Third: Many people still have loads of errors with 2005. The VDC page is
only about the modcode so it would be hard to fix server plugins for 2005. I
would recommend using Visual Studio 2003.

On 8/2/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> 1. Turn off digest mode... It sucks when also replying at the list ;)
> 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005
>
>
> On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
> >
> > I guess that's just a small amount of the compile errors I am getting.
> >
> > I wont burden the list by posting all of them :)
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Scott Tuttle
> > > Sent: Wednesday, August 02, 2006 2:33 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: [hlcoders] Basic Bot Stub
> > >
> > > Dear List:
> > >
> > > I have been looking at the sdk code all day.  Trying to get a
> > > basic project
> > > setup that would allow me to do some bot work.  Specifically
> > > dod source.  I
> > > see there are some deficiencies in the plugin aspect and am
> > > looking at the
> > > mod aspect.
> > >
> > > I downloaded the sdk but am having some problems:
> > >
> > > 1. I have visual studio 2005 and cannot compile the current sample mod
> > > project created.  I used the integrated conversion tool to
> > > open up the 2003
> > > project and covert it to 2005.  But, when I try to compile, I
> > > am getting
> > > some errors.  Compile errors are attached to the end of this
> > > email.  Does
> > > someone have a vs2005 sdk project that can be downloaded and compiles
> > > properly?  I don't understand how to properly convert the
> > > depreciated lines
> > > and fix the cannot convert errors.
> > >
> > > 2. In the project are all the files necessary in order to use the
> > > sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
> > > source server to test.  I have installed mani before but it
> > > is a plugin.  I
> > > am not sure how a bod mod would be installed into dod.
> > >
> > > If someone could provide a simple vs2005 project to start bot
> > > development
> > > for dod source I would be eternally grateful.  I am a fairly
> > > proficient
> > > programmer but havent done much c++ programming so I am
> > > getting stalled here
> > > :)
> > >
> > > Thanks,
> > > Scott
> > >
> > >
> > > Warning   1   warning C4996: '_vsnprintf' was
> > > declared deprecated
> > > c:\dodsbot\src\Public\tier0\dbg.h 482
> > > Warning   2   warning C4996: '_vsnprintf' was
> > > declared deprecated
> > > c:\dodsbot\src\Public\tier0\dbg.h 482
> > > Warning   3   warning C4996: 'strcpy' was declared deprecated
> > > c:\dodsbot\src\Public\vstdlib\strtools.h  89
> > > Warning   4   warning C4996: 'strcpy' was declared deprecated
> > > c:\dodsbot\src\Public\vstdlib\strtools.h  89
> > > Error 5   error C2440: 'return' : cannot convert from
> > > 'const char *'
> > > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> > > Error 6   error C2440: 'return' : cannot convert from
> > > 'const char *'
> > > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> > > Error 7   error C2440: 'return' : cannot convert from
> > > 'const char *'
> > > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> > > Error 8   error C2440: 'return' : cannot convert from
> > > 'const char *'
> > > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> > > Warning   9   warning C4996: 'strcpy' was declared deprecated
> >

Re: [hlcoders] Basic Bot Stub

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
1. Turn off digest mode... It sucks when also replying at the list ;)
2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005

On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote:
>
> I guess that's just a small amount of the compile errors I am getting.
>
> I wont burden the list by posting all of them :)
>
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Scott Tuttle
> > Sent: Wednesday, August 02, 2006 2:33 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Basic Bot Stub
> >
> > Dear List:
> >
> > I have been looking at the sdk code all day.  Trying to get a
> > basic project
> > setup that would allow me to do some bot work.  Specifically
> > dod source.  I
> > see there are some deficiencies in the plugin aspect and am
> > looking at the
> > mod aspect.
> >
> > I downloaded the sdk but am having some problems:
> >
> > 1. I have visual studio 2005 and cannot compile the current sample mod
> > project created.  I used the integrated conversion tool to
> > open up the 2003
> > project and covert it to 2005.  But, when I try to compile, I
> > am getting
> > some errors.  Compile errors are attached to the end of this
> > email.  Does
> > someone have a vs2005 sdk project that can be downloaded and compiles
> > properly?  I don't understand how to properly convert the
> > depreciated lines
> > and fix the cannot convert errors.
> >
> > 2. In the project are all the files necessary in order to use the
> > sdk_bot_temp.cpp example?  Once I compile it how do I add it to my dod
> > source server to test.  I have installed mani before but it
> > is a plugin.  I
> > am not sure how a bod mod would be installed into dod.
> >
> > If someone could provide a simple vs2005 project to start bot
> > development
> > for dod source I would be eternally grateful.  I am a fairly
> > proficient
> > programmer but havent done much c++ programming so I am
> > getting stalled here
> > :)
> >
> > Thanks,
> > Scott
> >
> >
> > Warning   1   warning C4996: '_vsnprintf' was
> > declared deprecated
> > c:\dodsbot\src\Public\tier0\dbg.h 482
> > Warning   2   warning C4996: '_vsnprintf' was
> > declared deprecated
> > c:\dodsbot\src\Public\tier0\dbg.h 482
> > Warning   3   warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\vstdlib\strtools.h  89
> > Warning   4   warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\vstdlib\strtools.h  89
> > Error 5   error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> > Error 6   error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> > Error 7   error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> > Error 8   error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> > Warning   9   warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   384
> > Warning   10  warning C4996: 'strcat' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   385
> > Warning   11  warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   384
> > Warning   12  warning C4996: 'strcat' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   385
> > Warning   13  warning C4996: '_vsnprintf' was
> > declared deprecated
> > c:\dodsbot\src\Public\tier0\dbg.h 482
> > Warning   14  warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\vstdlib\strtools.h  89
> > Error 15  error BK1506 : cannot open file
> > '.\release_sdk\AlphaMaterialProxy.sbr': No such file or directory
> > BSCMAKE
> > Error 16  error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h90
> > Error 17  error C2440: 'return' : cannot convert from
> > 'const char *'
> > to 'char *'   c:\dodsbot\src\Public\vstdlib\strtools.h93
> > Warning   18  warning C4996: 'strcpy' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   384
> > Warning   19  warning C4996: 'strcat' was declared deprecated
> > c:\dodsbot\src\Public\datamap.h   385
> > Error 20  error BK1506 : cannot open file
> > '.\release_sdk\AI_Activity.sbr': No such file or directoryBSCMAKE
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list
> > archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
> ___
> To unsubscribe, e

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Wasn't the 2004 HL2 source leaked due a bug in Outlook?

On 8/2/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> It works for me too in Outlook. (yeah, we have to use it)
>
> But the archive does show the thread as being broken whenever I post to
> it.
> http://list.valvesoftware.com/mailman/private/hlcoders/2006-August/threa
> d.html
>
> I'll see if there's some Outlook setting I can change to prevent this
> from happening. After the SDK is done, of course.
>
> Thanks for bringing this to my attention, Jorge.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
> "botman" Broome
> Sent: Wednesday, August 02, 2006 11:22 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Upcoming SDK Release
>
> Jorge Rodriguez wrote:
> > Are you guys required to use Outlook or something? Every post I've
> > ever seen to this list from Valve has been with Outlook, and it always
>
> > screws up the thread groups. I find it rather humorous that Valve uses
>
> > GNU Mailman for their mailing list, a software bundle that tries to
> > intricately to handle thread groups well, and then turns around and
> > uses Outlook to trample all over them :P
>
> Threaded view works fine for me in Thunderbird.  What mail client are
> you using?
>
> --
> Jeffrey "botman" Broome
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
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Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I would almost say.. "let us test".. but if you do that, you have problaby
some folks screaming at you.
Still, if it's released as a seperated SDK, there shouldn't be many
problems.

Just promise me that this time you fix the SDK tools when the fix is
available.. instead of waiting couple of months. (* talks to Valve in
particular)

On 8/2/06, Mike Durand <[EMAIL PROTECTED]> wrote:
>
> Very soon. I worked through the last bug that I've found yesterday and
> we're doing just a bit more testing before updating Steam. I'll let the
> list know as soon as I have more news.
>
> -Mike
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Wraiyth
> Sent: Wednesday, August 02, 2006 12:05 AM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Upcoming SDK Release
>
> --
> [ Picked text/plain from multipart/alternative ] I know its only
> Tuesday, but do we have an updated ETA for the release Mike?
>
> Matt
>
> On 8/1/06, Rob Lach <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ] take your time, if
> > you guys are having problems, sort em out before you guys release it.
> >
> > Oi,
> > Rober "Pierog" Lach
> >
> > On 7/31/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Maybe this will
> > > help you, tho if you haven't done this already, I'd wait for the SDK
>
> > > update, maybe they've done all the work for you..
> > >
> > > http://articles.thewavelength.net/702/
> > >
> > > On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
> > > >
> > > > How do you enable spectators?
> > > >
> > > > On 7/31/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ] Well, the code
> > > > > already has all code. You just need to enable
> > > spectators,
> > > > > what they did.
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list
> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
>
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod - http://nightfall.nigredostudios.com
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
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Re: [SPAM:: score=5.6] Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
We are just all very impatient

On 8/2/06, Wraiyth <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Smart arse ;)
>
> On 8/2/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> >
> > Ooooh, oooh, oooh! Can I say it please? please? Fucken' A! Ta!
> >
> > It'll be ready when it's ready.
> >
> > :)
> >
> > On Wed, 2006-08-02 at 17:04 +1000, Wraiyth wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I know its only Tuesday, but do we have an updated ETA for the release
> > Mike?
> > >
> > > Matt
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> Matt Stafford (Wraiyth)
> http://wraiyth.freesuperhost.com
> NightFall HL2 Mod - http://nightfall.nigredostudios.com
> --
>
> ___
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> please visit:
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Re: [hlcoders] HL2DM bots

2006-08-02 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Only things are different when using modcode and not server plugins.
The modcode doesn't have these issues...

On 8/2/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You certainly do need access to a hell of alot more than what the server
> plugins provide. The properties of the weapon is not in any way part of
> the
> problem. It's finding out if the bot has a particular weapon, and then
> somehow changing to it, not to mention querying the weapon ammo. Such
> basic
> functionality is missing, among other things. Even
> IBotController->SetActiveWeapon(const char *) is rather worthless, as it
> spawns a weapon for the bot, essentially allowing him to cheat. Not only
> that, but calling it too often crashes the game when it runs out of
> entities. CBotCmd.weaponselect is useless too, as there is no way to get
> the
> entity index of a weapon the bot has. If valve were to spend 2 seconds
> added
> a int IBotController::HasWeapon(const char *), which returns -1 if the bot
> doesnt have the weapon, or a valid index otherwise, we'd have something to
> feed into weaponselect. We still wouldn't have access to ammo and stuff,
> which is very important as well, but it'd still be an improvement.  Server
> plugin bots are possible with the current system, if you limit them to
> like
> 1 weapon each time they spawn, or risk the out of entity crashes. These
> are
> just some of the issues we've been trying to get valve to address for like
> a
> year now.
>
> If you want more information, see
> http://forums.bots-united.com/showthread.php?t=4026
>
> Few people are willing spend time on half-assed bots.
> I got HL2DM bots working long ago as well,
> http://www.omni-bot.de/e107/e107_plugins/forum/forum_viewtopic.php?375
> but it's not very motivating to publically release them with such glaring
> flaws. I hope the new SDK guy will finally rectify these issues.
>
>
> On 8/1/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> wrote:
> >
> > Are you sure you read my message?  The point was that you don't need to
> > access memory for information about the weapons at all.  Just create a
> > config file that describes some properties about the weapons, like
> whether
> > it's hitscan or projectile etc.
> >
> > At 2006/07/30 02:12 PM, LDuke wrote:
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >You can access info on weapons and other things needed for bots, but
> only
> > >with complicated hacks that are often broken when an update is
> released.
> > It
> > >requires scanning memory for the location you need and then calling
> that
> > >address as a function.
> > >
> > >That's a lot different than handling your own waypoints, and probably
> > isn't
> > >worth the effort that needs to be expended everytime a release occurs
> for
> > >any mod that your bots would be expected to support.
> > >
> > >Grant
> > >(L. Duke)
> > >
> > >
> > >On 7/30/06, [EMAIL PROTECTED] <
> > [EMAIL PROTECTED]>
> > >wrote:
> > >>
> > >> This is a bit of a copout.  Yes the Valve APIs don't natively support
> > >> weapon introspection, but the Valve APIs don't natively support map
> > waypoint
> > >> querying either, (nor has any FPS API that I'm aware of) and
> > programmers
> > >> have had no problems there.  They simply stored the extra info they
> > needed
> > >> in external config files.
> > >>
> > >>
> > >--
> > >
> > >___
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> > please visit:
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> >
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> >
> >
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Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
You need to start Steam in online mode and start HL2, HL2DM, SDK and
hammer/faceposer/whatever.
After that switch to offline mode and it should work.

On 8/1/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Steam is very funny how it handles offline launches. One time I tried to
> launch Half-Life 2 and it gave me an error; Half-Life 2: Lost Coast worked
> fine though.
>
> --
> ts2do
> --
>
> ___
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Re: [hlcoders] Re: Portal

2006-08-01 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I haven't thought about that.. A MP version of Portal would be nice... but
hard to code

On 8/1/06, Drew Kirkpatrick <[EMAIL PROTECTED]> wrote:
>
> What's more interesting I think that how to render it, would be if
> this were turned into a MP game, how would you handle the traceline
> stuff correctly for bullets and weapons. Would updates to Source
> automagically handle this?
>
> If not, you'd have to check if the traceline ended ona  portal, and
> then do another traceline from the other end of the portal on again.
> The internals of the traceline endpoint could be complicated too I'd
> imagine, what if an MP entity is 2/3 the way through the portal, but
> the traceline ends/collides on the 1/3 of the entity still on the
> other end?
>
> Also if you have dynamic netcode/entity management that only updates
> entites close to you based on their relevance (usually distance, how
> we do it at work) that helps it scale up, this assumption of physical
> distance allowing a measure to rate importance and relevance of net
> updates is completely shot. Whoever is working on a MP version of
> Portals, more power to ya ;-)
>
> On 8/1/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
> > Charles Solar wrote:
> > > If I was coding portals as they apear in the video, I would atempt a
> > > 'wormhole' type design.  Where the portal actually connects those two
> walls
> > > in a way so that the player can walk into a portal just like he was
> walking
> > > through a regular door.
> > >
> >
> > Why would you do all that complicated stuff that would essentially
> > amount to a teleport anyways, when you can just teleport the player?
> >
> > --
> > Jorge "Vino" Rodriguez
> >
> >
> > ___
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> >
> >
>
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Well, the code already has all code. You just need to enable spectators,
what they did.

On 7/31/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I was wondering if the "spectate" was going to be included in the hl2dm
> update?
>
> if you really have no idea what I am talking about:
> http://www.steampowered.com/index.php?area=news&id=710
>
> On 7/31/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I cant wait, we are in real need of a code update.
> >
> > On 7/31/06, Rob Lach <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I'm probably going to manually transfer everything... boy will that be
> the
> > > worst weekend of my life... but it is a great way to do some
> housekeeping.
> > >
> > > Oi,
> > >
> > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > > >
> > > > Ok, thanks.
> > > >
> > > > Regards,
> > > > Thomas
> > > >
> > > >
> > > > - Original Message 
> > > > From: Robbie Groenewoudt <[EMAIL PROTECTED]>
> > > > To: hlcoders@list.valvesoftware.com
> > > > Sent: Saturday, July 29, 2006 9:39:05 AM
> > > > Subject: Re: [hlcoders] Upcoming SDK Release
> > > >
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I doubt there are (many) bugs in the new SDK-code.
> > > > Valve will be releasing new code so you will have to implement it
> into
> > > > your
> > > > mod and you won't notice much until you do.
> > > >
> > > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > A n00b question: What happens to my MOD when Valve updates the
> SDK? I
> > > > know
> > > > > Steam automatically downloads updates, so I'm assuming this will
> be
> > > the
> > > > case
> > > > > here. So, once Steam has done that, assuming there is a new bug in
> the
> > > > new
> > > > > SDK, will my MOD have that bug or will it be left unchanged until
> I
> > > > somehow
> > > > > merge the updates into my MOD?
> > > > >
> > > > > Thanks,
> > > > > Thomas
> > > > >
> > > > >
> > > > > - Original Message 
> > > > > From: Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
> > > > > To: hlcoders@list.valvesoftware.com
> > > > > Sent: Saturday, July 29, 2006 8:07:32 AM
> > > > > Subject: Re: [hlcoders] Upcoming SDK Release
> > > > >
> > > > >
> > > > > I agree with Nick here.
> > > > > The last update caused a tremendous amounts of malfunctions. I
> also
> > > > prefer
> > > > > a
> > > > > few more days of waiting instead of a bugged SDK replacing yet
> another
> > > > > bugged SDK ;)
> > > > >
> > > > > Sebastian 'Darth.Hunter' Kreutz
> > > > >
> > > > >
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > > --
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > ~skidz
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Only 37 replies.. this is going well.

I assume the new code has also the current HL2DM-code.
I hope that from now on, each time HL2DM is updated, its code at the SDK is
too.

Robbie

On 7/31/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I cant wait, we are in real need of a code update.
>
> On 7/31/06, Rob Lach <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm probably going to manually transfer everything... boy will that be
> the
> > worst weekend of my life... but it is a great way to do some
> housekeeping.
> >
> > Oi,
> >
> > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > >
> > > Ok, thanks.
> > >
> > > Regards,
> > > Thomas
> > >
> > >
> > > - Original Message 
> > > From: Robbie Groenewoudt <[EMAIL PROTECTED]>
> > > To: hlcoders@list.valvesoftware.com
> > > Sent: Saturday, July 29, 2006 9:39:05 AM
> > > Subject: Re: [hlcoders] Upcoming SDK Release
> > >
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I doubt there are (many) bugs in the new SDK-code.
> > > Valve will be releasing new code so you will have to implement it into
> > > your
> > > mod and you won't notice much until you do.
> > >
> > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
> > > >
> > > > A n00b question: What happens to my MOD when Valve updates the SDK?
> I
> > > know
> > > > Steam automatically downloads updates, so I'm assuming this will be
> > the
> > > case
> > > > here. So, once Steam has done that, assuming there is a new bug in
> the
> > > new
> > > > SDK, will my MOD have that bug or will it be left unchanged until I
> > > somehow
> > > > merge the updates into my MOD?
> > > >
> > > > Thanks,
> > > > Thomas
> > > >
> > > >
> > > > - Original Message 
> > > > From: Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
> > > > To: hlcoders@list.valvesoftware.com
> > > > Sent: Saturday, July 29, 2006 8:07:32 AM
> > > > Subject: Re: [hlcoders] Upcoming SDK Release
> > > >
> > > >
> > > > I agree with Nick here.
> > > > The last update caused a tremendous amounts of malfunctions. I also
> > > prefer
> > > > a
> > > > few more days of waiting instead of a bugged SDK replacing yet
> another
> > > > bugged SDK ;)
> > > >
> > > > Sebastian 'Darth.Hunter' Kreutz
> > > >
> > > >
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> > --
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> ~skidz
> --
>
> ___
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[hlcoders] Entitygroundcontact & IK

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Hey,

I've been working on a mod with NPCs now and I noticed I'm getting an assert
when spawning a NPC. It seems that the assert was coming from usercmd.h:

entitygroundcontact= src.entitygroundcontact;

After this, I've been looking what entitygroundcontact does. It seems that
EVERY player calculates the bottom z and the top z of every
CBaseAnimation-entity, based on the current state of the bones (which is IK
I suppose.. dynamicly calculating the position and angles of the bones), and
sends this to the server. At the server it's used in
CBaseAnimating::UpdateStepOrigin(). The entitygroundcontact-data is used to
calculate an offset for steporigin.

As you can see in that function, setting npc_height_adjust to 0 stops the
server from using those data and so far I haven't seen any changes. I think
it's smart to delete this from the code because it's a bit of a waste,
especially bandwidth.

Anyway, I still don't completely understand what steporigin does. So can I
remove the entire code without any problems?
If I look in the code, my guess is that steporigin is used to look if the
entity has moved. If it had, it's data should be re-interpolated. But why
add an offset to this, the server shouldn't care much about the current
animation while it's done at the server and the server's position of the
entity doesn't change.

Oh.. in case you didn't understand it. Can I remove
entitygroundcontact/offset to steporigin without any problems and why is
there even an offset for this?
And don't forget the bandwidth-waste..

Robbie
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Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Are you using HL2DM models? In that case, everyone else with the models has
the same problem

On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
>
> > That yeah, those I guess it's also defined in hl2mp_gamerules.
> > I'm too lazy today
>
> Ah thanks Robbie, thats what I was missing. I was looking at gamerules
> and wondering why my edits weren't having any effect.
>
> - Jed
>
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Re: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
That was me.
This is ideal, I now can extract the soundcaches from HL2's GCF with the
installer.

On 7/30/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Yeah, this was more or less as a second option to the
> person asking about the abilty to extract the .cache
> files, last week.
>
> --- Ben Everett <[EMAIL PROTECTED]> wrote:
>
> > There is also GCFScape.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> > Behalf Of Adam "amckern"
> > Mckern
> > Sent: Sunday, July 30, 2006 1:21 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] GCF .Cache Extraction
> >
> > I knew i had seen the tool around some where, and
> > now
> > i have found it.
> >
> > Svencoop 3.0 comes with a tool called
> > gcf_extract.exe
> > (60KB)
> >
> > gcf_extract - by Philip Searle
> > ([EMAIL PROTECTED])
> > Based on code and file formats from
> >
> http://www.wunderboy.org/3d_games/utils/gcfformat.php
> >
> > Usage:
> >
> > gcf_extract.exe l gcf_file
> > Prints directory listing of files in
> > gcf_file.
> >
> > gcf_extract.exe x gcf_file file dir
> > Extracts file from gcf_file into dir. All
> > directorys must exist - they will not be created.
> >
> >
> >
> > EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE, EXAMPLE:
> >
> >
> >
> > mkdir valve\maps
> >
> > gcf_extract X ..\..\..\half-life.gcf
> > valve/maps/c1a0c.bsp .\
> > gcf_extract X ..\..\..\half-life.gcf
> > valve/maps/c1a1.bsp .\
> > gcf_extract X ..\..\..\half-life.gcf
> > valve/maps/c1a1a.bsp .\
> >
> >
> > DOWNLOAD, DOWNLOAD, DOWNLOAD, DOWNLOAD:
> >
> >
> http://rapidshare.de/files/27519219/gcf_extract.exe.html
> >
> > 
> > My Website http://www.ammahls.com
> > Developer of CST and ZHLT 3.0 http://www.zhlt.info
> > Studio Manager - Nigredo Studios
> > http://www.nigredostudios.com
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam
> > protection around
> > http://mail.yahoo.com
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives,
> > please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view
> > the list archives, please visit:
> >
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> 
> My Website http://www.ammahls.com
> Developer of CST and ZHLT 3.0 http://www.zhlt.info
> Studio Manager - Nigredo Studios http://www.nigredostudios.com
>
> __
> Do You Yahoo!?
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> http://mail.yahoo.com
>
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Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
That yeah, those I guess it's also defined in hl2mp_gamerules.
I'm too lazy today

On 7/30/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Gamerules.cpp  ~Line 34 I believe.
> static CViewVectors g_DefaultViewVectors(
>
> On 7/29/06, Jed <[EMAIL PROTECTED]> wrote:
> >
> > I discovered an annoying little quirk today when I accidently left
> > drawing of the third person view model while in first person mode.
> >
> > When standing the eye position is level with the player models head
> > but when crouched the first person view is lower than that of the
> > player model. In fact, it appears be be placed near the centre of the
> > pelvis, around where the Bip01 bone would be. Likewise when prone it
> > appears to be in the save Bip01 location.
> >
> > What this means is that when you believe your safely tucked behind a
> > piece of cover your head is infact way about and when prone, a good
> > half of your body is poking out in front of where you think you are.
> >
> > Does anyone know where in the code the eye height position is defined
> > for different stances? I'm having trouble finding it.
> >
> > - Jed
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Or be more clear... I don't really understand... Do you want a graphic
background with VGUI?

On 7/30/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You'll have to go into a little more detail...
>
> --
> ts2do
> --
>
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Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
gamerules

On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
>
> I discovered an annoying little quirk today when I accidently left
> drawing of the third person view model while in first person mode.
>
> When standing the eye position is level with the player models head
> but when crouched the first person view is lower than that of the
> player model. In fact, it appears be be placed near the centre of the
> pelvis, around where the Bip01 bone would be. Likewise when prone it
> appears to be in the save Bip01 location.
>
> What this means is that when you believe your safely tucked behind a
> piece of cover your head is infact way about and when prone, a good
> half of your body is poking out in front of where you think you are.
>
> Does anyone know where in the code the eye height position is defined
> for different stances? I'm having trouble finding it.
>
> - Jed
>
> ___
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Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
I doubt there are (many) bugs in the new SDK-code.
Valve will be releasing new code so you will have to implement it into your
mod and you won't notice much until you do.

On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote:
>
> A n00b question: What happens to my MOD when Valve updates the SDK? I know
> Steam automatically downloads updates, so I'm assuming this will be the case
> here. So, once Steam has done that, assuming there is a new bug in the new
> SDK, will my MOD have that bug or will it be left unchanged until I somehow
> merge the updates into my MOD?
>
> Thanks,
> Thomas
>
>
> - Original Message 
> From: Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]>
> To: hlcoders@list.valvesoftware.com
> Sent: Saturday, July 29, 2006 8:07:32 AM
> Subject: Re: [hlcoders] Upcoming SDK Release
>
>
> I agree with Nick here.
> The last update caused a tremendous amounts of malfunctions. I also prefer
> a
> few more days of waiting instead of a bugged SDK replacing yet another
> bugged SDK ;)
>
> Sebastian 'Darth.Hunter' Kreutz
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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Re: [hlcoders] Copy file from GCF to moddir

2006-07-28 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Thanks.
I found some C++ equilevants of fopen in filesystem.h

On 7/28/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If worst comes to worst you can open them with "rb" settings and save them
> right away
> --
> ts2do
> --
>
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[hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
Is there a way to copy files from a GCF to the moddir?
I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild
them when HL2's soundcache is good.

Robbie
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Re: [hlcoders] Removing all decals.

2006-07-27 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
r_cleardecals

On 7/27/06, Louka Outrebon <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hello there !
>
> I'd like to remove all decals on the map (blood, explosion, weapons
> traceattack). I think it's client side however I can't find how to remove
> them all.
> Thanks.
>
>   Sincerly,
>Louka outrebon.
> --
>
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  1   2   >