Re: [hlcoders] Raytrace - hitboxes relation

2007-12-15 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
They trace against the surrounding bounds first, then hitboxes.

On Dec 15, 2007 9:17 AM, Maarten De Meyer <[EMAIL PROTECTED]> wrote:

> Hey list,
>
> I have a small question. I have a weapon that uses a raytrace, and kills
> only one player type. It works, but I found the hit detection to be iffy.
> I found I hadn't added any hitboxes yet for that player model, so I was
> kind of surprised I could still hit the player without hitboxes
>
> What is the relation between hitboxes and traces used for weapons on
> players? I thought the traces were done only against hitboxes, but
> apparently they're also done against the collision model? Does the engine
> always test against both, does it detect I don't have hitboxes, or is it a
> flag you need to specify when you do the raycast? [ I know there are flags
> to set what to test against, I'm talking about the default flags used for
> weapons in the SDK. My normal weapons use
> MASK_SOLID|CONTENTS_DEBRIS|CONTENTS_HITBOX, the weapon in question uses
> MASK_SHOT & ~CONTENTS_WINDOW ]
>
> Thanks for any insight in this!
>
> -- Maarten
>
>
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Re: [hlcoders] HL2DM Frags Questions...

2008-01-15 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
For #1 you could try just tracing out in front of the ball in the direction
of movement by a few units every frame to look for breakable glass.  For #2
you might want to check the collision group settings on the object.  I'm not
sure what the behavior of the default grenade in hl2dm is, but vphysics
objects are certainly capable of colliding with players' physics shadows.

On Jan 13, 2008 2:31 PM, Grash <[EMAIL PROTECTED]> wrote:

> I'm working on mod'ing the frag grenades from HL2DM to simulate a
> baseball like object.
>
>
> Here's what I've done so far:
>
> I've removed the explosion from the grenade. It no longer deals any
> radial damage. I did this by overriding the detonate and explode
> methods within CfragGrenade.
>
> The damage that being done is through the VUpdatePhysics method. The
> code refers to the damage it's doing there as a slight bonk, I'm
> overriding the damage amount to what I want. and it this works well.
> (I'm also removing the frag if it does damage this way)
>
>
> Here's two issues I'm not sure how to fix...
>
> 1. The frag doesn't deal any damage to func_breakable or
> func_breakable_surf ...that is no window breaking... but will interact
> with a breakable_surf that is already broken. This is the normal
> behavior of un-modded frag grenades.
>
> 2. If I throw\drop a frag. my buddy picks it up with the grav-gun and
> then punts it back at me. The Frag will pass through me as if I wasn't
> there and dealing no damage.
>
> -Grash
>
>
>
>
>
>
>
>
>
>
>  
> 
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Re: [hlcoders] [other] OB sdk

2008-04-24 Thread Skillet
The scratch SDK uses "viewmodel" and hl2mp "predicted_viewmodel", so you're
likely to get that error if you mixed the two in merging.

On Thu, Apr 24, 2008 at 2:58 AM, Marshall <[EMAIL PROTECTED]> wrote:

> omg, thank you so much damn nvidia shit gave me problems with steam too :P
> I don't see why that would affect fps though, oh well problem solved thanks
> a lot!
>
> --
> From: "Caleb Anderson" <[EMAIL PROTECTED]>
> Sent: Wednesday, April 23, 2008 11:41 PM
> To: "Discussion of Half-Life Programming"  >
> Subject: Re: [hlcoders] [other]  OB sdk
>
> > If you have nvidia firewall installed, trash it. I had the exact same
> > issue and doing that fixed it. This shouldn't affect your day-to-day
> > computing, either.
> >
> > Reference :
> > http://forums.steampowered.com/forums/showthread.php?t=660774
> >
> > Cheers
> >
> > Marshall wrote:
> >> Ok, recently my mod has started freaking out and fps jumps from 300 to
> 20
> >> for like 5 minutes when I start my mod, even in the menu (tried both
> >> hl2mp and scratch both fresh extracts and compiles)  All my other games
> >> work fine and ep1 works fine but Im getting annoyed at this sudden crap
> >> out >:O  This is the console text after I start a server:
> >>
> >> maxplayers set to 32
> >> Steam config directory: c:\program
> >> files\steam\steamapps\cow_with_gun\half-life 2 episode
> >> two\platform\config
> >> Type teleport_countdown_screen of meta class teleport_countdown_screen
> >> undefined!
> >> MetaClass missing for teleport_countdown_screen
> >> ConVarRef hud_saytext doesn't point to an existing ConVar
> >> ConVarRef hud_saytext doesn't point to an existing ConVar
> >> ConVarRef spec_drawstatus doesn't point to an existing ConVar
> >> Hud element 'CAchievementNotificationPanel' doesn't have an entry
> >> 'AchievementNotificationPanel' in scripts/HudLayout.res
> >> Hud element 'CHudGameMessage' doesn't have an entry 'HudGameMessage' in
> >> scripts/HudLayout.res
> >> Hud element 'CHudHintKeyDisplay' doesn't have an entry
> >> 'HudHintKeyDisplay' in scripts/HudLayout.res
> >> Hud element 'CHudCommentary' doesn't have an entry 'HudCommentary' in
> >> scripts/HudLayout.res
> >> Unknown command "sv_backspeed"
> >> CModelLoader::Map_IsValid:  No such map 'maps/background01.bsp'
> >> map load failed: background01 not found or invalid
> >> maxplayers set to 32
> >> Network: IP 63.225.220.16, mode MP, dedicated No, ports 27015 SV /
> 27005
> >> CL
> >> exec: couldn't exec skill1.cfg
> >> ConVarRef sk_suitcharger doesn't point to an existing ConVar
> >> Executing listen server config file
> >> Attempted to create unknown entity type prop_vehicle_jeep!
> >> Can't init prop_vehicle_jeep
> >> exec: couldn't exec listenserver.cfg
> >> Adding master server 69.28.151.162:27011
> >> Adding master server 72.165.61.189:27011
> >>
> >> Teamplay
> >> Map: sdk_vehicles
> >> Players: 1 / 32
> >> Build: 3432
> >> Server Number: 1
> >>
> >>VAC secure mode disabled.
> >> No pure server whitelist. sv_pure = 0
> >> Attempted to create unknown entity type predicted_viewmodel!
> >>  #Game_connectedRedownloading all lightmaps
> >>
> >> Also this crap "Attempted to create unknown entity type
> >> predicted_viewmodel!" is annoying as hell and idk wtf happened I havnt
> >> changed my compiler or anything this just started a couple weeks ago.
> >> ANY help would be awesome!!
> >> Thanks,
> >> Marshall
> >>
> >> ___
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> >>
> >>
> >>
> >
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Re: [hlcoders] orange box tf2 third person animation code

2008-04-26 Thread Skillet
I'm having the same issues.  The SDK anim state is completely different from
the HL2MP one and is quite tangled up with the SDK's own player class
unfortunately.  I would guess that the issue is related to animation
overlays, which the SDK anim state has a few related functions for.
Hopefully only a little piece of it is missing from HL2MP and it can be
fixed without completely tearing up the classes.

On Fri, Apr 25, 2008 at 7:02 AM, Benjamin Davison <[EMAIL PROTECTED]>
wrote:

> "he Scratch SDK is
> also the simplest to get perfectly smooth animations on the local client
> as
> the fix for it really is trivial."
>
> Please tell what the fix is?
>
> On Thu, Apr 24, 2008 at 2:09 PM, Andrew Ritchie <[EMAIL PROTECTED]>
> wrote:
>
> > Yes the "Start from Scratch" option is multiplayer and all multiplayer
> mods
> > from Valve in the SDK implement client side animations, the Scratch SDK
> is
> > also the simplest to get perfectly smooth animations on the local client
> as
> > the fix for it really is trivial, if you're looking to do HL2MP it as
> well
> > is entirely possible, it's just a case of understanding the animstate
> > classes and what the process for updating them is.  It shouldn't take
> too
> > long to figure it out with a bit of detective work and experimenting, on
> > the
> > Advanced SDK it's quite straight forward.
> > ___
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> - Benjamin Davison
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Re: [hlcoders] Hosting Dedicated Server

2008-06-05 Thread Skillet
I still get the gameinfo.txt error whenever I try to launch from the GUI,
whether the mod folder is in dedicated server 2007\ or SourceMods\.
Launching from the command line with -console says it loads the mod binaries
but then complains about surfaceproperties_manifest.txt missing, which I
don't have in my mod folder and should be included in the GCF if they're
required.  I tried copying them out of the HL2DM GCF and arrived finally at
the bizzare error that DLLInit::Init() returned false.

The exact same content works perfectly on a listen server.  Anyone else
encountered similar problems?

On Mon, May 26, 2008 at 5:10 AM, Nephyrin Zey <[EMAIL PROTECTED]> wrote:

> Orange Box engine supports linux servers, though I believe there's a
> few obstacles to compiling the SDK OB server for linux currently
>
> - Neph
>
> On Mon, May 26, 2008 at 1:45 AM, Matthew Dryden <[EMAIL PROTECTED]>
> wrote:
> > Another question...my game hosting provider advised me that his servers
> > are linux-based...and I have no linux related files in there. I remember
> > sometime back reading that the Orange Box engine doesn't support linux
> > servers or some jazz like that.
> >
> >  From what I understand, my OB engine-based mod can't be ran on a linux
> > based server?
> >
> > Matthew Dryden wrote:
> >> I was able to copy the files into "source 2007 dedicated server" folder
> >> and select the game through the browser as before...just now theres' two
> >> listed there...*rolls eyes*
> >>
> >> Seems to work fine now.
> >>
> >> Ondr(ej Hos(ek wrote:
> >>
> >>> My guess is it's choking on the space in the "Program Files"
> directory's
> >>> name. Why the hell Microsoft decided to put a space in a system
> folder's
> >>> name is beyond me. (Of note is the localization of the folder's name...
> >>> the German "Programme" does not exhibit the problem, though it does
> >>> change the meaning slightly to "Programs".)
> >>>
> >>> Do you actually have to move the mod's files to the dedicated server
> >>> directory? Can't you just go 'srcds.exe -console -game "C:\Program
> >>> Files\Steam\SteamApps\SourceMods\PerfectKirbySource" +map
> >>> spanish_godzilla'? I have NFI; I always use hldsupdatetool'ed servers
> >>> (because that's the only method on Linux, and I grew used to it).
> Maybe,
> >>> if you don't let the GUI take care of everything, this path problem
> will
> >>> disappear, but that's just a wild guess.
> >>>
> >>> ~~ Ondra
> >>>
> >>> On 26.05.08 6:18 Uhr, Matthew Dryden wrote:
> >>>
> >>>
>  Ah thanks. But this is the error now:
> 
>  c:\program\gameinfo.txt
> 
>  Erm...why is it searching in c:\program for my gameinfo.txt...
> 
>  1nsane . wrote:
> 
> 
> 
> > You are trying to run an EP2 mod on the EP1 dedicated server? Try
> using the
> > Team Fortress 2 dedicated server and see how that goes :).
> >
> > On Sun, May 25, 2008 at 11:28 PM, Matthew Dryden<[EMAIL PROTECTED]
> >
> > wrote:
> >
> >
> >
> >
> >
> >> Hi all,
> >>
> >> I recently try to take our mod and host a dedicated server for it on
> my
> >> own box by using the Source Dedicated Server in the Tools tab. I
> moved
> >> my whole mod folder for to this folder:
> >>
> >> C:\Program [EMAIL PROTECTED] dedicated server
> >>
> >> And then I booted up the program. The server launched fine and it
> was
> >> all good until I tried to connect...then I got this message:
> >>
> >>   This server is using an older protocol ( 7 ) than your client ( 14
> ).
> >>
> >> The mod is based on the Orange Box engine, uses AppID 218, and is
> not
> >> VAC-secured...if I make it VAC secured, it gives me this error:
> >>
> >> MountFilesystem( 241 ) failed:
> >> SteamMountFilesystem(2104,241,0x150dfd64=,0x150dfc54) failed with
> error
> >> 5: No Steam Content Servers are available.
> >>
> >> Which is fine, I don't need it VAC secured, but I don't understand
> why
> >> I, nor any of my testers, can connect to the server which is using
> dlls
> >> that are absolutely an exact copy of my mod directory.
> >>
> >> Does anyone have a fix, workaround, or thought on this?
> >>
> >> Thanks.
> >> - Matthew
> >>
> >>
> >>> ___
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> please visit:
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> >>>
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> >>
> >
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[hlcoders] Old Respawn Bug Returns?

2008-06-08 Thread Skillet
I've been getting a bug lately in my HL2MP OB SDK mod that was reported ages
ago for the original release of the SDK then apparently fixed.
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg10002.html
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg14804.html

Adding EF_NOINTERP and EF_NODRAW before calling BaseClass::Spawn() (to
CHL2MP_Player) and removing them afterwards seems to keep the players from
flying off towards the next respawn point, but they still momentarily appear
atop their dead ragdolls before being relocated to the new position.  I'm
fairly certain this isn't due to any mod code after doing some diffs and
cutting out my custom class's code.  Anyone else noticed it in their OB
mods?  I could pick through the unmodified SDK code to try and enforce
NODRAW but that seems like a less than ideal solution if it isn't happening
to everyone else.
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Re: [hlcoders] Old Respawn Bug Returns?

2008-06-10 Thread Skillet
If I turn on fakelag to any real value it stops happening, so I'm going to
ignore it for now and hope that it only happens to listen server hosts
pending getting the OB dedicated server working for proper testing.

On Tue, Jun 10, 2008 at 12:44 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:

> So far I havnt noticed this, flagging EF_NODRAW has always worked. Only
> thing I can think of is this flag isn't getting networked fast enough to
> the
> client, or not at all. But thats highly unlikely unless something important
> was changed.
>
> On Sun, Jun 8, 2008 at 2:26 PM, Skillet <[EMAIL PROTECTED]> wrote:
>
> > I've been getting a bug lately in my HL2MP OB SDK mod that was reported
> > ages
> > ago for the original release of the SDK then apparently fixed.
> >
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg10002.html
> >
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg14804.html
> >
> > Adding EF_NOINTERP and EF_NODRAW before calling BaseClass::Spawn() (to
> > CHL2MP_Player) and removing them afterwards seems to keep the players
> from
> > flying off towards the next respawn point, but they still momentarily
> > appear
> > atop their dead ragdolls before being relocated to the new position.  I'm
> > fairly certain this isn't due to any mod code after doing some diffs and
> > cutting out my custom class's code.  Anyone else noticed it in their OB
> > mods?  I could pick through the unmodified SDK code to try and enforce
> > NODRAW but that seems like a less than ideal solution if it isn't
> happening
> > to everyone else.
> > ___
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> > please visit:
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> >
> >
>
>
> --
> ~Ryan
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Re: [hlcoders] SDK Beta Now Available

2008-06-11 Thread Skillet
I noticed just a few minutes before this email came out that my mod started
crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD elements'
VidInit() function after the strange error "Run-Time Check Failure #0 - The
value of ESP was not properly saved across a function call.  This is usually
a result of calling a function declared with one calling convention with a
function pointer declared with a different calling convention."  I didn't
subscribe to any betas, but considering the exact same binaries and content
worked fine last night I presume this has something to do with engine
updates to 218.  Is this expected behavior?

The exact code that gives the error is:
m_nAmmoFont = surface()->CreateFont();
surface()->SetFontGlyphSet( m_nAmmoFont, "Impact", YRES(18), 0, 0, 0,
surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
surface()->FONTFLAG_CUSTOM );
m_nSmallAmmoFont = surface()->CreateFont();
surface()->SetFontGlyphSet( m_nSmallAmmoFont, "Impact", YRES(12), 0, 0,
0, surface()->FONTFLAG_ANTIALIAS | surface()->FONTFLAG_ADDITIVE |
surface()->FONTFLAG_CUSTOM );
...
SetPaintEnabled(true);

The debugger complains on each of the SetFontGlyphSet() calls with the
previously mentioned error then crashes outright on SetPaintEnabled().
:(

On Wed, Jun 11, 2008 at 9:38 PM, Mike Durand <[EMAIL PROTECTED]>
wrote:

> Hi All-
>
>
>
> The SDK Beta is out now and here are the release notes:
>
>
>
> =Enhancements=
>
> -Particle Editor, Material Editor, and Commentary Editor are now
> included in the Source SDK
>
> -Updated SDK source code for Orange Box mods
>
> -Added example particle system files to SDK content
>
>
>
> =Fixes=
>
> -Updated Linux binaries and makefiles for dedicated servers and server
> plugins
>
> -The Faceposer phoneme editor now pops up a warning message when a
> phoneme cannot be saved
>
>
>
> =Known Issues=
>
> -SDK shaders have not yet been updated for Orange Box games
>
> -New editors can be accessed by adding '-tools' to the launch options
> for Orange Box games or mods utilizing the Orange Box engine
>
> -Particle editor crashes on save
>
>
>
> I'm still investigating the Particle Editor issues, but I figured you
> guys would like to get the updated code and LIBs. I'll do my best to get
> the stability problems in the tools fixed in the next engine update.
>
>
>
> -Mike
>
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Re: [hlcoders] Making a Panels .res files

2008-06-16 Thread Skillet
I use a combination of hand editing and the builder.  Don't know of anything
better.

On Fri, Jun 13, 2008 at 2:48 AM, Alexander Davidson <[EMAIL PROTECTED]>
wrote:

> Hi guys, is their a better method than using hte VGUI builder  to place and
> create controls on a panel or is the preffered method manually writing the
> res files?
> if i have a panel that is full screen, as soon as i put focus on that
> panel,
> i loose the VGUI builder, and cant get its focus back.
> is their a easier way to do all this stuff?
>
> --
> -Alex Davidson ([EMAIL PROTECTED])
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Re: [hlcoders] LOD-ing zombie AI, is it possible?

2008-06-17 Thread Skillet
Definitely possible, though I suspect there's a way to do similar things in
hammer without modifying any code.  Don't NPCs have some kind of input to
disable/enable AI?

On Tue, Jun 17, 2008 at 4:30 PM, Robert Briscoe <[EMAIL PROTECTED]> wrote:

> Hi,
>
> So I have recently started planning out an idea of a small SP mod for the
> source engine which i plan to make over the summer and release around
> October. Without going into the intricate details of the mod it's self Im
> toying with using either hl2's npc zombies or ideally having slightly
> modified versions which act slightly differently than they currently do.
>
> Of course the latter needs code work which as an artist is way out of my
> league, but im wondering if anyone here would be willing to help me out, or
> at least give me an idea how hard it would be, from a coders point of view,
> to implement it into a mod.
>
> To give you an idea of exactly what im looking for here is a basic
> description:
>
> A way of LODing out the AI if the zombie is at a certain distance from the
> player.
> For example: Once the player is 2048 units away from the NPC it will cease
> all AI and just play an idle animation remaining in a 'sleep state' until
> the player is within 2048 units radius of the NPC.
> The reason for this is that im thinking of ways to have alot of zombie NPCs
> spread over a large area without clogging up the CPU on pointless walking
> and pathfinding stuff like they do now while they idle.
>
> Secondly, I recently played the latest version of SMOD and noticed they
> they added a pretty cool new type of zombie as shown in this video from
> SMOD: Tactical:
> http://www.youtube.com/watch?v=4nIArug7ENk&feature=related
>
> It seems like a pretty simple AI modification to an NPC citizen or
> something, where they are idle until they see or hear the player then just
> run straight at them causing damage if they come into close contact with the
> player. They also seem to run to random path nodes whilst searching for the
> player also which also crude looks pretty convincing!
>
> If you're now thinking "why dont you just use SMOD?" its because they have
> no source code to implement the zombie LOD system which is more important
> atm and SMOD is not very mapper/modder friendly (it doesnt even have a FDG
> entity file for hammer). I also need to use some Orange box specific
> features for the mod to have some outstanding visuals.
>
> Anyway any advice or help anyone can offer would be greatly appreciated!
>
> Thanks!
> Robert Briscoe
> www.littlelostpoly.co.uk
>
>
>  __
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Re: [hlcoders] Multiplayer Options Menu Still Broken after 8 months of waiting for fix?

2008-07-01 Thread Skillet
resource\OptionsSubMultiplayer.res
For future reference, you can open the VGUI build mode window to see the
.res file associated with any standard panel by using the Ctrl+Alt+Shift+B
shortcut.

On Tue, Jul 1, 2008 at 9:56 PM, Michael Chang <[EMAIL PROTECTED]>
wrote:

> Hi Adam
> I don't want to be spoonfed, just want to be pointed in the right
> direction.
> What's the name of the specific .res file you're talking about?
> I'm wondering about the multiplayer menu, too.
>
> ~M
>
>
>
> > There's no fix because it's not broken. You need to customize the
> > resource file for those options; the errors you get in console are
> > because your mod doesn't have ConVars that match up with the sample
> > controls included in the SDK's default Multiplayer options tab.
> >
>
> //  Adam Maras (memzero)
>
> Nick wrote:
> > Can someone explain how to fix the multiplayer options menu? Is there
> > any specific reason this has been broken for like a year now? Using
> > latest ep2 sdk...
> >
> >
> > http://img168.imageshack.us/img168/7247/screenshot022gm9.jpg
> >
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> please visit:
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Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Skillet
I join the bandwagon as well.  I too have a few shader effects that are
fairly important to an eventual release.

On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard <
[EMAIL PROTECTED]> wrote:

> I'll gladly jump this bandwagon! There's just so many things I'd like to
> try
> out on the Orange Box engine.
>
> /ScarT
>
>
> On 08/07/2008, Joel R. <[EMAIL PROTECTED]> wrote:
> >
> > Hi Valve,
> >
> > I really appreciate the recent update's we've been given, it really
> > blossomed the Orange Box SDK as of yet.  The only thing we really need
> now
> > are shader's.  I used shaders in Ep1 for several effects that I'd like to
> > have again in my mod for Orange Box.  Is there any work being done with
> > them?  I'm progressing on my mod a lot and I'm sure others are too, so it
> > would be a great and final addition to completing the Orange Box SDK set
> we
> > so deeply love =D.
> >
> > -Joel
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Compiling errors under VCE2005

2008-07-26 Thread Skillet
The particular error message would be much more helpful, but blindly I can
suggest that you ensure you've installed the Windows Platform SDK as
documented here:
http://developer.valvesoftware.com/wiki/Compiling_under_VS2005#Requirements

The debugger configuration is covered here:
http://developer.valvesoftware.com/wiki/Installing_and_Debugging_the_Source_Code#Debugging

On Sat, Jul 26, 2008 at 9:36 PM, Joshua S. <[EMAIL PROTECTED]> wrote:

> Hi, I just installed a mod from the Create a Mod screen. I opened it in
> VCE2005 and ran the debug for the client (Haven't tried the other yet), and
> it failed compile with errors. It asked me for an executable for a debug
> session and I didn't know what that was about so I cancelled. And so now it
> just says 1>Client (HL2) - 1 error(s), 0 warning(s)
> == Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==
> at the end of the compile log. I haven't made any changes to the code so
> I'm
> just wondering why this could be happening.
>
> Thanks in advance,
>   Josh
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Re: [hlcoders] How to know if a file is default from game

2008-07-28 Thread Skillet
http://developer.valvesoftware.com/wiki/IFileSystem#Default_Path_Ids

On Mon, Jul 28, 2008 at 11:31 AM, Tiago Conceição <[EMAIL PROTECTED]>wrote:

>
> any way to know if a file is originaly from game or its a custom file
> placed by user using FileSystem?
>
> like:
> de_dust2.bsp = default from gamede_dust3.bsp = custom file
>
> // Same as FindFirst, but you can filter by path ID, which can make it
> faster.
>virtual const char*FindFirstEx( const char *pWildCard,
>   const char *pPathID, // THISFileFindHandle_t *pHandle)
> = 0;
>
>
> what are the avaliable pathids ?? i only know the "MOD"
>
>
> thanks
>
> _
> Conheça o Windows Live Spaces, a rede de relacionamentos do Messenger!
> http://www.amigosdomessenger.com.br/
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Re: [hlcoders] Of Spinning Wheels and Flying Cars

2008-07-28 Thread Skillet
As far as I recall each of the buggy's wheels is a separate IPhysicsObject.
You could investigate why the wheel physics objects are getting wonky in the
first place or just freeze them temporarily.

On Mon, Jul 28, 2008 at 4:09 PM, Walter Gray <[EMAIL PROTECTED]> wrote:

> I am trying, as a little experiment, to take the original buggy and make it
> fly, or at least jump.  I'm using AddVelocity(&jetPower, NULL) in the
> DriveVehicle function to apply an upward thrust, and some code derived from
> a CKeepUpright controller to keep it from tipping while it's in the air.
> The trouble is that for some reason whenever I lift off, the wheels start
> spinning like mad even if I'm not touching the movement controls.  A call
> to
> SetDisableEngine(true) when I start the jets will keep them from going
> crazy, but once I turn it back on when I turn off the jets in mid-air, the
> wheels immediately start spinning again.  It seems like just being in mid
> air is enough to throttle the engine, and it causes some unwanted torqing
> effects on the trip back down to earth.
>
> Is there something I'm missing here?   There's got to be a better way than
> keeping the engine disabled until the car touches down.
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Re: [hlcoders] several questions

2009-02-16 Thread Skillet
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.

On Mon, Feb 16, 2009 at 1:31 PM, Jorge Rodriguez  wrote:

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

2009-02-17 Thread Skillet
I can't find where omega posted this fix (must have been IRC), but in my
baseviewmodel_shared.h file I have
//DHL - Skillet - Bugfix from omega
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int
iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence
) * m_flPlaybackRate; }
I'm not sure what the original is, but take a look and try adding that.  As
for the SetCycle() thing, if you get playback rate working you can just set
that to 0 and it will be irrelevant.

If that doesn't work, try disabling interpolation (cl_interp 0) and see if
anything changes.

On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs  wrote:

> Also worth noticing that there's a StopAnimation function which does
> exactly that of setting playbackrate to 0, kinda funny how even that
> doesn't work!
>
> Yorg Kuijs wrote:
> > Yep, possibly engine level?
> >
>
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Re: [hlcoders] Looping .mp3 music

2009-02-28 Thread Skillet
IIRC there's an IEngineSound function to get the duration of a sound that
worked for me on MP3s though it could be a little fickle.  I remember that
for some reason the first time I called it on a file the length reported
would be correct but subsequent calls would be wrong.  Anyway you can use
that to figure out the end time when you start playing it and then manually
restart it when that time rolls around.  Variable bit-rate MP3's will
probably not work but I haven't used the duration function on an MP3 since
before the OB SDK was released so I don't know for sure.

On Sat, Feb 28, 2009 at 5:59 PM, Walter Gray  wrote:

> Hey again list,
>A member of my team's been a little stumped on this, and I've done
> some quick checking around the wiki and hlcoders archives, but I've been
> unable to find anything on looping music, or more specifically looping
> .mp3 sound files.  Does anyone know of any good references or if it's
> even possible to loop .mp3s?
>
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Re: [hlcoders] Deathnotices not working (Orange Box - HL2MP)

2009-02-28 Thread Skillet
I believe the SDK is missing the script that defines the death notice
event.  There should be a file \resource\modevents.res with a block
like this in it:

"modevents"
{
"player_death"// a game event, name may be 32 charaters
long
{
"userid""short"   // user ID who died
"attacker""short" // user ID who killed
"weapon""string" // weapon name killed used
}
}

That's the whole HL2MP one sans comments so you can either paste that into a
text file or extract the original from half-life 2 deathmatch.gcf.

On Sat, Feb 28, 2009 at 7:26 PM, Jarno Veuger  wrote:

> Hi list,
>
> I just started with modding the Orange Box HL2MP code. Everything works
> fine, except for the deathnotices. The deathnotices just simply don't
> appear. I haven't changed anything that could interfere with the
> deathnotices.
>
> I've searched the Steam coding forums for it, but couldn't find anything.
>
> Does anyone had this issue before and/or knows how to solve it?
>
> Thanks in advance.
>
> Regards,
> Jarno Veuger
>
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Re: RE: [hlcoders] Round Timer/Map Reset

2006-02-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
> Do you mind if I use that map filter code in BGII? We were looking for a
way
> to reset round anyway, and I thought we'd have to reset every entity
> individually :/

http://www.sourcewiki.org/wiki/index.php/Creating_a_Roundtimer

=\

On 2/2/06, Ben Everett <[EMAIL PROTECTED]> wrote:
>
> This is why I'm against copy/paste coding it's quite obvious from the
> code. Use filter.AddKeep(...).
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Gus
> Sent: Thursday, February 02, 2006 5:54 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: RE: [hlcoders] Round Timer/Map Reset
>
> Hello, Chris Janes,
>
> My mistake, let me explain it more clear...this code works fine,
> it
> does the job, but the scoring is made with logic and math entities. The
> two
> entities that shouldn't be restarted are two math_counter called
> "game_score_combine" and "game_score_rebel". so how in the world do I
> keep "game_score_combine" and "game_score_rebel" from being deleted by our
> round-timer code?
>
> === At 2006-02-02, 12:42:09 you wrote: ===
>
> >Where are you storing the scores?
> >
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of Gus
> >Sent: 02 February 2006 19:28
> >To: hlcoders
> >Subject: [hlcoders] Round Timer/Map Reset
> >
> >Hey y'all,
> >
> >am having trouble with my round timer/map reset..was working
> before
> >but now is has a glitch or something. Was wondering anyone out there can
> >help me get this going.the problem is that the team scores are
> >erased at each map reset, I need the scores to stay for every
> >round.anyway here's the code am using..
> >
> >< snip code >
> >
> >
> >--
> >Best regards.
> >
> >Gus
> >[EMAIL PROTECTED]
> >2006-02-02
> >
> >
> >___
> >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
> >
>
> = = = = = = = = = = = = = = = = = = = =
>
>
> Best regards.
> Gus
> [EMAIL PROTECTED]
> 2006-02-02
>
>
>
> ___
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> please visit:
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>
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Re: Re: [hlcoders] Valve, Engine bug?

2006-02-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Yep, same here.  Anyone annoyed by the extremely slow shutdowns should try
running in a window and using the Windows close button instead of HL2 quit,
it works immediately.

On 2/3/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ok, if I run it from the debugger and follow the instructions it pegs the
> CPU at about 97-99 but the menu is not sluggish.
>
> When not running it from the debugger it's the same CPU usage, but it's a
> tiny bit more sluggish.
>
> On 2/3/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
> >
> > All mods have this problem, including mine, my CPU is INTEL with ATI
> card
> >
> > But since the last update now STEAM get always 10-50 CPU when playing or
> > not.
> > I think STEAM is a SPYWARE now!
> >
> > Regards,
> >
> > Sylvain Rochette
> > Insects Infestation Leader
> > Web:   http://ii.hl2files.com
> > Forum: http://ii.hl2files.com/forum/index.php
> >
> > - Original Message -
> > From: <[EMAIL PROTECTED]>
> > To: 
> > Sent: Friday, February 03, 2006 12:37 PM
> > Subject: Re: Re: [hlcoders] Valve, Engine bug?
> >
> >
> > I have noticed this "bug" also. But if you start the game and then exit,
> > then it will exit normally. Since the server hasn't been started yet. I
> > have
> > not tested to connect to a different server other than the one on
> > localhost.
> >
> > But if you start a server on your computer I get 100% usage of the cpu
> and
> > it takes 3-7 minutes before I can see my desktop again.
> >
> > The funny part is that a friend of mine has no problem at all. We both
> > have
> > the same build of the mod. That means that this bug is random?
> >
> > Altho i am running an AMD system with Nvidia based gfx-card while he is
> > running Intel with ATi card.
> >
> > Its an HL2MP mod, for the record. Almost unchanged code, compiled for
> > release.
> >
> > Any clues?
> >
> > Best regards,
> > // MindBlaster, TA Team.
> > >
> > > From: CommandoSR <[EMAIL PROTECTED]>
> > > Date: 2006/02/03 fr AM 10:41:02 CET
> > > To: hlcoders@list.valvesoftware.com
> > > Ämne: Re: [hlcoders] Valve, Engine bug?
> > >
> > > For me this also happens with DODS and CSS but not HL2 SP. Play a
> game,
> > > disconnect.. What do you get? 100% CPU usage.
> > >
> > > CommandoSR
> > > Project Director of C4 Commando: http://cnccommando.com
> > > C4 Commando's ModDb profile: http://mods.moddb.com/3262
> > >
> > > Jeremy Swigart kirjoitti:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > CServerGameDLL::GameFrame no longer gets called when you've
> > disconnected
> > > > back out to the menu, so afaik the game dll isn't being updated. It
> > > > appears
> > > > something in the engine is eating the cpu.
> > > >
> > > > On 2/2/06, Fabian Schreyer <[EMAIL PROTECTED]> wrote:
> > > >> I also know this problem. I think if you quit a map this way (or if
> > > >> the map loading process crashes because of an error in the map),
> the
> > > >> server keeps on working.
> > > >>
> > > >> On 2/1/06, l3fty <[EMAIL PROTECTED]> wrote:
> > > >>> I've noticed this in my mod too. Glad you've seen it in HL2DM,
> > thought
> > > >> it
> > > >>> might have been something in my project ;)
> > > >>>
> > > >>>
> > > >>> ___
> > > >>> 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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> > > please visit:
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> > >
> > >
> >
> >
> > ___
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> > please visit:
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> >
> >
> >
> >
> >
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> > please visit:
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> >
> >
>
>
> --
> - Benjamin Davison
> --
>
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Re: RE: [hlcoders] Round Timer/Map Reset

2006-02-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Bugger.
http://www.sourcewiki.org/wiki/index.php/Resetting_the_Map

On 2/3/06, Skillet <[EMAIL PROTECTED]> wrote:
>
> > Do you mind if I use that map filter code in BGII? We were looking for a
> way
> > to reset round anyway, and I thought we'd have to reset every entity
> > individually :/
>
> http://www.sourcewiki.org/wiki/index.php/Creating_a_Roundtimer
>
> =\
>
> On 2/2/06, Ben Everett <[EMAIL PROTECTED]> wrote:
> >
> > This is why I'm against copy/paste coding it's quite obvious from
> > the
> > code. Use filter.AddKeep(...).
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Gus
> > Sent: Thursday, February 02, 2006 5:54 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: RE: [hlcoders] Round Timer/Map Reset
> >
> > Hello, Chris Janes,
> >
> > My mistake, let me explain it more clear...this code works fine,
> > it
> > does the job, but the scoring is made with logic and math entities. The
> > two
> > entities that shouldn't be restarted are two math_counter called
> > "game_score_combine" and "game_score_rebel". so how in the world do
> > I
> > keep "game_score_combine" and "game_score_rebel" from being deleted by
> > our
> > round-timer code?
> >
> > === At 2006-02-02, 12:42:09 you wrote: ===
> >
> > >Where are you storing the scores?
> > >
> > >-Original Message-
> > >From: [EMAIL PROTECTED]
> > >[mailto:[EMAIL PROTECTED] On Behalf Of Gus
> > >Sent: 02 February 2006 19:28
> > >To: hlcoders
> > >Subject: [hlcoders] Round Timer/Map Reset
> > >
> > >Hey y'all,
> > >
> > >am having trouble with my round timer/map reset..was working
> > before
> > >but now is has a glitch or something. Was wondering anyone out there
> > can
> > >help me get this going.the problem is that the team scores are
> > >erased at each map reset, I need the scores to stay for every
> > >round.anyway here's the code am using..
> > >
> > >< snip code >
> > >
> > >
> > >--
> > >Best regards.
> > >
> > >Gus
> > >[EMAIL PROTECTED]
> > >2006-02-02
> > >
> > >
> > >___
> > >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
> > >
> >
> > = = = = = = = = = = = = = = = = = = = =
> >
> >
> > Best regards.
> > Gus
> > [EMAIL PROTECTED]
> > 2006-02-02
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
> >
> > ___
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> > please visit:
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> >
> >
>
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Re: [hlcoders] newbie problem, assert without call stack

2006-02-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
> Dont suppose there's a way to license Source PDBs or an engine debug
build, from Valve?

Sure, woln't be cheap though.
http://www.valvesoftware.com/sourcelicense/

Search the code for the spot where this message is sent "The Item to spawn
is weapon_357" (It's not a default SDK message AFAIK), then look for
specification of a bogus value to some networked variable.

On 2/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Im getting an engine.dll assert here:
>
> void SendProxy_FloatToFloat( const SendProp *pProp, const void *pStruct,
> const void *pData, DVariant *pOut, int iElement, int objectID)
> {
>     pOut->m_Float = *((float*)pData);
>     Assert( IsFinite( pOut->m_Float ) );
> }
>
> and the call stack is useless to me:
>
> >    server.dll!SendProxy_FloatToFloat(const SendProp *
> pProp=0x22f476d0, const void * pStruct=0x0c5d5200, const void *
> pData=0x0c5d577c, DVariant * pOut=0x001160d0, int iElement=0, int
> objectID=397)  Line 85 + 0x75    C++
>  engine.dll!0dbc1277()    
>  engine.dll!0dbc1675()    
>  engine.dll!0ddc9e59()    
>  engine.dll!0ddc9e59()    
>  engine.dll!0dc2e7db()    
>  tier0.dll!008664b5()    
>  tier0.dll!0086105a()    
>  tier0.dll!008631d0()    
>  engine.dll!0dc17a7a()    
>  engine.dll!0dc17d9a()    
>  engine.dll!0dc31266()    
>  engine.dll!0dc844f0()    
>  vphysics.dll!2608ecf7()    
>  vphysics.dll!260c83c6()    
>
> Last things in the console log are:
>     The Item to spawn is weapon_357
>     dt_send.cpp (85) : Assertion Failed: IsFinite(
> pOut->m_Float )
>
> Any ideas where to look for the culprit?  Im taking over an existing
> HL2DM mod with an existing work-in-progress map from a previous employee now
> long gone from the company, so Ive no idea what was recently done to it.
>
> Dont suppose there's a way to license Source PDBs or an engine debug
> build, from Valve?
>
> -V
>
>
> --
>
>
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Re: [hlcoders] parallax map

2006-02-06 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I read that thread and had a quick look at the code a while ago, and I
couldn't make any sense of what he wrote.  The only mention of parallax
mapping is in the advanced shaders project and all of the code seems to be
running.  I only looked at it briefly though and there's quite a bit of code
relating to it, so maybe it just needs some more careful examination.

If you're not a programmer then you'll have a very difficult time modifying
the SDK code :o

Search the game_shader_generic_advanced project for "parallax".

On 2/5/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> it was not I who made it work... it was Greg Chadwick <[EMAIL PROTECTED]>
> who refuses to post information about it because he feels it's so simple
> and
> he doesn't believe in copy and paste tutorials
>
> --
> ts2do
> --
>
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[hlcoders] Selective Shading

2006-02-12 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I've got a working grayscale shader (based off the postprocess example from
the SDK) in my mod which uses the texture overlay method from the SDK to
adjust colors in the entire scene, but I would like to take it one step
farther by having the shader skip certain things for a high contrast
cinematic feel.  Namely, blood, muzzle flashes, and other effects.

I worked out a hacky method to decide whether or not to grayscale a pixel
based on the texture's mapped alpha channel.  It works great for map
textures and other opaque textures which generally do not utilize alpha
channels originally:
http://img.photobucket.com/albums/v310/Skillet5151/cd772532.jpg

Particle effects, decals, (the primary objects intended to be ignored) and
others which already rely upon the alpha channel to be drawn correctly don't
work with this method however.  Their alpha is not detected properly by the
pixel shader and hence they are shaded like any other part of the scene.
Therefore, I think I need a new method.

I am by no means an experienced graphics programmer, though I'm sure others
have attempted to create similar effects.
Hopefully someone can point me in the right direction.
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Re: [hlcoders] Masking hud textures

2006-02-20 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
You might want to try using CHud::DrawIconProgressBar.  IIRC it does what
you're looking for, though I believe it uses DrawSelfCropped and I've had
similar problems to the ones you mentioned in the past.

On 2/17/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I use that currently, but I can't get it to crop the top, only crop the
> bottom.
>
> int w,h;
> int ystart = GetTall() - m_Base->Height();
>
> m_Base->DrawSelf(0,ystart,ColourWhite);
> int healthheight = player->GetHealth()* 1.05;
> int healthy = 105 - healthheight;
> int stamheight = pHL2Player->m_iStamina * 1.05;
> int stamy = 105 - stamheight;
> m_Stamina->DrawSelfCropped(50,ystart + 2 +
> stamy,0,0,25,stamheight,ColourWhite);
> m_Health->DrawSelfCropped(15,ystart + 2 +
> healthy,0,0,25,healthheight,ColourWhite);
> m_Straps->DrawSelf(10,ystart + 6,ColourWhite);
>
> that's the current draw code for our textured parts on that panel
>
>
> --
> Draco
> --
>
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Re: [hlcoders] Get Material Type..

2006-02-25 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Well I've used this method to get the surface prop of the material on the
surface struck by a trace:
physprops->GetSurfaceData( tr.surface.surfaceProps )->game.material

It's a little different than what you're trying to use, but works perfectly.
physprops being the IPhysicsSurfaceProps interface and tr being your
trace_t.

Look in baseentity_shared.cpp around line 1550 for example usage.  Material
types are defined in macros in decals.h.

On 2/25/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Do you know where i can find the definitions of those materials..
>
> like
>
> if(tr.surface.surfaceProps & SURF_METAL ) of course SURF_METAL is not
> real..but
> can you tell me where I can find them?
>
> Thanks
>
> On 2/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ya...you can do trace.surface.surfaceprop or soemthing like that...if
> you
> > follow that, you can use the system to extract the material type
> >
> >
> > On 2/25/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > For my Lasergun, I want it to Spark on Metal, and Smoke on everything
> > > else.
> > > There is no Surface Flag for Metal..just sky and water..etc..
> > >
> > > Is there a way using my traceline (tr.) that I can get the material
> > type,
> > > so
> > > if it is that, then it will spark..and if not then smoke..?
> > >
> > > Thanks
> > > --
> > >
> > > ___
> > > 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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> please visit:
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Re: [hlcoders] Re: Re: Glue that damn player to the seat!

2006-03-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
An article on adding third person player models to vehicles would certainly
help out a lot of mod teams, as that's one of the biggest problems that
needs to be addressed before vehicles are feasible in gameplay.

Good idea.
:)

On 3/13/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I am going to attempt to code a motorcycle type vehicle, fi I get it
> working
> then I will write a tut for the WIKI, but Im just planning it now.
>
> On 3/13/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> >
> > Thanks for that code, I'm sure it will come in handy. Yesterday I
> > fixed my problem by hacking the GetRenderAngles() and
> > GetRenderOrigin() functions of the player class so they return the
> > vehicle's angles and origins when inside a vehicle.
> >
> > Looks like a really cheap way to fix it (no physics involved,
> > clientside), although I'm concerned about the effects when being shoot
> > by other players, and with the position that will show on the other
> > clients. I will have to run some tests, probably give your code a
> > go...
> >
> > I'll make sure to write something in the Wiki as soon as I've got
> > something that really works. I can't believe nobody hasn't written
> > anything serious on vehicles yet.
> >
> > Thanks again, -Vicent.
> >
> > > [ Picked text/plain from multipart/alternative ]
> > > I don't know if this will help, but for the StickyLauncher which I
> have
> > > coded, the bombs stick to objects, and follow them, as you can throw
> the
> > > object around and it follows it as it should. The code for that is as
> > > follows:
> > >
> > > CBaseAnimating *pOtherAnim =3D dynamic_cast(pOther);
> > > //if ( pOtherAnim )
> > > //{
> > > matrix3x4_t bombWorldSpace;
> > > MatrixCopy( EntityToWorldTransform(),
> > bombWorldSpac=
> > > e
> > > );
> > >
> > > // get the bone info so we can follow the bone
> > > FollowEntity( pOther );
> > > SetOwnerEntity( pOther );
> > > m_boneIndexAttached =3D
> > pOtherAnim->GetHitboxBone(
> > > tr.hitbox );
> > > matrix3x4_t boneToWorld;
> > > pOtherAnim->GetBoneTransform(
> > m_boneIndexAttached,
> > > boneToWorld );
> > >
> > > // transform my current position/orientation
> > into
> > > the hit bone's space
> > > // UNDONE: Eventually we need to intersect
> with
> > the
> > > mesh here
> > > // REVISIT: maybe do something like the decal
> > code
> > > to find a spot on
> > > //the mesh.
> > > matrix3x4_t worldToBone, localMatrix;
> > > MatrixInvert( boneToWorld, worldToBone );
> > > ConcatTransforms( worldToBone, bombWorldSpace,
> > > localMatrix );
> > > MatrixAngles( localMatrix,
> > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() );
> > > return;
> > >
> > >
> > >
> > > You can then, add a , SetParent( pOther );
> > >
> > > I don't know if this will help you, but it might.
> > >
> > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Over the last few days, I've been trying to get third person player
> > model=
> > > s
> > > > to work when inside of vehicles.
> > > > As you may know, original HL2 has no support for this whatsoever
> > (there
> > > > isn't even a third person player model for our dear Gordon Freeman),
> > so
> > > > there is a small bit of coding work to get all the animations
> working
> > > > properly. Either way, that's working already: As you may have
> guessed
> > by
> > > > the
> > > > title, my main concern is to make the animated model follow the
> > vehicle.
> > > >
> > > > In the CBasePlayer::GetInVehicle(), the method which Valve uses is a
> > > > simple
> > > > SetParent() which doesn't work as it should. Yes, the player model
> > moves
> > > > and
> > > > rotates together with the vehicle, but as soon as the car leaves
> flat
> > > > ground
> > > > (starts climbing a slope, jumps into the air, flips over or
> whatever),
> > th=
> > > e
> > > > player model is stuck in its original position, just like if the car
> > was
> > > > still on flat ground.
> > > >
> > > > Obviously, I need a better way to "glue" the player to the vehicle
> to
> > mak=
> > > e
> > > > it look at least a tad realistic. I have tried with EF_BONEMERGE,
> > which
> > > > seems to make no effect (=BF?) and with a fixed physics constraint,
> > which
> > > > makes it look buggy and jittery as hell.
> > > >
> > > > My last idea was a IPhysicsMotionController, just like the one that
> > the
> > > > gravity g

Re: [hlcoders] CS:S Client Crash Bug

2006-04-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I find that minimizing windowed HL2MP causes a lot of problems too.  Try
restoring the windows you want to view from the taskbar or with alt-tab
instead of minimizing the game window.

On 4/4/06, Jay C. <[EMAIL PROTECTED]> wrote:
>
> I don't know if this is the correct list, or if it's been reported before
> but it's really grinding my gears.
>
> I do a lot of testing with a local srcds and my client. And so far the
> only
> problem I keep running into is when I minimize, close srcds, and maximise
> the client again.
> First I hit the Close button which is now in the top left of my screen
> (probably due to resolution differences) on the dialog informing me of the
> connection being lost.
> Now, if I open the console and reconnect all is well. But, if I open
> console, and close it again without doing anything it crashes.
>
> - c0ld
>
>
>
> ___
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> please visit:
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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
The same issue happens in my mod (using HL2DM SDK base), so I would assume
it is a problem of the SDK and none of the aforementioned movement changes.
Curiously, it seems, for me, to be just as likely to occur while moving
along perfectly straight walls as diagonals and other oddly shaped geometry.

On 4/13/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> They released a BETA, calm down ;)
>
>
> --
> Draco
> --
>
> ___
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Re: [hlcoders] Re: The Wall Bug of KZMOD

2006-04-19 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It would be greatly appreciated if you posted a patch on the wiki.
Nice work :)

On 4/19/06, Tim Lippert <[EMAIL PROTECTED]> wrote:
>
> Wonderful news!!!
> We found a 95% fix for this damn wallbug. It seems that the collsion
> boxes(bounding box) of the client and the server were not the same size.
> when he made them the same size...it went from 100 buggy spots on our
> test map to 5.and at the spot we had the 5 client stucks...it also
> was not consistant as i went over that spot 5 more times and didnt get stuck
> at all :)
>
> Thanks for any replies on this subject. It all led us into the right
> direction. The info might be good for Valve as well for thier HL2DM bug
> spots that Bloody Kenny was speaking of.
> ___
> SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
> kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192
>
>
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Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't think it's a problem of the dead flags (though I have had issues
working with them in the past), but simply that spectator is not fully
implemented in the SDK.

On 4/25/06, Vicent Marti <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> The facts: Spectator mode when I join the spectator team works flawlessly,
> but when I start playing my mod and die, the spectator camera gets stuck
> on
> my corpse and won't let me move at all. I can change spectator mode, even
> to
> first person view, but the camera doesn't move from that place.
>
> My first guess was that the problem is caused by one of the dead/alive
> flags
> that the game sets (mainly m_iLifeState and pl.deadflag), but I have tried
> debugging _everything_ involving those two variables ( specially the
> IsDead() function in CGameMovement and the CanAccelerate() one ) and it
> still won't work.
>
> Does anybody have any ideas on what might be wrong? More specifically,
> what
> are the dead flags that must be set so spectator mode works flawlessly? Or
> that doesn't matter at all and I'm just heading the wrong way?
>
> Any input is welcome, thanks in advance.
>
> --
> Vincent "Tanoku" Martí
> --
>
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Re: [hlcoders] TraceRay not hitting player's head

2006-06-18 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Make sure you reset it to USE_OBB_COLLISION_BOUNDS on death, seems to cause
me some problems otherwise.

On 6/17/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Thanks Matt!  That does the trick beautifully.
>
> Of course since we are both writing server plugins, we don't have access
> to
> CollisionProp()->SetSurroundingBoundsType()
>
> It's working though. Just takes more work to change the surrounding bounds
> type.
>
> Grant
> (L. Duke)
>
>
>
> On 6/15/06, Matt Boone <[EMAIL PROTECTED]> wrote:
> >
> > A better way to do this is to increase the size of the surrounding box
> > for the player. You will want to call this in your player spawn
> > function:
> >
> > CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
> >
> > The collision property will then update the absbox whenever the entity's
> > angles, position or animation marks the collision as dirty. Depending on
> > your mod, you may have to mark the collision bounds dirty on the client
> > yourself, when you know the angles or origin of your client entity have
> > changed.
> >
> > You can use "ent_absbox" on a player to see their server side absbox and
> > "cl_ent_absbox" to see the client version.
> >
> > With this box surrounding the player, bullet tracelines should hit
> > hitboxes that are outside of the movement bounding box.
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone
> > Sent: Monday, June 12, 2006 6:54 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: RE: [hlcoders] TraceRay not hitting player's head
> >
> > The regular trace will exclude a player as a target if the trace doesn't
> > collide with the bounding box.
> >
> > It is possible to do an additional check on eligible players and force a
> > trace against their hitboxes with enginetrace->ClipRayToEntity. That's
> > per target player, so you can do extra work to make the list of
> > potential players you're tracing against as small as possible.
> >
> > In pseudocode:
> >
> > For all players
> > {
> > if this player is likely to be hit by the ray
> > ( this check can do a DistanceToRay from the traceline and
> > exclude if needed )
> > {
> > do the enginetrace->ClipRayToEntity
> >
> > now check if we hit the player and the hit was the
> > closest thing that we hit
> > }
> > }
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of JG
> > Sent: Monday, June 12, 2006 4:40 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: Re: [hlcoders] TraceRay not hitting player's head
> >
> > I realize this is an old topic, but I have this same problem and can't
> > find a solution.
> > http://www.sourcemod.net/forums/viewtopic.php?t=3658
> >
> > As you can see, the "bounding box" doesn't actually surround the whole
> > model, so there lies the problem.. There's got to be a way to fix this
> > since the traces done when someone fires at someone's head don't just go
> > through the player's head. I just have no clue how to accomplish this.
> > Any help would be greatly appreciated.
> >
> > --
> > [ Picked text/plain from multipart/alternative ] Good call. Yes, it's
> > for CS:S.
> >
> >
> > On 3/25/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] Are you using CS:S?
> > > coz CS:S models are weird...
> > >
> > > On 3/24/06, LDuke <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] For debugging
> > > > purposes, in a MP game, I'm drawing a line to the endpoint of the
> > > > trace. If I aim at a foot, body, hand, etc. the player entity is
> > > > returned and the line gets drawn to that point. But if I aim at the
> > > head,
> > > > the trace doesn't see the player and it draws the line right through
> >
> > > > the player's head to whatever is behind him.
> > > >
> > > >CTraceFilterHitAll traceFilter;
> > > >enginetrace->TraceRay(ray, MASK_ALL, &traceFilter, &tr );
> > > >
> > > > Do I need to change my mask or trace filter I need to use to include
> >
> > > > the
> > > a
> > > > player's head? Why won't this work?
> > > >
> > > > Grant
> > > > (L. Duke)
> > > > --
> > > >
> > > > ___
> > > > 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 pre

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Could this be related to that old prediction error bug while moving along
walls that the KZMod guy kept bringing up?

NetworkOrigin jerks are exactly what happen there (looking at cl_pdump) and
that's another issue which dosen't happen in HL2DM but does in the SDK.

Couple of descriptions:
http://list.valvesoftware.com/mailman/private/hlcoders/2006-March/016988.html
http://list.valvesoftware.com/mailman/private/hlcoders/2006-April/017158.html

On 6/27/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> I just did a test on an elevator in Dystopia using smoothstairs 0,
> unfortunately the problem still persists.
>
> I noticed when this jerking is taking place there's prediction errors,
> further investigation shows it's getting a pred error in
> C_BaseEntity::m_vecNetworkOrigin, so I've been looking through the
> movement code for answers, to no avail.
>
> On 6/28/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > When you say, "In hl2dm, it's smooth regardless of the "smoothstairs"
> > setting." It sounds like you misunderstand what I'm trying to say.
> >
> > HL2DM is running the code from episode 1 that I pasted below.
> > smoothstairs is already disabled when you're on an elevator in HL2DM -
> > so testing HL2DM isn't going to prove whether this change is the fix or
> > not - you have to test a mod based on the current SDK code release.
> >
> >
> > > -Original Message-
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Spencer 'voogru' MacDonald
> > > Sent: Tuesday, June 27, 2006 7:07 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Jerky Movement when player is on
> > > moving lift/elevator.
> > >
> > > That only masks the problem apparently. In hl2dm, it's smooth
> > > regardless of the "smoothstairs" setting.
> > >
> > > -Original Message-
> > > From: Jay Stelly [mailto:[EMAIL PROTECTED]
> > > Sent: Tuesday, June 27, 2006 9:30 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: RE: [hlcoders] Jerky Movement when player is on
> > > moving lift/elevator.
> > >
> > > I'm not sure if it's the issue or not, but I remember a bug
> > > like this in episode 1.  If it's the same issue, then setting
> > > smoothstairs to zero will fix it (but cause other problems).
> > > If that's the case then you need to add some logic to disable
> > > stair smoothing when the player is on an elevator.
> > >
> > > Here's the code from ep1
> > > baseplayer_shared.cpp:
> > >
> > > static ConVar smoothstairs( "smoothstairs", "1",
> > > FCVAR_REPLICATED, "Smooth player eye z coordinate when
> > > traversing stairs." );
> > >
> > > //
> > > --
> > > ---
> > > // Handle view smoothing when going up or down stairs
> > > //
> > > --
> > > ---
> > > void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin ) {
> > >   CBaseEntity *pGroundEntity = GetGroundEntity();
> > >   float flCurrentPlayerZ = GetLocalOrigin().z;
> > >   float flCurrentPlayerViewOffsetZ = GetViewOffset().z;
> > >
> > >   // Smooth out stair step ups
> > >   // NOTE: Don't want to do this when the ground entity
> > > is moving the player
> > >   if ( ( pGroundEntity != NULL &&
> > > pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && (
> > > flCurrentPlayerZ != m_flOldPlayerZ ) &&
> > > smoothstairs.GetBool() &&
> > >m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
> > > )
> > >   {
> > >   int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 :
> > > -1;
> > >
> > >   float steptime = gpGlobals->frametime;
> > >   if (steptime < 0)
> > >   {
> > >   steptime = 0;
> > >   }
> > >
> > >   m_flOldPlayerZ += steptime * 150 * dir;
> > >
> > >   const float stepSize = 18.0f;
> > >
> > >   if ( dir > 0 )
> > >   {
> > >   if (m_flOldPlayerZ > flCurrentPlayerZ)
> > >   {
> > >   m_flOldPlayerZ = flCurrentPlayerZ;
> > >   }
> > >   if (flCurrentPlayerZ - m_flOldPlayerZ >
> > > stepSize)
> > >   {
> > >   m_flOldPlayerZ = flCurrentPlayerZ -
> > > stepSize;
> > >   }
> > >   }
> > >   else
> > >   {
> > >   if (m_flOldPlayerZ < flCurrentPlayerZ)
> > >   {
> > >   m_flOldPlayerZ = flCurrentPlayerZ;
> > >   }
> > >   if (flCurrentPlayerZ - m_flOldPlayerZ <
> > > -stepSize)
> > >   {
> > >   m_flOldPlayerZ = flCurrentPlayerZ +
> > > stepSize;
> > >   }
> > >   

[hlcoders] Network Sound Overhead

2006-07-01 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I'm getting ridiculous amounts of sound network overhead in my mod and I'm
not sure why.

With net_showmsg 1 I see this message repeated hundreds of times:
Msg from 127.0.0.1:27015: svc_Sounds: number 1, reliable, bytes 5
A search of the SDK for svc_sounds brings back nothing and I don't recall
making any changes to the server side sound code, so I've got no idea what
the source of the problem is.

It increases with the number of living players, but seems to disappear
completely for me (as the local player on a listen server) when I enable
noclip mode or go underwater.  I would think it was related to player
footstep sounds, but the overhead is still there if I stand still in
standard movement mode (despite snd_show indicating that no sounds are
playing).

The net graph (with like 15 bots):
http://img225.imageshack.us/img225/4893/soundoverhead5ss.jpg

Ideas?
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Re: [hlcoders] Network Sound Overhead

2006-07-02 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Ah found the problem.  It was a very hacky and stupidly placed fix for
looping sounds that I made a long time ago.  Was causing StopSound to get
called constantly.

Thanks for the help though.

On 7/2/06, Teddy <[EMAIL PROTECTED]> wrote:
>
> Perhaps it is the footstep sounds being transmitted from the server.
> Try making them client side (even triggered by events in the walk
> animation?)
>
> On 7/2/06, Skillet <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm getting ridiculous amounts of sound network overhead in my mod and
> I'm
> > not sure why.
> >
> > With net_showmsg 1 I see this message repeated hundreds of times:
> > Msg from 127.0.0.1:27015: svc_Sounds: number 1, reliable, bytes 5
> > A search of the SDK for svc_sounds brings back nothing and I don't
> recall
> > making any changes to the server side sound code, so I've got no idea
> what
> > the source of the problem is.
> >
> > It increases with the number of living players, but seems to disappear
> > completely for me (as the local player on a listen server) when I enable
> > noclip mode or go underwater.  I would think it was related to player
> > footstep sounds, but the overhead is still there if I stand still in
> > standard movement mode (despite snd_show indicating that no sounds are
> > playing).
> >
> > The net graph (with like 15 bots):
> > http://img225.imageshack.us/img225/4893/soundoverhead5ss.jpg
> >
> > Ideas?
> > --
> >
> > ___
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> please visit:
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> >
> >
>
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Re: [hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I recieved an MDMP with a crash in GetStudioHDR() from one of my team
members as well a few days ago.  Call stack showed some shadow rendering
code I messed with though, so I assumed that was the problem.

>client.dll!virtualgroup_t::GetStudioHdr()  Line 28 + 0x6C++
 client.dll!studiohdr_t::pSeqdesc(int i=1023)  Line 459C++
 client.dll!C_BaseAnimating::GetRenderBounds(Vector & theMins={...},
Vector & theMaxs={...})  Line 3176 + 0x8C++
 client.dll!C_BaseAnimatingOverlay::GetRenderBounds(Vector &
theMins={...}, Vector & theMaxs={...})  Line 157C++
 client.dll!C_BaseEntity::GetShadowRenderBounds(Vector & mins={...},
Vector & maxs={...}, ShadowType_t shadowType=SHADOWS_RENDER_TO_TEXTURE)
Line 1317C++
 client.dll!CClientShadowMgr::ComputeHierarchicalBounds(IClientRenderable
* pRenderable=0x3e9b68bc, Vector & vecMins={...}, Vector & vecMaxs={...})
Line 2073C++
 client.dll!CClientShadowMgr::UpdateStudioShadow(IClientEntity *
pEnt=0x3e9b68b8, unsigned short handle=47)  Line 2100C++
 client.dll!CClientShadowMgr::UpdateShadow(unsigned short handle=47,
bool force=true)  Line 2429C++
 client.dll!CClientShadowMgr::UpdateProjectedTextureInternal(unsigned
short handle=47, bool force=true)  Line 2465 + 0xdC++
 client.dll!CClientShadowMgr::UpdateProjectedTexture(unsigned short
handle=47, bool force=true)  Line 2479C++
 client.dll!C_HL2MP_Player::ClientThink()  Line 287 + 0x1dC++

On 7/11/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Hi, playing my Mod, rarely made a client crash. When i show the .mdmp
> file, always crash at studio_shared.cpp in client.dll in this function:
>
> const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const
> {
> return modelinfo->FindModel( this->cache );
> }
>
> This is the call:
>
> >   client.dll!virtualgroup_t::GetStudioHdr()  Line 28 +
> 0x6C++
> client.dll!studiohdr_t::pSeqdesc(int i=1023)  Line 459  C++
> client.dll!C_BaseAnimating::DoAnimationEvents()  Line 2498 +
> 0xeC++
> client.dll!C_BaseAnimatingOverlay::DoAnimationEvents()  Line
> 417C++
> client.dll!C_BaseAnimating::Simulate()  Line 3688   C++
> client.dll!C_BasePlayer::Simulate()  Line 1377 + 0x7C++
> client.dll!SimulateEntities()  Line 1086 + 0xa  C++
> client.dll!OnRenderStart()  Line 1210   C++
> client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t
> curStage=)  Line 1263 C++
>
> Can you help me?. Thanks in advance
>
> --
> This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com
>
> http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html
>
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Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.

On 7/19/06, Emiel Regis <[EMAIL PROTECTED]> wrote:
>
> I think it would be $200.000 minumum.
>
> > Thanks for the quick reply. I think we might have to go the expensive
> > route.
> > Does anyone know what the approx. price is for a Source dev license?
> >
> > Thanks,
> > Thomas
> >
> >
>
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Re: [hlcoders] Source SDK

2006-07-25 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I think it's safe to say that all of us are, but doing things like this
isn't going to make it be released any sooner.  If the update is released
tomorrow, great.  If it's never released, oh well.  There's not much we as a
community can do to change when the update happens.  Accept that and try to
be paitent.

On 7/25/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> I'd like to do a small experiment.  Who here is already impatient with the
> SDK
> codebase update?  Add your name to the list, with a project name attached
> if
> you so desire.  I'll start if off.
>
> 001.  John Sheu - Eternal Silence
>
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Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
You could always try searching for them with standard IO on DLL init to see
if they're in the actual directory and if not use
IFileSystem::GetLocalCopy().  I've never tested it but according to the
comments it should do what you want.

On 7/27/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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] Eye position during stand/crouch/prone

2006-07-29 Thread Skillet
--
[ 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
>
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Re: [hlcoders] Rotating/Altering hulls

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
"*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the "axial" part: they are always in the same orientation in
relation to the map. ("Axial," incidentally, means "along an axis" – like
all 12 edges of the bounding box.)"

:(

On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
>
> Continuing on from my earlier question about adjusting hull sizes, one
> thing I wasn't aware of was that the hulls don't change their
> orientation with the player which is a little annoying.
>
> I'd adjusted my eye positions and hull sizes to match the head
> position and outline of the player models when crouched and prone. The
> plan was to a) stop the player being able to stick half their model
> into a wall even though the first person perspective says their not
> and b) match the eye position to the player models eye position, i.e.
> when prone you're not looking from the crotch.
>
> That the hulls don't rotate produces some fun quirks. For example the
> prone view moves forward with the head as per normal when looking
> North, but moves back when facing South and left/right eith East/West.
> Likewise, with a long thin hull for prone, facing one direction you
> cant crawl into a wall but turn 90 degrees and you can.
>
> So is rotating a hull possible or is it locked in its default orientation?
>
> - Jed
>
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Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Yeah, if it's for HL2DM size models please post the new vectors so we can
all use them.

On 7/30/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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
> >
> > ___
> > 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] Portal

2006-07-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Yeah, it seems very unlikely that they're just textures, seeing as things
move through them smoothly and can be half way between two portals (not just
teleported point to point, as in the GMod minimod).

On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Im pretty sure there is a lot of extremely complex technology at hand
> here.
> Its not just rendertargets, they are seamlessly bending pixels to their
> will. And Im pretty sure they arnt using much shader technology either.
>
> I really wish I knew how they did it, but I dont think we could do it
> without engine control.
>
> On 7/30/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> >
> > And how do you know this?
> >
> > --- Aaron Schiff <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Not at all...they're simply 2 materials with
> > > rendertargets on the other
> > > side...
> > >
> > > --
> > > ts2do
> > > --
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view
> > > the list archives, please visit:
> > >
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > __
> > Do You Yahoo!?
> > Tired of spam?  Yahoo! Mail has the best spam protection around
> > http://mail.yahoo.com
> >
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> > please visit:
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> >
> >
>
>
> --
> ~skidz
> --
>
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Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I'm pretty sure that first person dosen't work right.

I "just enabled" spectator and even free roam didn't work right.  The camera
was acting like the ragdoll deathcam, oddly.  I had to play around with it
quite a bit to get that working, and ended up just disabling the other
modes.

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.
>
> 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
> > > > > >
> > > > > >
> > > > > >
> > > > > > ___
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> > archives,
> > > > > > please visit:
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> > > > > >
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> > archives,
> > > > > > please visit:
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> > > > > >
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> > > > > --
> > > > >
> > > > > ___
> > > > > 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
> > >
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Good idea!  Remove sound entirely and call it a feature.

I don't think the players would like that very much though. :P

On 8/2/06, LDuke <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> There is no sound in space.  :)
>
>
> On 8/2/06, Daniel Menard <[EMAIL PROTECTED]> wrote:
> >
> > Ok Jay, I got my attenuation problem fixed (attenuation was set way
> > too low, 140dB is darn loud). Now I have another question. We've been
> > having sound spacialization issues with our vehicles. They're space
> > vehicles so we got the whole 6 degrees of freedom thing going. The
> > sound spatialization seems to really get out of wack when you roll the
> > craft though. Say I have a firing sound playing straight ahead, if I
> > roll continuously, the sound travels around in a circle. Something
> > similar happens when the pitch goes beyond 90 degrees up or down. If I
> > stay within "player limits" for yaw and pitch and keep my roll at 0,
> > everything works fine. Beyond that, its anybody's guess where the
> > sound is coming from. When I'm upside down in a roll... the sound
> > seems to be completely inverted (sound on the left coming from right
> > channel). Is there some SDK function I can modify to change this
> > behavior or its an engine limitation? My guess would be that its using
> > the forward vector to find pitch and yaw but forgets about roll (which
> > would invert the channels for correctness).
> >
> > On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > > It's not in the SDK update or in development at this time.
> > >
> > > > -Original Message-
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > > Daniel Menard
> > > > Sent: Tuesday, August 01, 2006 2:06 PM
> > > > To: hlcoders@list.valvesoftware.com
> > > > Subject: Re: [hlcoders] Distance Variant Sounds
> > > >
> > > > I'm using the standard WeaponSound code to play these sounds,
> > > > yet they still come out really loud at a distance. I tried to
> > > > run them with spatialized stereo again and same problem. I
> > > > guess I'm gonna turn my attention to the code and see if
> > > > anything is missing.
> > > >
> > > > On a side note, any chance the fade start/end distances can
> > > > be placed in the script in the following SDK update (or the
> > > > one after)?
> > > >
> > > > On 8/1/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
> > > > > updated with distances (no they can't be modified without
> > > > changing the
> > > > > engine code at present):
> > > > > http://developer.valvesoftware.com/wiki/Soundscripts
> > > > >
> > > > > I don't see any issue with spatialization of distance
> > > > variant sounds.
> > > > > My guess is that you aren't emitting the sound from a particular
> > > > > entity (using the world?) or the codepath you are using is
> > > > not passing
> > > > > the origin through in some case.
> > > > >
> > > > >
> > > > > > -Original Message-
> > > > > > From: [EMAIL PROTECTED]
> > > > > > [mailto:[EMAIL PROTECTED] On Behalf
> > > > Of Daniel
> > > > > > Menard
> > > > > > Sent: Tuesday, August 01, 2006 9:12 AM
> > > > > > To: hlcoders@list.valvesoftware.com
> > > > > > Subject: [hlcoders] Distance Variant Sounds
> > > > > >
> > > > > > Is it possible to change the distance at which the
> > > > distance variant
> > > > > > sounds are crossfaded. Right now the default seems to be
> > > > 1000 units
> > > > > > or so. Is there some way to modify this in the script?
> > > > > >
> > > > > > Also, these seems to be a bug with distance variant sounds where
> > > > > > they don't attenuate correctly, was this planned? I am
> > > > trying to use
> > > > > > it for engine sounds and it sounds like its right infront
> > > > of you and
> > > > > > its 4000 units away (120dB soundlevel). Is there some way to
> turn
> > > > > > this attenuation back on. If I stereo spatialize the sounds,
> they
> > > > > > seem to attenuate fine.
> > > > > >
> > > > > > I've noticed that sounds using CHAN_STATIC are not attenuated,
> > > > > > however these are CHAN_AUTO (they are replaced with appropriate
> > > > > > channels in code, the 3 possible channels are
> > > > CHAN_WEAPON, CHAN_ITEM
> > > > > > and CHAN_BODY). Here is what the script looks like:
> > > > > >
> > > > > > "Engine.MainThrust"
> > > > > > {
> > > > > >   "channel"   "CHAN_AUTO"
> > > > > >   "volume""0.6"
> > > > > >   "soundlevel""SNDLVL_120dB"
> > > > > >
> > > > > >   "wave"  "^engines/main_thruster.wav"
> > > > > > }
> > > > > >
> > > > > > I dunno if anyone can help with this?
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> > > > > > archives, please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > >
> > > > > >
> > > > >
> > > > > 

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
What's the proper way to apply the patch?  WinMerge dosen't seem to want to
use patch/diff files at all and TSVN complains that the file is bad (no
"Index" line).

On 8/5/06, [EMAIL PROTECTED] <[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
>
> ___
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> please visit:
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>
>
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Re: [hlcoders] More SDK issues

2006-08-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Make sure you're using the right appid/executable for launching.  I was
getting that tier0 error when I used half-life 2/hl2.exe instead of
half-life 2 deathmatch/hl2.exe to run my 320 based mod from Visual Studio.

On 8/12/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> I've got two more things. First, every time I try to run my mod, I get
> the following error in a modal popup window:
>
> "The procedure entry point CommandLine_Tier0 could not be located in the
> dynamic link library tier0.dll."
>
> I looked in tier0/icommandline.h and indeed the CommandLine() function
> has been #defined to CommandLine_Tier0() instead. The code will work if
> I remove that #define and have it access the old vstdlib version of
> CommandLine(), but that's not a very optimal solution. I have googled
> and it seems that I'm not the only person getting this error:
>
> http://www.google.com/search?q=CommandLine_Tier0
>
> But I am as far as I can tell the only person getting it trying to run a
> mod, as opposed to trying to run a utility. Most people get it trying to
> run the map/model compilers.
>
> I tried deleting tier0.dll so that Steam would re-download it for me,
> but that didn't work. I don't know what else to try short of deleting
> the .gcf and downloading it again, and I don't really want to do that.
>
> Secondly, it would be nice if we could be able to build libraries like
> mathlib and bitmap. We can't, because their source files seem to have
> been deleted. What gives?
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
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> please visit:
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Re: [hlcoders] More SDK issues

2006-08-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
The one in Source SDK Base.
source sdk base/hl2.exe

Does it give the error when run from the Steam games menu?

On 8/13/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote:
>
> Skillet wrote:
> > Make sure you're using the right appid/executable for launching.  I was
> > getting that tier0 error when I used half-life 2/hl2.exe instead of
> > half-life 2 deathmatch/hl2.exe to run my 320 based mod from Visual
> Studio
>
> Right. What would you use for 215?
>
> --
> Jorge "Vino" Rodriguez
>
>
> ___
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> please visit:
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>
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Re: [hlcoders] laggy animations

2006-08-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Apparently that fix is unrelated to third person local player animations.  I
also implemented it and saw that the local player crowbar animation still
seemed low framerate.  It's not a showstopper, luckily.

None of the fixes in that SDK forum thread address the problem IIRC.

Did you ever run into player model pitch problems in third person?  That's
my last big problem remaining with it (besides this animation issue).  The
pitch pose parameter works great until the player fires a weapon, then for a
moment the pose parameter stops being used and it does absolute pitching
(based on view angles).  This causes a choppy effect where you can see a
double image of the player model, one using the pose parameter (just the
head/upper body tilted, as it should be) and one using absolute pitch (the
entire model tilted forward or backwards).  Goes away with cl_predict set to
0.

I haven't looked at it too in depth, so it may be a simple misplaced call to
SetLocalAngles or something.

On 8/14/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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
> > --
> >
> > ___
> > 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] Underwater Kills

2006-08-17 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Is HL2 defined in the project options?

On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Content-description: Mail message body
>
> if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) &&
> (m_flNextPrimaryAttack <=
> gpGlobals->curtime))
> {
> // Clip empty? Or out of ammo on a no-clip weapon?
> if ( !IsMeleeWeapon() &&
> (( UsesClipsForAmmo1() && m_iClip1 <= 0) || (
> !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
> {
> HandleFireOnEmpty();
> }
> else if (pOwner->GetWaterLevel() == 3 &&
> m_bFiresUnderwater == false)
> {
> PrecacheScriptSound( "Water.Spark" );
> EmitSound( "Water.Spark" );
>
> #ifdef HL2
> CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
> if(pPlayer->IsAlive())
> {
> pPlayer->m_iHealth = 0;
> pPlayer->Event_Killed( CTakeDamageInfo(
> pPlayer,
> pPlayer, 0, DMG_NEVERGIB ) );
> pPlayer->Event_Dying();
> }
> #endif
>
> That's in "basecombatweapon_shared.cpp" and it doesn't seem to be working;
> it's ment to
> play a sound and then kill the plater if they fire a gun under water.
>
> Any idea why?
>
> Thanks;
> Yanii
>
> --
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlcoders] SetThink

2006-08-17 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
IIRC SetThink doesn't work on the client.  The method I used was to override
the virtual function ClientThink in C_BaseEntity and use the
SetNextClientThink() function in lieu of SetNextThink().  Looking at
c_baseentity.cpp you should be able to duplicate SetThink() with
SetThinkHandle().

On 8/17/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> SetThink and SetNextThink are in c_baseentity.h and basentity.h
>
> You can include them simply with cbase.h.
>
>
> You also need to declare the think functions in a DATADESC as Steve
> showed.
> --
>
> ___
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Re: [hlcoders] EmitSound

2006-08-18 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It's in CBaseEntity and C_BaseEntity.  Both of them call into shared
functions in soundemittersystem.cpp.

On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Dang it; what where the headers for this?
>
> ___
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Re: [hlcoders] debug text (or similar)

2006-08-24 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
As I understand it, you simply need to figure out where you want the thing
to appear in world space (3D) then use the functions provided in the SDK to
translate that into screen space which you can use to position the HUD
displays.

On 8/24/06, Daktor <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> We'd like to display the player's name floating above their head in our
> HL2DM mod.  First idea was to use NDebugOverlay::EntityText(...) which
> works
> well, but only if the player is both the client and server.  I think this
> behavior is caused by EntityText(...) defined only on server-side.
>
> Our second thought was to use a HUD element but we can't figure out how to
> make a HUD element follow a player around (floating above the head).
>
> QUESTION: Does anyone have ideas for how to accomplish our goal of
> floating
> player names?
> --
>
> ___
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> please visit:
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Re: [hlcoders] HLMV

2006-09-02 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Wasn't HLMV for HL1 a third party tool to begin with?

On 9/2/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I would higly doubt anyone could do a better 3rd party viewer than Valve
> could.
>
> On 9/2/06, Gus <[EMAIL PROTECTED]> wrote:
> > This is a cryptographically signed message in MIME format.
> > --
> > Oh gawd, productivity down again.. :(
> > Is there a way 3rd party viewer can be made? Somewthing that the SDK
> > won't mess with?
> >
> > Gus
> >
> > Jed wrote:
> > > You're not the only one reporting the same error. Also the wireframe
> > > material doesn't work.
> > >
> > > - Jed
> > >
> > > On 02/09/06, Gus <[EMAIL PROTECTED]> wrote:
> > >> This is a cryptographically signed message in MIME format.
> > >> --
> > >> For the latest SDK, does anybody get problems with HLMV?  I can't get
> > >> normal map checkbox
> > >> checked because it checks off itself! I can't for the life of
> creating
> > >> mods use the tool to check
> > >> progress on work beeing done!
> > >>
> > >> Gus
> > >> --
> > >> Content-Description: S/MIME Cryptographic Signature
> > >>
> > >> [ smime.p7s of type application/x-pkcs7-signature deleted ]
> > >> --
> > >>
> > >> ___
> > >> 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
> > >
> > >
> > --
> > Content-Description: S/MIME Cryptographic Signature
> >
> > [ smime.p7s of type application/x-pkcs7-signature deleted ]
> > --
> >
> > ___
> > 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] VGUI togglebuttons / checkboxes missing in new SDK?

2006-09-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I noticed that ToggleButtons and (more painfully) ImagePanels don't work
after applying the SDK update.

You can still use IsDepressed(), ForceDepressed() and
RecalculateDepressedState() with buttons, which I was already doing with my
ToggleButtons because they got out of sync otherwise IIRC.

So, any way to continue using the controls that have been removed?  It seems
that they're just ignored in the .res files now.
:\

On 8/8/06, Steve Rabouin <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Am I missing something, or those functionalities have been removed in the
> new SDK? When creating a vgui panel those options are not available
> anymore.
> am I the only one who used those? :o
>
> I haven't had time to verify the vgui code much, so excuse me if this is
> something simple, but it seems they are missing.
> --
>
> ___
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Re: [hlcoders] Pistol Secondary Charge

2006-09-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Its an old bug that should be fixed in the latest SDK.

If not, the way I remember working around it was doing
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f (amount of time dosen't
really matter) in the SecondaryAttack function of weapons that have no
secondary attack, rather than doing nothing there.

On 8/30/06, Nathan Voge <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
>
>
> For the first time I have noticed that the secondary fire for the pistol
> charges up the ammo based on the time held and fires them when the primary
> is fired. I don't think this should happen (all the bullets can fire at
> once). Is this a feature or a bug?
>
> --
>
>
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[hlcoders] Customizing Entity Physics Collisions

2006-09-11 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Is there any easy way to exclude player bounding boxes from physics
collisions and collide with hitboxes only?

My problem is that projectiles in the crossbow bolt style collide with
players' bounding boxes rather than their hitboxes.  Not too noticible in
HL2MP with the crossbow, but it's a big issue if you're trying to simulate
bullets.

I've got the code set up to determine whether the bullet would hit a hitbox
or not from the touch function of the bullet entity. That works fine.
However, by the time the touch function for an entity is called, it seems to
have already 'touched' in that it refuses to continue moving, regardless of
what is done to its solid state and such.  I want to ignore that collision
and let the bullet continue through the outer bounding box of the player as
if it were non solid.

I'm pretty sure that this can be done with some (non-trivial) changes to the
collision code in the SDK, but I want to make sure there isn't a simple way
to do it before I go and make a mess.

Some kind of function to either remove a collision from the active 'list' or
to intercept collision events before they actually reach the point where
they affect movement would be perfect.

The bullet entity is set as: MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM,
and SOLID_BBOX.
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Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
The Steam server browser has a 'contains bots' column that can be enabled,
but an actual filter option would be nice.

Mods being able to compare versions of client and server then show
mismatches in a different color would be great.  Having a separate column
for game mode is another thing that would be useful, instead of having to
build it into the 'Game' column.

On 10/11/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Oh yeah - one thing that really really fries me with CS/DoD:S servers is
> when it says the server is 31/32 and you join and there's no-one there..
> and
> status shows that there's 29 bots waiting to join the game or something.
> There's tons of servers pulling that crap.
>
> That's nothing to do with the sdk though - just wanted to rant.
> --
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Re: [hlcoders] Source Engine CPU Speed detection

2006-10-23 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It will probably cause the settings auto detector to choose settings higher
than it would if it found your CPU speed correctly, but as long as it gets
all of the capabilities (SSE, SSE2, etc., listed in the console on startup)
right there shouldn't be any problems.

My CPU speed is often detected low because of Cool n' Quiet, and I haven't
had any problems.

On 10/23/06, Jochen Werner <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> I don't know if its the right place to ask, but lately all source games
> including my mod seem to detect my CPU Speed wrong. I have a 2,5 GHz P4,
> and
> I didnt change anything in my system (same Hardware, same OS (W2k), and it
> used to detect it correct. Does this have any bad side-effects when its
> detected wrong? I didnt notice any yet, just want to be sure.
> I copy pasted this from Half-Life 2 console:
>
> ...
> Half-Life 2
> Map: d2_prison_02
> Players:  1 / 1
> Build 2707
> Server Number 1
> Initializing renderer...
> Signon traffic "CLIENT":  incoming 40.549 Kb, outgoing 763 bytes
> npc_headcrab thinking for 19.72ms!!! (SCHED_IDLE_STAND); r5.35 (c0.00,
> pst0.00, ms5.35), p-r0.00, m0.00
> Soundscape: prison.general_hallway_lightcombat
> Soundscape: prison.general_hallway_lightcombat
> cpu speed 9318 MHz Intel
> 1023 MB of system RAM
> cpu speed 9318 MHz Intel
> 1023 MB of system RAM
> ...
> Any Comments are welcome.
>
> Thanks.
>
> Octi
>
>
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[hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I'm trying to simulate bullets at (near) actual speed with physics rather
than tracelines, and I'm having inconsistent collision troubles.  I assume
they're happening because the physics system isn't designed for such fast
moving objects.  My question is twofold.  First, is there any easy way to
improve the accuracy of the entity physics (crossbow bolt type) system to
allow for reliable collisions at very high velocities (10,000+ units/s), or
secondly would the Havok/VPhysics system be able to do this kind of
simulation better?

Thanks.
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Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Thanks.  I implemented that and it's working beautifully so far.  Not only
do the collisions work at high speed, but a hackjob isn't required to get
them working with hitboxes.
:)

On 10/26/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You need to do some sort of swept collision, which for bullets is normally
> tracelines. You can simulate the bullet gravity/drop yourself very easily,
> and just do a traceline from last position to this position each timestep.
> The traceline doesn't have to extend across the world as soon as the
> weapon
> fires.
>
> On 10/26/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to simulate bullets at (near) actual speed with physics
> rather
> > than tracelines, and I'm having inconsistent collision troubles.  I
> assume
> > they're happening because the physics system isn't designed for such
> fast
> > moving objects.  My question is twofold.  First, is there any easy way
> to
> > improve the accuracy of the entity physics (crossbow bolt type) system
> to
> > allow for reliable collisions at very high velocities (10,000+ units/s),
> > or
> > secondly would the Havok/VPhysics system be able to do this kind of
> > simulation better?
> >
> > Thanks.
> > --
> >
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[hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I'm trying to create an entity that has a visual representation on the
client separate from it's server counterpart, with the only networking
occurring when the entity is created on the server side (like a temp ent) to
keep bandwidth use down.  So what I've been trying to do is create the
entity on the server with CreateEntityByName(), then disable its networking
once the creation and initial network data has been transmitted.  Problem
is, simply changing UpdateTransmitState() to return FL_EDICT_DONTSEND after
the server creation call doesn't work, it causes the entity to never be
created on the client side.  Anyone know how to do this?

I've also tried FL_EDICT_FULLCHECK in UpdateTransmitState() with the logic
moved to ShouldTransmit(), same thing happens.
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Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I am moving it on the server.
I mean to have the same entity (derived from CBaseAnimating) simulated
independently on client and server.  It seems like it should work if I can
just get the entity creation sent then stop doing updates.  The reason I
want it this way is that my server side entity is calling SetAbsOrigin every
frame (and there isn't really any way to avoid that).  So rather than
networking the new origin to all clients in the PVS every update, I decided
to try and make the code that does the movement shared and allow the client
to do it's own prediction.

On 10/29/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> You need to send it at least once (for each client) for it to be
> created/acknowledged clientside. Why would you want to do this?
>
> It shouldn't be using any bandwidth if you're not moving it on the server
> or
> changing any of its network vars.. in which case it'll only transmit when
> stuff is being changed.
>
> On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I'm trying to create an entity that has a visual representation on the
> > client separate from it's server counterpart, with the only networking
> > occurring when the entity is created on the server side (like a temp
> ent)
> > to
> > keep bandwidth use down.  So what I've been trying to do is create the
> > entity on the server with CreateEntityByName(), then disable its
> > networking
> > once the creation and initial network data has been
> transmitted.  Problem
> > is, simply changing UpdateTransmitState() to return FL_EDICT_DONTSEND
> > after
> > the server creation call doesn't work, it causes the entity to never be
> > created on the client side.  Anyone know how to do this?
> >
> > I've also tried FL_EDICT_FULLCHECK in UpdateTransmitState() with the
> logic
> > moved to ShouldTransmit(), same thing happens.
> > --
> >
> > ___
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> > please visit:
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> >
> >
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Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
That might not work so well if you want some gravity (will be a pain to get
the correct end position).

I decided to just create some non-networked member vectors in the server
side class for the entity and use them to store the velocity and position,
since I'm doing all of the movement for this entity myself.  It seems to be
working. :)

On 10/29/06, Garry Newman <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Ah ok yeah, I can appreciate that. I was thinking of doing a similar thing
> sometime for bullettime bullets (the client bullet would go slowly along a
> path at a fixed speed until the server says it's ended).
>
> To do that I was going to just make the 'bullet' network an end point and
> a
> time to reach the end then lerp between the points (the server would trace
> a
> line between the change to test for collision). That way the only things
> that would be networked would be the pos, end point and time to end - and
> none of them would change constantly. Plus the entity would kill itself at
> impact so it should be ok. Although thinking about it with high pings the
> bullet would probably go through stuff (depending on its speed).
>
> Other than that the only other way I think would be making the entity
> completely serverside and firing off a temp effect (You'd probably have to
> find a way to kill that effect though when your server entity dies though)
>
>
> On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I am moving it on the server.
> > I mean to have the same entity (derived from CBaseAnimating) simulated
> > independently on client and server.  It seems like it should work if I
> can
> > just get the entity creation sent then stop doing updates.  The reason I
> > want it this way is that my server side entity is calling SetAbsOrigin
> > every
> > frame (and there isn't really any way to avoid that).  So rather than
> > networking the new origin to all clients in the PVS every update, I
> > decided
> > to try and make the code that does the movement shared and allow the
> > client
> > to do it's own prediction.
> >
> > On 10/29/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > You need to send it at least once (for each client) for it to be
> > > created/acknowledged clientside. Why would you want to do this?
> > >
> > > It shouldn't be using any bandwidth if you're not moving it on the
> > server
> > > or
> > > changing any of its network vars.. in which case it'll only transmit
> > when
> > > stuff is being changed.
> > >
> > > On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I'm trying to create an entity that has a visual representation on
> the
> > > > client separate from it's server counterpart, with the only
> networking
> > > > occurring when the entity is created on the server side (like a temp
> > > ent)
> > > > to
> > > > keep bandwidth use down.  So what I've been trying to do is create
> the
> > > > entity on the server with CreateEntityByName(), then disable its
> > > > networking
> > > > once the creation and initial network data has been
> > > transmitted.  Problem
> > > > is, simply changing UpdateTransmitState() to return
> FL_EDICT_DONTSEND
> > > > after
> > > > the server creation call doesn't work, it causes the entity to never
> > be
> > > > created on the client side.  Anyone know how to do this?
> > > >
> > > > I've also tried FL_EDICT_FULLCHECK in UpdateTransmitState() with the
> > > logic
> > > > moved to ShouldTransmit(), same thing happens.
> > > > --
> > > >
> > > > ___
> > > > 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] Source SDK Base

2006-11-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Command line args work with 320.
Try extracting the valve.rc from HL2DM to yourmod/cfg.
The important part of it is "stuffcmds".

On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote:
>
> On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote:
> > You must add the args to the SDK Base, rather than your mod.
> >
> >   Regards,
> > Tim
>
> That's rather unfortunately unintuitive.
>
> Valve, fix?  I can think of many scenarios in which one would want
> different
> arguments for different SDK Base-based mods.
>
> -John Sheu
>
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Re: [hlcoders] Still need this assert?

2006-11-08 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It happens for me every time the duck key is released as well.  There's a
nearby comment that says it should rarely or never happen.  I assume
something changed (or something that was supposed to change didn't) between
when the assert was added and now.

Anyway, I doubt there's any harm in removing it.

On 11/7/06, Eric Van Huss <[EMAIL PROTECTED]> wrote:
>
> [ Converted text/html to text/plain ]
> This is for the recently released sdk update. I'm new and playing around
> with
> the sdk so I'll probably sound as such. I'm using 2005 Express.
>
> At the end of CGameMovement::Duck there's a "hack" check to make sure the
> viewoffset z value is correct. In the comments about this check it says it
> might not be needed but it's there to make sure people know if a certain
> bug
> is happening.
> I'm getting this assert after letting go of duck almost every time. If I
> comment
> out 'SetDuckedEyeOffset(0.0f)' ,at the end of the assert check, the code
> still
> works and the player's viewoffset z value gets changed to the correct
> value on
> it's own(64.0).
>
> In case anyone wants to know...! FinishUnDuck() sets the player's
> viewoffset(z
> = 64.0). It then goes back to engine.dll(which is a pain to debug :) ).
> Engine.dll
> calls CHLClient::FrameStageNotify -> OnRenderStart(), which down the line
> calls C_BaseEntity::Interp_Interpolate(). The for loop in this method
> changes
> the z value of the player's viewoffset. Then Duck() gets called again and
> the
> assert happens. I guess this check/assert is not letting interpolation run
> its
> course?
>
> So do we still need this check/assert. Or maybe a better conditional
> check?
>
> Thanks,
> EJ
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Re: [hlcoders] ConVar question

2006-11-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
ConVar's marked FCVAR_REPLICATED are only able to be changed on the server
(by an admin), and are automatically networked to the client .  That's
probably what you're looking for.  Have a search in the HL2DM SDK for
mp_teamplay.

On 11/13/06, Emiel Regis <[EMAIL PROTECTED]> wrote:
>
> Hey,
>
> I'm still a noobie with Source engine and I got a question - I want to
> have some certain way of setting the gametype (something like g_gametype
> cvar in JKA, if you know what I mean) and I can't find a good way of
> dealing with that. I thought about a ConVar, but can they be transmitted
> between server and client? If so, how to do that? BTW, I want it to be
> changeable in the menu obviously, if it's more complicated.
>
> Thanks in advance.
>
> Emiel Regis
> www.moviebattles.com
> tne.invision-games.com
>
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Re: [hlcoders] Missing Entry Point??

2006-11-24 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Same here.

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

2006-11-24 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I get the message both using the pre VS2005 compatibility update code on
VS2003, and the new code on VS2005 (two separate projects).

On 11/24/06, Nick <[EMAIL PROTECTED]> wrote:
>
> I am also getting it..(using the new code)
>
> On 11/24/06, Oliver <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > This may have something to do with it.  I get these error messages when
> > compiling:
> >
> > tier1.lib(datamanager.obj) : warning LNK4204:
> > 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
> information
> > for referencing module; linking object as if no debug info
> >
> > tier1.lib(generichash.obj) : warning LNK4204:
> > 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
> information
> > for referencing module; linking object as if no debug info
> >
> > tier1.lib(strtools.obj) : warning LNK4204:
> > 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging
> information
> > for referencing module; linking object as if no debug info
> >
> > On 11/24/06, Skillet <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Same here.
> > >
> > > On 11/24/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > I'm getting that too. Very annoying.
> > > >
> > > > On 11/23/06, Joel R. <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > > Yes, I received this too, just after restarting steam and grabbing
> the
> > > > new
> > > > > update.  I thought it was something I did with my code.  I'll try
> your
> > > > > fix,
> > > > > it's really annoying having it pop up 2 times as my server loads,
> and
> > > I
> > > > > load
> > > > > it up a lot for testing my mod.
> > > > >
> > > > > On 11/24/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > I normaly get it if i run the game on a screen size my
> > > > > > lcd wont support in windowed mode - just make a new
> > > > > > mod, export the reigestry key, and change the path,
> > > > > > install the key, and it should work.
> > > > > >
> > > > > > It might be another entry point for you, but this
> > > > > > fixed my error
> > > > > >
> > > > > > Adam
> > > > > >
> > > > > >
> > > > > > --- Daniel Menard <[EMAIL PROTECTED]> wrote:
> > > > > >
> > > > > > > Is anybody else getting this error when starting
> > > > > > > their mod? It also
> > > > > > > happens while loading a map (after getting it on
> > > > > > > startup).
> > > > > > >
> > > > > > > hl2.exe - Entry Point Not Found
> > > > > > > The procedure entry point IsLogActive could not be
> > > > > > > located in the
> > > > > > > dynamic link library tier0_s.dll
> > > > > > >
> > > > > > > It started cropping up right around the SDK Update
> > > > > > > being rolled in. I
> > > > > > > updated our codebase but it hasn't disappeared. It's
> > > > > > > pretty
> > > > > > > intermittent, but happens more often while running
> > > > > > > with the debugger.
> > > > > > > I have reports from at least 1 tester having it by
> > > > > > > starting from the
> > > > > > > steam menu. It's not a fatal error, the mod still
> > > > > > > runs fine, but it's
> > > > > > > very annoying. It happens while the main menu is
> > > > > > > loading, and also
> > > > > > > while the map loads.
> > > > > > >
> > > > > > > Is there some way to get rid of this?
> > > > > > >
> > > > > > > ___
> > > > &

Re: [hlcoders] Rotating Player Model

2006-12-20 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Try setting the render angles on the client side.

On 12/20/06, Parthalan <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Hi,
>
> I'm looking for information on how to rotate the model associated with a
> player in the SDK. In my research so far, the SetAbsAngles and
> GetAbsAngles
> methods seem to be related to the direction the player is facing, rather
> than the current orientation of thier model. I would also like to be able
> to
> update thier view angles to match thier view position post model rotation,
> but I appreciate that this is likely a whole other issue, and may not be
> relevant to solving the aforementioned problem.
>
> Thanks, in advance, for any help. I've tried posting to the VERC forums,
> but
> I'm unfortunately not having much luck with the responses there.
>
> Kind Regards,
> Parthalan
> --
>
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[hlcoders] Changing Sound Pitch

2006-12-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I'm trying to change the pitch of all currently playing sounds from the
client side by calling IEngineSound::GetActiveSounds() then going through
the list of SndInfo_t's returned and calling IEngineSound::EmitSound() for
each with the new pitch and SND_CHANGE_PITCH as a flag.

This seems to work in some cases, but not always.  Is there a better way to
do it?

//Update pitch
CUtlVector< SndInfo_t > sndList;
enginesound->GetActiveSounds( sndList );
for ( int i = 0; i < sndList.Count(); i++ )
{
SndInfo_t sndInfo = sndList.Element( i );
soundlevel_t iSoundLevel = soundemitterbase->LookupSoundLevel(
sndInfo.m_pszName );

CBroadcastRecipientFilter filter;
enginesound->EmitSound( filter, sndInfo.m_nSoundSource,
sndInfo.m_nChannel, sndInfo.m_pszName,
sndInfo.m_flVolume, iSoundLevel, SND_CHANGE_PITCH, PITCH_NORM *
flNewTimescale, sndInfo.m_pOrigin );
}
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Re: [hlcoders] Modifying the Shadow engine..

2007-01-19 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Don't forget about the upcoming Episode 2 lighting and shadowing overhaul.
http://en.wikipedia.org/wiki/Source_Engine#Dynamic_lighting_and_shadowing_2

If you can wait for that it will probably be better than anything that can
be done practically with just the SDK code.

On 1/19/07, Minh <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hey guys,
> I've been thinking of the possibility of improving the shadow
> rendering in the Source engine. Currently, it seems all entities in the
> world cast their shadows from a single light source ( defined in
> "r_shadowangle" ).
> Realistically, each entity should cast their shadows based on the
> nearest dominant light source (like it's done in the Unreal engine). I'm not
> sure how feasible it would be to rework the current shadow engine to take
> into account an entities nearest light source so I'm just wondering if
> anyone has looked into this.
> Has anyone attempted such a feat? or knows of the limitations of the
> shadow engine that would complicate such an endeavour?
> --
>
>
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Re: [hlcoders] disabling escape

2007-01-23 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Have you tried doing something similar in ClientModeShared::KeyInput()?

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

2007-02-06 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I remember having to actually disable my "network connection" in Windows for
Steam to go to offline mode.  I haven't tried it in a while though.

On 2/6/07, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> AFAIK, before the new version, if you opened Steam without being connected
> to Internet, a dialog gave you the options to retry or log under offline
> mode. Looks like this option isn't available anymore. It's a shame,
> because
> it came very handy when you took your laptop to a place without any ways
> of
> accessing Internet.
> --
>
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Re: [hlcoders] Looping MP3

2007-04-21 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
You can use enginesound->GetSoundDuration() with the .mp3 to figure out how
long it is then stop the old sound and start a new one once that time has
elapsed.

On 4/19/07, Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> Will support for this be added someday? I really would prefer not to do
> this
> manually as I am trying to do it from a server plugin.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam "amckern"
> McKern
> Sent: Thursday, April 19, 2007 4:51 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Looping MP3
>
> As far as i understand, the copy of miles that source
> runs has no support for looping mp3s.
>
> Adam
>
>
> --- Tony Paloma <[EMAIL PROTECTED]> wrote:
>
> > This is a multipart message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > As many of you probably know, you can have the
> > engine automatically loop a
> > wav file by inserting a cue point into the wav at
> > the place where you want
> > the loop to start. Is there a similar way to do this
> > with an MP3 or is it
> > WAV only.
> >
> > --
> >
> >
> > ___
> > 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] Animation Blending

2007-04-21 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
What's the best way to do animation blending from the code?

Ultimately I want to blend the view model's animation from one frame of a
sequence back towards the start frame of the idle sequence.  It's very
simple to do that by playing with the sliders in HLMV, so I imagine it can't
be too difficult to do in the SDK.

I tried changing CBaseViewModel to inherit from CBaseAnimatingOverlay
instead of CBaseAnimating then applying this code from my weapon's attack
function on the server as a test:
CBaseViewModel *pVM = ToBasePlayer(GetOwner())->GetViewModel();
int iLayer = pVM->AddLayeredSequence( ACT_VM_IDLE, 0 );
pVM->SetLayerWeight( iLayer, 0.5 );

I expected that to make the animation half blended between the current
sequence and the idle sequence, but nothing seemed to change.
Does anyone have experience with this type of thing?

Thanks.
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Re: [hlcoders] Models center origin?

2007-05-03 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
As far as I know, CBaseEntity:GetAbsOrigin() should return the "center"
point of the model for a model based entity (0,0,0 in your modeling
program).
If that doesn't work you could try CBaseEntity::WorldSpaceCenter().

On 5/2/07, Drak <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Is there anyway to get the models "center" origin? For example, I'm using
> the model of a concrete pipe (models/prop_pipes/concrete_pipe001a.mdl)
>
> I want to retrieve it's center origin and place a entity in the origin.
> (It's basicly a cannon)
> For the second question, I have the launcher entity (the pipe) have a
> trigger, to turn on or off. Would I even be able to get the entitys origin
> within a the "InputToggle" class member? Using the "this" pointer?
> --
>
>
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[hlcoders] Force Consistent Client.dll?

2007-05-12 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Is there a simple way to have the server force consistency on the client.dll?
When I was testing I noticed that the console prints a warning message on
the client when the server's copy of the client.dll is different, but
doesn't seem to do anything else.
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Re: [hlcoders] Force Consistent Client.dll?

2007-05-12 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
It's not in the SDK, unfortunately.
:(

On 5/12/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
>
> Find where it prints the error and kick them from the server. :P
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Skillet
> Sent: Sunday, May 13, 2007 6:46 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Force Consistent Client.dll?
>
> --
> [ Picked text/plain from multipart/alternative ]
> Is there a simple way to have the server force consistency on the
> client.dll?
> When I was testing I noticed that the console prints a warning message on
> the client when the server's copy of the client.dll is different, but
> doesn't seem to do anything else.
> --
>
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Re: [hlcoders] Force Consistent Client.dll?

2007-05-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Thanks.

On 5/12/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
>
> Force all clients to send the server a CRC of their client.dll.  If the
> server doesn't receive this or it's invalid, kick them within a certain
> period of time.
>
> The upcoming dedicated server update is going to allow this
> functionality built-in via the sv_pure convar.  There's a beta of it
> currently available which was announced on the HLDS list.  You define a
> list of files you want the server to verify via CRC check, and the
> client will be rejected if it can't verify it successfully.
>
> Skillet wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > It's not in the SDK, unfortunately.
> > :(
> >
> > On 5/12/07, Mark Chandler <[EMAIL PROTECTED]> wrote:
> >> Find where it prints the error and kick them from the server. :P
> >>
> >> -Original Message-
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Skillet
> >> Sent: Sunday, May 13, 2007 6:46 AM
> >> To: hlcoders@list.valvesoftware.com
> >> Subject: [hlcoders] Force Consistent Client.dll?
> >>
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> Is there a simple way to have the server force consistency on the
> >> client.dll?
> >> When I was testing I noticed that the console prints a warning message
> on
> >> the client when the server's copy of the client.dll is different, but
> >> doesn't seem to do anything else.
> >> --
> >>
> >> ___
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> >> please visit:
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> >>
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> >> please visit:
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> >>
> >>
> > --
> >
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> please visit:
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> >
> >
>
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[hlcoders] PhysFrame() Crashing

2007-05-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I've been getting occasional crashes in the PhysFrame() function (
physics.cpp) when players disconnect from a server.  They're always access
violations.

Specifically it's in the for loop here:
int activeCount = physenv->GetActiveObjectCount();
IPhysicsObject **pActiveList = NULL;
if ( activeCount )
{
pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject
*)*activeCount );
physenv->GetActiveObjects( pActiveList );

for ( int i = 0; i < activeCount; i++ )
{
CBaseEntity *pEntity = reinterpret_cast(pActiveList[i]->GetGameData());
if ( pEntity )
{
if (
pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
{
pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
}
pEntity->VPhysicsUpdate( pActiveList[i] );
}
}
stackfree( pActiveList );
}

I've had crashes on the DoesVPhysicsInvalidateSurroundingBox(),
MarkSurroundingBoundsDirty(), and VPhysicsUpdate() calls.
Has anyone else run into this?

Thanks.
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Re: [hlcoders] Cell Shading - Serious Revision?

2007-05-18 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Might be easier to just look at samples that Google brings back.
http://www.gamedev.net/reference/programming/features/celshading/
http://q3cellshading.sourceforge.net/ (Probably more useful, as it includes
the source of a working Q3 cel shader)

On 5/18/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote:
>
>
> IMO as much as you look at TF2, i don't think its cell
> shading, just comic materials.
>
> Other then that, you might want to decompile the HLSL
> shaders from XIII and see how its done on the UE2, and
> try and port it to Source.
>
> Adam
>
> --- Mukkan Yhtiö <[EMAIL PROTECTED]> wrote:
>
> > Has anyone given cell shading in the source engine
> > any real research.
> >
> > Has anyone actually put it into practise? If so what
> > where the main problems
> > you encountered?
> >
> >
> _
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> > Download today it's FREE!
> >
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> >
> >
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> >
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> >
> >
>
>
> 
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>
>
>
>
> 
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[hlcoders] Re: PhysFrame() Crashing

2007-05-22 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
In case anyone else does actually run into this, it seems to have been
caused by leftover player VPhysics objects.  Their GameData would point to a
CBaseEntity that is valid but filled with garbage, so when the next physics
update rolls around all kinds of things go wrong.  I'm not sure what change
on my part prompted it to start happening, but my best guess is that it was
related to changing the player's surrounding bounds type to USE_HITBOXES for
some situations.

Calling IPhysicsEnvironment::DestroyObject() on the disconnecting player's
GetVPhysicsObject() in my gamerules entity's ClientDisconnect() function
seems to have fixed it.

On 5/14/07, Skillet <[EMAIL PROTECTED]> wrote:
>
> I've been getting occasional crashes in the PhysFrame() function (
> physics.cpp) when players disconnect from a server.  They're always access
> violations.
>
> Specifically it's in the for loop here:
> int activeCount = physenv->GetActiveObjectCount();
> IPhysicsObject **pActiveList = NULL;
> if ( activeCount )
> {
> pActiveList = (IPhysicsObject **)stackalloc( sizeof(IPhysicsObject
> *)*activeCount );
> physenv->GetActiveObjects( pActiveList );
>
> for ( int i = 0; i < activeCount; i++ )
> {
> CBaseEntity *pEntity = reinterpret_cast *>(pActiveList[i]->GetGameData());
> if ( pEntity )
> {
> if (
> pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
> {
>
> pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
> }
> pEntity->VPhysicsUpdate( pActiveList[i] );
> }
> }
> stackfree( pActiveList );
> }
>
> I've had crashes on the DoesVPhysicsInvalidateSurroundingBox(),
> MarkSurroundingBoundsDirty(), and VPhysicsUpdate() calls.
> Has anyone else run into this?
>
> Thanks.
>
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[hlcoders] Re: PhysFrame() Crashing

2007-05-22 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Update 2:
The above fix doesn't really work.  It reduces crashing in some cases, but
the actual problem is apparently that USE_HITBOXES are the player's
surrounding bounds type.  With static surrounding bounds (as default), the
crashes disappear.
I suppose I'll just have to use big static surrounding bounds instead of
USE_HITBOXES.

Sorry for the false information.
:)

On 5/22/07, Skillet <[EMAIL PROTECTED]> wrote:
>
> In case anyone else does actually run into this, it seems to have been
> caused by leftover player VPhysics objects.  Their GameData would point to a
> CBaseEntity that is valid but filled with garbage, so when the next physics
> update rolls around all kinds of things go wrong.  I'm not sure what change
> on my part prompted it to start happening, but my best guess is that it was
> related to changing the player's surrounding bounds type to USE_HITBOXES for
> some situations.
>
> Calling IPhysicsEnvironment::DestroyObject() on the disconnecting player's
> GetVPhysicsObject() in my gamerules entity's ClientDisconnect() function
> seems to have fixed it.
>
> On 5/14/07, Skillet <[EMAIL PROTECTED]> wrote:
> >
> > I've been getting occasional crashes in the PhysFrame() function (
> > physics.cpp) when players disconnect from a server.  They're always
> > access violations.
> >
> > Specifically it's in the for loop here:
> > int activeCount = physenv->GetActiveObjectCount();
> > IPhysicsObject **pActiveList = NULL;
> > if ( activeCount )
> > {
> > pActiveList = (IPhysicsObject **)stackalloc(
> > sizeof(IPhysicsObject *)*activeCount );
> > physenv->GetActiveObjects( pActiveList );
> >
> > for ( int i = 0; i < activeCount; i++ )
> > {
> > CBaseEntity *pEntity = reinterpret_cast > *>(pActiveList[i]->GetGameData());
> > if ( pEntity )
> > {
> > if (
> > pEntity->CollisionProp()->DoesVPhysicsInvalidateSurroundingBox() )
> > {
> >
> > pEntity->CollisionProp()->MarkSurroundingBoundsDirty();
> > }
> > pEntity->VPhysicsUpdate( pActiveList[i] );
> > }
> > }
> > stackfree( pActiveList );
> > }
> >
> > I've had crashes on the DoesVPhysicsInvalidateSurroundingBox(),
> > MarkSurroundingBoundsDirty(), and VPhysicsUpdate() calls.
> > Has anyone else run into this?
> >
> > Thanks.
> >
>
>
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Re: [hlcoders] Animation layers on the server side

2007-05-28 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
They work for me.  Are your sure you've got all of the correct files on the
server and they're up to date?

On 5/28/07, Minh <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Anyone figure out how to enable the animation gesture layers on the
> server side?
> I'm using the standard SDK and it seems the animation layers only play on
> the client side.
> They do not play at all on the server side, so when I shoot or do a
> reload gesture, the client and server animation are not synch'ed up. What
> this means is that when you try to shoot someone when he's reloading you
> won't hit parts of him because the server is not even playing the reload
> gesture.
> I dont know why they were disabled in the standard SDK (as well as
> HL2DM) but I played DoD:Source and noticed that there animation overlays
> are
> playing on both the server and client.
>
> I've included an image to show you guys what I mean. The client is
> playing a slashing animation gesture but as you can see, the server
> hitboxes
> are not in synch with the client.
> http://www3.telus.net/public/a6a91102/layers1.jpg
>
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Re: [hlcoders] hat code

2007-06-13 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Try setting "developer 2" in the console before you have that code run.  It
should give more detailed output regarding the problem.

If that doesn't help at all I would suggest that you make sure the model is
being precached, that it works (can be opened in the external model viewer)
and that the path given is correct for the file system.

On 6/13/07, Gus <[EMAIL PROTECTED]> wrote:
>
> This is a cryptographically signed message in MIME format.
> --
> Howdiez all,
>
> Am looking for some tips or suggestion on how to fix some hat code we're
> doing for our project. It uses a script made in /scripts folder from a
> list of characters. All works well except when  getting down to spawning
> the gib, it gives the message on line 958 of c_baseentity.cpp "Model
> could not be found, index is -1" although verified thoroughly that it is
> not a problem with the model...we debugged the parameter being passed in
> and it is "models/hats/carsonhat.mdl" which is a fully functional model.
>
> Anyway, to explain how we have our setup its like this...We have
> all characters with hat attachments using bodygroups with flag in QC set
> to off so when players spawn the code enables the hat. Once a player
> dies a world hat model spawns and falls.
>
> Here's what we have in c_baseanimating.cpp
>
> =
> pRagdoll->SetBodygroup( 1,0 );
> #define PREFIX 11 //strlen("characters\")
> const char *pHatModelName =
> g_pHatAssociations->GetString(hdr->name()+PREFIX,NULL); //changed for hats
> #undef PREFIX
> if(pHatModelName)
> {
> Vector origin;
> int boneIndex = pRagdoll->LookupBone("ValveBiped.Bip01_Head1");
> ragdoll_t *ragdoll = pRagdoll->m_pRagdoll->GetRagdoll();
> Vector velocity(0,0,0);
> AngularImpulse angularVelocity(0,0,0);
> for(int i=0;ilistCount;i++)
> {
> if(ragdoll->boneIndex[i]==boneIndex)
> {
> QAngle angle;
> ragdoll->list[i].pObject->GetPosition( &origin, &angle );
> ragdoll->list[i].pObject->GetVelocity( &velocity,
> &angularVelocity );
> VectorScale(velocity,1.5,velocity);
> VectorScale(angularVelocity,1.5,angularVelocity);
> break;
> }
> }
>
>
> C_Gib::CreateClientsideGib(pHatModelName,origin,velocity,angularVelocity,cl_hat_fadeout_time.GetFloat());
> }
> 
>
> Thanks,
> Gus
> http://www.wildwestgames.org
> Outlaws & Lawmen Mod Project
> --
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Re: [hlcoders] Help removing a prop breakable's gibs.

2007-07-15 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
The gibs are probably client side only entities.
This is the code I use at the end of a round to remove all client only ents
(must run on the client side of course):

 C_BaseEntity *pEnt;
 C_BaseEntityIterator iterator;
 while ( (pEnt = iterator.Next()) != NULL )
 {
 if ( !pEnt )
 continue;
 if ( !pEnt->IsServerEntity() )
 {
 pEnt->Remove();
 }
 }

I don't know how you might remove specific pieces though, if that's what you
want to do.

On 7/14/07, FoF <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> Hello, I'd like to remove some gibs from a prop called claypot0x from
> CS:S. That prop breakable spawns some gibs around, but they are permanent,
> don't fade out like most gibs do. In my mod there is a special function to
> remove stuff when round ends, but I have no idea how to call these gibs. Had
> no success using FindEntityByClassname( NULL, "prop_physics_*" ), I think
> there was a console command to check entity class names but don't remember
> it :(
>
>
> --
> Ángel Oliver (RYell) - Fistful of Frags Mod.
>
> --
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Re: [hlcoders] Third Person MP Tutorial?

2007-08-01 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
There was a huge thread about it at the old chatbear VERC forums.
http://www.chatbear.com/unity2/4991/826,1113377026,18039/999218/

On 7/30/07, Keeper <[EMAIL PROTECTED]> wrote:
>
> Yes it does, but it's not for MP
>
> "This tutorial assumes you are creating a Half-Life 2 Single Player
> modification"
>
>
>
>
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Re: [hlcoders] Changing sprite's orientation

2007-08-12 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
You might want to try having a look at the strider's tracer effects.

On 6/28/07, Emiel Regis <[EMAIL PROTECTED]> wrote:
>
> I think they are, if you mean the UVMap. I tried attaching sprite to other
> models too and it always shows face up ( parallel to walls) while i want
> it to be parallel to the floor...
>
>
> > Are the texture coordinates on the model correct?
> >
> > -Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Emiel Regis
> > Sent: Thursday, June 21, 2007 5:12 PM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] Changing sprite's orientation
> >
> > Hi,
> >
> > I'm having some problems. I have a collission model and a sprite
> attached
> > to it as a blaster bolt for my mod. But the sprite doesnt show like it
> > should, so horizontally like a bolt, but it is always vertically up.
> > Changing $orientation in .vmd does nothing. Can anybody help me? :P
> >
> > Cheers,
> > Emiel Regis
> > The New Era team
> >
> > ___
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> > please visit:
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> >
> >
> > __ NOD32 2343 (20070621) Information __
> >
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> >
> >
> >
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>
>
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Re: [hlcoders] Script location

2007-08-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
I don't know if that's possible to do with a server plugin.  You need to
edit the ammotypes in the code to enable tracers.  That's not scripted as
far as I know.

On 8/29/07, steven belmans <[EMAIL PROTECTED]> wrote:
>
> Hi all
>
> i am building a mod for css.
> and i want to add gun fire ,like in hl2 (you can see the bullets fly)
> does anybody have any idee how to do this ??
>
> thanks in advans.
>
> _
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Re: [hlcoders] Pale faces

2007-09-05 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
What fun would modding be if the game ran the same way every time?  This is
clearly a feature to add some spice.

:)

On 9/5/07, Nate Nichols <[EMAIL PROTECTED]> wrote:
>
> Has anyone experienced their faces getting a lot paler?
>
> Like this: http://destroyer.cs.northwestern.edu/nas/paleface.JPG
>
> It happened about a month or so ago, and I didn't change anything.
> They're not actually like this when playing stock HL2, but they are in
> FacePoser when configured for Half-Life 2, in FacePoser when
> configured for our mod, and in our mod itself.
>
> Not to be the kid that cries and takes his marbles home, but things
> like this are one of the reasons (although not the main one) that we
> are moving News at Seven off the Source engine.  It's frustrating when
> you literally run the same mod once a day, and then one day the faces
> are randomly fully-lit.
>
> Nate
>
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Re: [hlcoders] compile

2007-10-07 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Apparently it is possible to use VS 6, but not recommended.
http://developer.valvesoftware.com/wiki/Microsoft_Visual_Studio_6.0_Usage
Unless you really don't want to switch, I would suggest the free Express
Edition of VS2005, which can be made to compile the SDK after installing a
couple of extra things.  See the wiki:
http://developer.valvesoftware.com/wiki/Compiling_under_VS2005

On 10/7/07, steven belmans <[EMAIL PROTECTED]> wrote:
>
> ok kind of new to this
>
> so i was hoping that  you guys can help me out
>
> i made some changes in the source code but the tutorial for compiling
> tells
> you to open
> game_sdk.sln
>
> but when i look in the folder all i see is :Everything_SDK-2003.sln,
> Everything_SDK-2005.sln, Game_HL2MP-2003.sln ,Game_HL2MP-2005.sln
>
> (i am making a hl2 multiplayer mod bdw)
>
> wat must i do   (i am using microsoft visual Studio 6.0 pro) but i also
> got
> Dev-C++
>
> plz help me out
>
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Re: [hlcoders] Steam SDK dosnt work with Windows XP x64???

2006-01-29 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Try adding -32bit to the SDK's launch options.
http://www.chatbear.com/board.plm?a=viewthread&t=428,1136490004,14719&id=946641&b=4986&v=flatold

On 1/28/06, Ratman2000 <[EMAIL PROTECTED]> wrote:
>
> Hello,
>
> i have Windows XP Pro x64 installed and when i Launch the Steam SDK after
> downloading it with steam, it dosnt opens... What can i do to become the
> steam SDK files???
>
> Please help me!!!
>
> Thanks!!!
>
>
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Re: [hlcoders] Source shaders - good place to start?

2006-01-30 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
Use the shader on a texture through it's VMT.  If you want to apply it to
the entire scene you create a VMT that uses your shader and the
'%noToolTexture 1' line then overlay it on the screen from view_scene.cpp.
Then you can use a conditional to apply the overlay only when a CVAR is
enabled or the like.  There's a commented block in the SDK
game_shader_generic DLL code at the top of sdk_postprocess.cpp that shows
you how to do just that (does it for you infact).
On 1/30/06, Michael Kramer <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Once you have compiled the shaders, howdo you assign the shaders to the
> map
> or scene?
>
> On 1/30/06, Garry Newman <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > I made a really simple HLSL tutorial a while back.. it explains a few of
> > the
> > basics of HLSL
> >
> > http://www.facewound.com/tutorials/shader1/
> >
> > Basically, with regards to making HL2 Shaders these would be the steps..
> >
> > Make/edit shader's cpp file
> > Make/edit shader's fx files (I forget what the extension, there's one
> for
> > vertex shader and one for pixel shader)
> > Add shader to the txt file in shadersamples
> > compile
> >
> > It compiles a dll that is put in your mod's bin folder and some shader
> > files
> > that are put in a shaders (or fx, I forget) folder in your mod's main
> > directory.
> >
> > Is your problem that your graphics card doesn't support pixel shaders?
> >
> > garry
> >
> >
> > On 1/30/06, Jed <[EMAIL PROTECTED]> wrote:
> > >
> > > I've been playing around with the included Source engine shaders to
> try
> > > and produce a client side effect. So far so good, although their not
> > > doing *quite* what I'm after.
> > >
> > > Current issues are:
> > >
> > > - downsample_nohdr shader darkens the image.
> > > - blurx and blury filters seem do be DirectX 9 only. (PS2.0?)
> > >
> > > I've been trawling around trying to find some sort of replacement and
> > > came across the source to similar filters in the DirectX 9 SDK.
> > >
> > > Thing is, these are FX files vs. FXC files and I can't for the life of
> > > me get my head around using such things with Source. From what I
> > > understand, the FXC are in assembler and the FX files are HLSL. Dug
> > > around for HLSL tutorials and read the HLSL documentation but it seems
> > > to leap over all the beginning steps and I'm now totally lost!
> > >
> > > Has anyone had any luck/experience with custom shaders at all an might
> > > be able to point me in the right direction?
> > >
> > > - Jed
> > >
> > >
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[hlcoders] Shader Compiling Issues

2009-11-13 Thread Skillet
Sorry if this has been addressed before but I couldn't find any resolution
in the archives.  I can't seem to compile .fxc files with the OB SDK.

Example output:
C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat
Setting environment for using Microsoft Visual Studio 2008 x86 tools.
09:37 PM

09:37 PM
Building inc files, asm vcs files, and VMPI worklist for dhl_dx9_20b...
Publishing shader inc files to target...
Generating action list...
Running distributed shader compilation...
Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile.exe
"
Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\shadercompile_dll.dll
"
Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\tier0.dll "
Can't find "C:\Code\DHL\materialsystem\stdshaders\"c:\program
files\steam\steamapps\\sourcesdk\bin\orangebox\bin"\vstdlib.dll "
Compiling 1,348 commands in 388 static combos.
0 File(s) copied
09:40 PM


No errors are given besides those "can't find..." warnings.  All the .inc
files are generated normally and I can build the shader DLL with no
problems.  The shaders written in assembly all compile fine as well, but
neither my fxc's nor the ones in the SDK generate any output at all, despite
the compiler apparently working on them for a few minutes.  Turning on
verbose mode doesn't give any additional output between "Compiling" and "0
File(s) copied" so I'm stumped.  Anyone else had trouble?
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Re: [hlcoders] Shader Compiling Issues

2009-11-14 Thread Skillet
I'd appreciate that.  I tried using relative paths and had the same thing
happen.  Maybe it's because I have a space in my sdk bin dir...

On Sat, Nov 14, 2009 at 4:47 AM, Marek Sieradzki
wrote:

> Just use relative path in .bat file - ../../../../steam/steamapps/ and so
> on.
>
> I can compile shaders without any problems. If you still have problems
> I'll send you archive with my setup.
>
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[hlcoders] Dedicated Server Release Essentials

2009-11-22 Thread Skillet
This seems like a stupid question but what exactly does a dedicated server
require in terms of content?  I've noticed a few released mods that include
everything from the client in their servers, but can VTFs and other things
be excluded safely to reduce size?

Thanks
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Re: [hlcoders] Dedicated Server Release Essentials

2009-11-24 Thread Skillet
Many thanks.

On Mon, Nov 23, 2009 at 2:53 PM, Garry Newman  wrote:

> If you can find the file named exclude.lst in the game's steam depots,
> that's what is excluded from the DS.
>
> GMod's exclude.lst:
>
> *.flv
> *.vtf
> *.sw.vtx
> *.jpg
> *.dx80.vtx
> *.tga
> *.ttf
>
> garry
>
> On Mon, Nov 23, 2009 at 7:31 PM, Adam "amckern" McKern  >wrote:
>
> > If you can find the original server release for Dystopia, you will find
> the
> > answer to this in a nut shell.
> >
> > 
> > Owner Nigredo Studios http://www.nigredostudios.com
> >
> > --- On Tue, 24/11/09, Matt Hoffman  wrote:
> >
> > From: Matt Hoffman 
> > Subject: Re: [hlcoders] Dedicated Server Release Essentials
> > To: j...@wunderboy.org, "Discussion of Half-Life Programming" <
> > hlcoders@list.valvesoftware.com>
> > Received: Tuesday, 24 November, 2009, 5:23 AM
> >
> > Wouldn't that be the VMT for surfaceproperties, etc?
> >
> > On Mon, Nov 23, 2009 at 6:14 AM, Jed  wrote:
> >
> > > Well you'd need the models so the server can do collision and hitbox
> > > detection and possibly "purity" tests for pure servers. Materials are
> > > used by some games for player movement checks (slide/don't slide) and
> > > some things like bullet penetration. While I know a lot of that is
> > > client-side the server still has to do some of it.
> > >
> > >
> > >
> > > 2009/11/23 Skillet :
> > > > This seems like a stupid question but what exactly does a dedicated
> > > server
> > > > require in terms of content?  I've noticed a few released mods that
> > > include
> > > > everything from the client in their servers, but can VTFs and other
> > > things
> > > > be excluded safely to reduce size?
> > > >
> > > > Thanks
> > > > ___
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> >
> >
> >
> >
> >
>  
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[hlcoders] Odd Post Process Shader Bug

2009-11-27 Thread Skillet
Thanks to Marek my shaders are working well with the exception of one very
strange bug.  My custom shader overlays stop working entirely on rare
occasion.  So far the conditions that all must be true for problems to
occur:
1. The view model is not drawing (third person enabled or r_drawviewmodels 0
or r_drawothermodels 0).
2. The player is in a specific vis leaf of a particular map with quite a few
translucent world brushes.
3. The camera is pointing in a particular direction, which is not consistent
and seems to change every time the game is loaded.

Using the Valve refract shader as an overlay works perfectly fine all the
time, but mine do not for some reason.  I've tried copying all the flags in
the shader DLL from refract to my shaders, and I've tried doing everything
the view model rendering code does short of actually drawing the model with
no success.  The overlays are being applied in CViewRender::RenderView()
immediately after PerformScreenOverlay() is called.  Anyone have any ideas?
:(
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