Re: [hlcoders] FW: SDK Needs to be fixed
This is a bit of a wild guess, but perhaps the problem lies within the TE_HL2MPFireBullets() function, perhaps the UsePredictionRules() for the CPASFilter isn't working correctly. Mabey try adding the following to test this theory out: filter.RemoveRecipient( UTIL_PlayerByIndex( iPlayerIndex ) ); On 3/14/07, Mark Chandler [EMAIL PROTECTED] wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] SDK Needs to be fixed _ Hi, My name is mark and im one of the main programmers for a source mod called Golden Eye source (http://goldeneyesource.com). Now we have had a major bug that has been plaguing the mod for about 8 months to a year now. The problem is that when firing a bullet in game some times it multi fires causing two bullet decals to appear (or worse up to 50). This problem is hardly noticeable for pings from around 0-100 but gets worse after that. The mod team and i have have spent countless of hours on this problem rewriting code and searching to what is causing this but with no luck. To prove that it is not the fault of golden eye modified source code i started a new mod based on the advanced sdk. And guess what? Same results. http://lodle.net/multifire2.avi Lag was introduced using net_fakelag (200 and 500) and from the video you can see the shoot gun going mad and the mp5 producing multi fire. I would post this on verc but hardly any valve employees go there any more. So im posting it here in the attempt to get a solution to this problem. Mark [aka lodle]. http://forums.steampowered.com/forums/showthread.php?p=6121132posted=1#post 6121132 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Accessing Friends information
bitchin! thanks Wraiyth ScottL On 3/11/07, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/FriendsManager ? On 3/11/07, Teddy [EMAIL PROTECTED] wrote: Hey gang, I've been trying to figure out a way to access Steam Friends information, so I can highlight friends in-game on the radar, scoreboard, etc. but I can't get it working. So far, it seems like IFriendsUser (defined in public/Friends/IFriendsUser.h) looks like it's setup to be the interface to this information, but I can't seem to access it. I've tried initializing it useing appSystemFactory() in CHLClient::Init(), but that fails. I also looked at the various EXPOSE_INTERFACE() macros, none of these seem applicable. I can see something similar has been attempted in ClientScoreBoardDialog.cpp, which references a extern IFriendsUser *g_pFriendsUser; Has anyone got this working, is this functionality still in the SDK? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] swapping w_model to be held in other hand.
I got this working for dystopia, in the weapons Draw() function I turned off the EF_BONEMERGE effect (bone merge will only merge with the bone named in the w_ model, usually the right hand bone), then making the weapon attach to a point on the players back. Note: I used a hack in the baseentity code to set the m_iParentAttachment, rather than redoing the whole FollowEntity() call again, as the weapon is already following the player. On 3/12/07, Jed [EMAIL PROTECTED] wrote: Actually putting weapons on the players back was another thing I was going to look at later so if you figure it out, let me know! - Jed On 12/03/07, Andrew (Bromfitsen) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've been looking into this too, but the effect I wanted to go for was how CSS has holstered weapons show as being attached to the player body. The way I figured it was done, was the Equip() function has the FollowEntity() set to the player, which by default uses bonemerging and adds the EF_BONEMERGE. I wasn't sure if by changing this to use an attachment, then on deploy and holster just changing the attachment to the hand or body location, would work out the way I was expecting. None of the tests I did worked but I may have missed something, plus I'm not sure if CSS just draws the weapon in a different location rather than acctually following a specific location on the players body. Should any of that have worked, I would have suggested that you just setup 2 attachment points 1 on each hand and attach the weapon back and forth as you switch hands. But it seems that either I missed something crucial ( ie. the bone merge in QCs is un counterable) or weapons just don't like attachements over bonemerging. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Accessing Friends information
Hey gang, I've been trying to figure out a way to access Steam Friends information, so I can highlight friends in-game on the radar, scoreboard, etc. but I can't get it working. So far, it seems like IFriendsUser (defined in public/Friends/IFriendsUser.h) looks like it's setup to be the interface to this information, but I can't seem to access it. I've tried initializing it useing appSystemFactory() in CHLClient::Init(), but that fails. I also looked at the various EXPOSE_INTERFACE() macros, none of these seem applicable. I can see something similar has been attempted in ClientScoreBoardDialog.cpp, which references a extern IFriendsUser *g_pFriendsUser; Has anyone got this working, is this functionality still in the SDK? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to find the position of a func brush?
Does WorldSpaceCenter() work on this? Since it uses the collision bounds, and not the world positioning? On 2/18/07, Minh [EMAIL PROTECTED] wrote: ahh, Ok, I just figured it out. In the .fgd I was supposed to add Origin next to the solid class definition. @SolidClass base(Targetname, Origin) = func_rescue_zone: Adding Origin, allowed me to do a -GetAbsOrigin() on the 'func_rescue-zone' entity and it returns the center of the brush that this entity is linked to (instead of Vector(0,0,0) ). - Original Message - From: Minh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 17, 2007 4:53 PM Subject: Re: [hlcoders] How to find the position of a func brush? hmm.. I cant seem to find any references to valid references to pev in the hl2 sdk. (it seems they've done away with it from what I cant tell of the comments). - Original Message - From: Rodrigo 'r2d2rigo' Diaz [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, February 17, 2007 3:57 PM Subject: Re: [hlcoders] How to find the position of a func brush? -- [ Picked text/plain from multipart/alternative ] If HL2 works just like HL did, you should be seeking for pev-mins and pev-maxs. Those store the minimum/maximum vectors that determine the size of the resulting box. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MOVECOLLIDE_FLY_BOUNCE
There's a bunch of reasons it might not be getting set, to troubleshoot this check out CBaseEntity::ResolveFlyCollisionBounce(), where it does SetGroundEntity( pEntity). Note that it checks trace.plane.normal.z to see if it's a flat surface, and checks if the entity velocity is less than 30 units/sec, and checks pEntity-IsStandable() before it sets teh FL_ONGROUND flag. On 2/7/07, Mark Gornall [EMAIL PROTECTED] wrote: Hey, I'm trying to work with an HL2 entity that has movement type of SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); but the FL_ONGROUND flag never gets set when the entity hits the ground (I'm checking GetFlags() FL_ONGROUND) and I cannot see where or why it is wrong, just wondering if anyone has any idea. Thanks, r2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VAC keeps booting me from my own listen server! :(
We had the VAC problem a few weeks ago (where we had to run our servers with -insecure), but it's since resolved itself. We've never had any problems with the latest SDK causing the server to crash or shutdown. -Teddy On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Unfortunately I can confirm this. I ported from the 8/4 code from last year to the most recent version this weekend, and ever since whenever I load a map with sv_lan 0, the engine.dll calls LevelShutdown() almost immediately. sv_lan 1 allows playing. I really hope for an answer/fix soon, since this is about the 6th time we can't continue developing/playtesting due to external causes. best regards, -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle prototyping
I did some googling, it seems it's as simple as turning it on in the options! 1. From the Tools menu, click Options. 2. In the Options dialog box, open the Debugging node, and select the Edit and Continue category. 3. To enable, select the Enable Edit and Continue check box. 4. Click OK. Note: Edit and Continue works only in debug builds. For native C++, Edit and Continue requires using the /INCREMENTAL option. (from http://msdn2.microsoft.com/en-us/library/7yty6a48(VS.80).aspx) On 1/31/07, Matt Stafford [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Well I wouldn't really have the faintest idea where to start, so I'd really appreciate a hand :) On 1/31/07, Minh [EMAIL PROTECTED] wrote: Yea, it's really easy to set up and saves A LOT of time not having to restart your game everytime you make a code change. Lemme know if you need help setting it up. - Original Message - From: Matt Stafford [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 30, 2007 4:35 PM Subject: Re: [hlcoders] Particle prototyping -- [ Picked text/plain from multipart/alternative ] Didn't realize there was such a thing :P I'll have a read into it, thanks. On 1/31/07, Minh [EMAIL PROTECTED] wrote: For what it's worth, I managed to get quick results by using the continue-edit feature in the MS Visual Studio debugger. I could tweak the variables for my particle emitter and see my results in a matter of seconds. Do you know how to use the continue-edit feature? - Original Message - From: Matt Stafford [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, January 30, 2007 4:50 AM Subject: [hlcoders] Particle prototyping -- [ Picked text/plain from multipart/alternative ] Hi all, I'm starting to get into working on particle effects as of late. Just got a quick question to either Valve or anyone else who has had experience with particle creation - what is the easiest/best way to be able to prototype and test effects instead of 'tweak param and recompile' or use a bunch of ConVars? I've seen in a few files an EXPOSE_PROTOTYPE_EFFECT as well as references to IPrototypeAppEffect. So is there an external app that Valve used to easily prototype particles? Reason I ask is that the other engine I mod on has a fantastic particle system where everything can be done in the editor using a simple modifier-esque system, and then in the preview window you can see your changes. Particle development in any other manner now seems tedious, so I'm hoping there is another method Valve have used. Thanks all, Matt -- Matt Stafford (Wraiyth) NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://wraiyth.freesuperhost.com NightFall HL2 Mod - http://nightfall.nigredostudios.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] removing decals at round start?
engine-ClientCommand( r_cleardecals\n ); On 1/24/07, Minh [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi guys, Has anyone figured out a method of removing all the special f/x decals at the start of a round (or at any point for that matter :) ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VPhysics Crash Dump
He's right, this bug is weird. I've seen it on a test map for dystopia, luckily it's never happened on any production maps. You could try stripping the map back, and testing it piece by piece until you find the culprit. Or try some sacrafices to your gods, both methods are equally effective :-) On 1/24/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Uh-oh, if you've followed this mailing list for a while, you'll know I sure don't envy you! :) At 2007/01/21 04:11 PM, Daniel Menard wrote: -- [ Picked text/plain from multipart/alternative ] Hey, I have this vphysics crash dump which I am getting only in a specific map with the spacecraft from Eternal-Silence. This map is the only one with displacements. The crash seems almost random and the call stack offers no information whatsoever, the whole thing is in vphysics.dll. I was wondering if someone at valve could tell me in what part of the physics code it is crashing so I can make appropriate modifications. Here is the file: http://www.eternal-silence.net/vphysics_crash.mdmp Thanks, Dan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom Hull Box Problems?
As well as setting the hitbox size for the gamemovement code, you'll need to also set the collision hull size in the players PostThink() function. CBasePlayer::PostThink() resets this every frame, so you'll need to do the same. On 1/22/07, Greg Scott [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Been trying to make a custom hullbox/view for a player class, using a custom CMoveData class; I went changing the Hullbox data and view data by using GetPlayerViewOffset() and GetPlayerMins(bool/void)/GetPlayerMaxs(bool/void). Everything works, except that when the player moves into an area that is smaller than the standard HL2/GordonFreeman hullbox, they get pushed out of the area..? I'm guessing some sort of Fixing player stuck workaround is causing this, but I'm not really sure. Anyone who's done much work with hullboxes, any idea if there is more I should modify beyond the GetPlayerMins/GetPlayerMaxs functions? In the mod there will be multiple differing hullboxes, so just modifying the default Freeman box and using that won't work. : / Thanks for the help! : ) -Greg 'Khaim - Wind' Scott (Intelligent Design Mod Coder) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player HULL vs HIT BOXES
Thanks Jay! The hacky workaround fixed the triggers through doors bug, now i can have the best of both worlds. For anyone who's interested, here's the code snippet: void CDYSPlayer::PhysicsTouchTriggers( const Vector *pPrevAbsOrigin ) { CollisionProp()-SetSurroundingBoundsType( USE_OBB_COLLISION_BOUNDS ); BaseClass::PhysicsTouchTriggers( pPrevAbsOrigin ); CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES ); } On 1/18/07, Jay Stelly [EMAIL PROTECTED] wrote: Players touching triggers through thin doors is a bug. It will be fixed a future version of the engine, but that's not going to help you now. The important thing to know is the SolidMoved() is using surrounding bounds to intersect with triggers rather than the bbox for SOLID_BBOX objects like the player. You could do a bbox vs. trigger test in the game DLL to fix it when the engine calls back to mark the ents as touching and one is a FSOLID_TRIGGER and the other is SOLID_BBOX. A hacky workaround would be switching to USE_SPECIFIED_BOUNDS or USE_GAME_CODE just before the call to engine-SolidMoved() when the solid entity moving is a player and then switching back to hitbox after. The second issue is supposed to happen though - I mean either you want it to hit the hitboxes outside the hull or you don't. If you only want to hit them when they aren't protruding through some geometry you'll have to add some kind of code to detect that condition and account for it. As a heuristic you could trace a ray back from the impact point to the center of the player (ignoring the player) and make sure it makes it and filter out the hit if it doesn't... Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, January 17, 2007 8:35 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Some major issues have appeared as a result of this change, I've had to revert it unfortunately. Players were able to touch triggers through thin doors, and get shot if any part of their model was protruding through a brush/prop/etc. I looked into setting the surrounding bounds before any weapons ray trace runs, but this eats up alot of CPU time, and doesn't work with projectile weapons anyways.. So the only solution I've got now is to modify all the player model animations so they don't stray outside the movement collision bounds, -or- increase the size of the movement collision bounds. Our mappers will kill me if i do that (especially this close to release)!!! Anyone got any advice or a workaround for this problem? Cheers, Teddy On 1/17/07, Teddy [EMAIL PROTECTED] wrote: Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote: I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff, this will be cheaper than USE_HITBOXES as the player animates and moves, but more a conservative boundary resulting in more hitbox queries happening against ray tests that miss. The highest performance method will depend on the mod's number of players moving vs. number of ray/box traces computed against players (and how many of those queries actually miss). It really depends on several variables (like how many rays are near misses, the number of hitboxes and the complexity of the player skeleton). The only way to determine exactly how much is to measure it in your mod. HL2 uses this method for striders' bounds so it's not insanely expensive or anything, just more expensive when you have only a few ray traces nearly missing players in a frame. It may be less expensive if you have a enough rays being rejected as a result or less expensive if the animation of the player varies enough to require a large enough USE_SPECIFIED_BOX. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Monday, January 15, 2007 7:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may
Re: [hlcoders] Player HULL vs HIT BOXES
Some major issues have appeared as a result of this change, I've had to revert it unfortunately. Players were able to touch triggers through thin doors, and get shot if any part of their model was protruding through a brush/prop/etc. I looked into setting the surrounding bounds before any weapons ray trace runs, but this eats up alot of CPU time, and doesn't work with projectile weapons anyways.. So the only solution I've got now is to modify all the player model animations so they don't stray outside the movement collision bounds, -or- increase the size of the movement collision bounds. Our mappers will kill me if i do that (especially this close to release)!!! Anyone got any advice or a workaround for this problem? Cheers, Teddy On 1/17/07, Teddy [EMAIL PROTECTED] wrote: Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote: I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff, this will be cheaper than USE_HITBOXES as the player animates and moves, but more a conservative boundary resulting in more hitbox queries happening against ray tests that miss. The highest performance method will depend on the mod's number of players moving vs. number of ray/box traces computed against players (and how many of those queries actually miss). It really depends on several variables (like how many rays are near misses, the number of hitboxes and the complexity of the player skeleton). The only way to determine exactly how much is to measure it in your mod. HL2 uses this method for striders' bounds so it's not insanely expensive or anything, just more expensive when you have only a few ray traces nearly missing players in a frame. It may be less expensive if you have a enough rays being rejected as a result or less expensive if the animation of the player varies enough to require a large enough USE_SPECIFIED_BOX. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Monday, January 15, 2007 7:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may collide)? On 1/11/07, Jay Stelly [EMAIL PROTECTED] wrote: Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player HULL vs HIT BOXES
Thanks Jay, I did some measuring, and it had very little impact on performance. It turns out, near misses are pretty frequent (must be those 30 raytrace/sec weapons)! Nic2: Try putting the call to SetSurroundingBoundsType at the end of the spawn function, just in case something in the baseclass is overriding it -Teddy On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote: I tried to answer this in the wiki page: USE_SPECIFIED_BOUNDS could also be used to solve this problem by specifying a constant box that is always larger than the space occupied by hitboxes in any animation. As a tradeoff, this will be cheaper than USE_HITBOXES as the player animates and moves, but more a conservative boundary resulting in more hitbox queries happening against ray tests that miss. The highest performance method will depend on the mod's number of players moving vs. number of ray/box traces computed against players (and how many of those queries actually miss). It really depends on several variables (like how many rays are near misses, the number of hitboxes and the complexity of the player skeleton). The only way to determine exactly how much is to measure it in your mod. HL2 uses this method for striders' bounds so it's not insanely expensive or anything, just more expensive when you have only a few ray traces nearly missing players in a frame. It may be less expensive if you have a enough rays being rejected as a result or less expensive if the animation of the player varies enough to require a large enough USE_SPECIFIED_BOX. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Monday, January 15, 2007 7:29 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may collide)? On 1/11/07, Jay Stelly [EMAIL PROTECTED] wrote: Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player HULL vs HIT BOXES
Exactly how much more load does USE_HITBOXES put on the server, say for a 16 player with a similar amout of raycasts as counterstrike (for example)? I've found it gives much more accurate reg on player's extremities, but i wonder at what cost? Would it be cheaper to make an exagerated bbox using USE_SPECIFIED_BOUNDS (considering all the extra ray casts that may collide)? On 1/11/07, Jay Stelly [EMAIL PROTECTED] wrote: Hitboxes are only tested when the ray/box trace intersects the surrounding bounds of the entity. For players the surrounding bounds are simply the collision hull in world space. In your case that won't work so you'll need to modify the surrounding bounds. I just wrote a page on the wiki that should answer your question: http://developer.valvesoftware.com/wiki/CollisionProperty Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Minh Sent: Wednesday, January 10, 2007 11:01 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Player HULL vs HIT BOXES I believe any hitbox that lies outside of the player's hull cannot be hit. I am pretty sure you must keep your hitboxes inside of the hull. So you cannot make your hull too small or else the traceline will not detect the hitbox. - Original Message - From: Niclas [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, January 10, 2007 2:44 AM Subject: [hlcoders] Player HULL vs HIT BOXES -- [ Picked text/plain from multipart/alternative ] I changed the player hull and view to very low and now it seems like I cant hit the model over that hull (projectiles go right through) even though that the hitboxes cover the whole model (custom model). - Nic2 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Split Collision Routines
You could do it by creating a new collision group for your energy sheilds, and then putting rules in place in the GameRules::ShouldCollide (i think?) function so players don't collide with it. On 1/6/07, Daniel Menard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is it at all possible to hot-swap VPhysics Objects in the middle of simulation depending on what is being collided against? Say for energy shields, where we want players to go through, but other objects to hit the shield. We could also use it for performance boosting our vehicles by having a world-collide model which would be much simpler than the player-collide model. Are these swaps possible? If not, could it be done by somehow simulating two objects for the same entity with different collision groups? Something along these lines would be useful and I would like everyone (and Valve's) insight on the problem. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Material Override on Model with 2 materials
It's the only way I'm afraid. I spent alot of time trying to do it in code for dystopia, this was the only solution i could find On 1/2/07, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The models' skins reference the vmt files, not the vtf files; if you need to use multiple vmt files with different vtf files, that would work fine. On 1/1/07, Adam amckern Mckern [EMAIL PROTECTED] wrote: You might have to double the textures, but it will be a hell of a lot quicker then having to code in something that might not work. However, if your going to apply this effect to every model, and not just player models, it might be better to do something in the code. Adam --- Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I thought about this agian, and I'd have to double all my model textures just to use one with my shader wouldn't I? Cause if I remember correctly models compile using the graphic file name, so I can't just have it use a different .vmt file, cause its pretty much bound to the .vtf name isn't it? So in essence this method sucks just for toggling my own Shader with valve's VertexLitGeneric. On 12/31/06, Teddy [EMAIL PROTECTED] wrote: You can't set more than one material to override per render pass. What you can do instead is make multiple skins on the model, then set the m_nSkin accordingly. Here's how to setup the model: http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Material Override on Model with 2 materials
You can't set more than one material to override per render pass. What you can do instead is make multiple skins on the model, then set the m_nSkin accordingly. Here's how to setup the model: http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model On 12/31/06, Joel R. [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I built myself a Shader that I wanted to toggle on the model using .vmt's that use my custom shader. I was successful using ForceOverrideMaterial to change one material of the model but it overwrote the other skin of the model with the material I set. Other Methods like pMaterial-SetShaderAndParams( keys ); doesn't work because it sets all objects globally using the same .vmt to use the said shader+params. My shader is basically like an overlay, but I used a pixel shader to do the color stuff I wanted. I've heard about screen overlays, but what about model overlays? Anyways, if someone knows how to change .vmt files or shader type on ONE model to its multiple skins, I'd really appreciate the help. Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] November SDK - Final
Try compiling memoverride-vc7.cpp instead of memoverride.cpp. This problem only happens if you compile the linux .so using the vc2005 .proj files i think On 11/9/06, Ratman2000 [EMAIL PROTECTED] wrote: Hello, i currently have an Problem with the new memoverride.cpp... I have included it in my compile allready but now after the update i get lots of errors like...: memoverride.cpp:812: Error: _CRT_ALLOC_HOOK isnt an type (translated) or line 781: _heap_alloc undeclared (first use this function) i have 17 errors in this file... All beginns at line 781... The new included source... So whats wrong with it? i compile with: gcc 3.4.2 20041017 (Red Hat 3.4.2-6.fc3) I hope you can help me! Sorry for the bad english! i am from germany :) With friendly reguards Ratman2000 - Original Message - From: Jeremy Swigart [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, November 09, 2006 3:50 AM Subject: Re: [hlcoders] November SDK - Final -- [ Picked text/plain from multipart/alternative ] Your point? I'm happy for you that you are among the people that hate bots, though I'm not sure why you would share that here, your personal bot preferences have no bearing on the subject of fixes that have been put off for years. J On 11/8/06, Nick [EMAIL PROTECTED] wrote: I never liked the idea of bots. Mostly because they are just that robots. I haven't yet seen a robot that could learn, and if I did I don't know if I would want to play against one anyway. On 11/8/06, Jeremy Swigart [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Could we please bias some bugs on their age? We've been waiting on those bot fixes for several years now, and there still isn't and end in sight to it. There are a number of bot coders(and users no doubt) that would absolutely love to be able to make bots for CS:S, DOD:S, HL2DM, and other hl2 mods with the server plugin interface that has been forever lacking in functionality. Even if it was an incremental fix, adding the most important missing parts to begin with, and the rest later it would be greatly appreciated. I'm doing bots for Fortress Forever, using the SDK due to the server plugin shortfalls, so I have a good amount of experience with bots if you need help or info. Jeremy On 11/8/06, Nick [EMAIL PROTECTED] wrote: I will try to vote later tonight on some of the bugs. I don't remember if I created a account for bugzilla yet or not, I have too many accounts to remember, and waay too many passwords. Thanks Mike again for releasing the update. These updates help us coders a great deal. On 11/8/06, Mike Durand [EMAIL PROTECTED] wrote: Then I will be able to effectively prioritize... none of them. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Wednesday, November 08, 2006 4:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] November SDK - Final On Wednesday 08 November 2006 6:31 pm, Mike Durand wrote: Speaking of Bugzilla: make sure that you guys vote for the bugs that you really care about. Only 5 of the 62 current bugs have any votes at all! I vote for... all of them. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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
Re: [hlcoders] New SDK Update is Out As Beta
Thanks for the SDK update Mike, everythings working beautifully! I've compiled my mod in vs2005 express, and made a linux .so using the 2005 .vcproj. One thing I'm wondering, what do we need to do to compile a 64 bit dll? And will Source SDK Base detect it/support it? And is there any way to do it with vs2005 express? Or will we need professional for that? Thanks! Teddy On 11/2/06, Eric Van Huss [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] Yep it's the free one. It compiles and runs HL2MP fine with debug and release builds. You can even run it through the debugger. There are still asserts and missing resources(mentioned previously in this list). You can fix most of the resource bugs my transfering them from certain gcf files. EJ -- From: Adam Foster [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New SDK Update is Out As Beta Date: Thu, 2 Nov 2006 11:54:54 +0100 On 2 Nov 2006, at 02:05, Eric Van Huss wrote: Using C++ 2005 Express it wouldn't compile. It's a simple fix though! Visual C++ 2005 Express is the free-download one, isn't it? Adam -- Adam Foster - [EMAIL PROTECTED] - http://www.hylobatidae.org/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] poorer prediction with new SDK?
In the new SDK, StartLagCompensation happens on line #193 of sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done here so it doesn't effect player movement (aka sticky player collisions). The problem with this is if your weapon needs unlagged positions for anything other than firing bullets, it won't work. I would recommend you instead StartLagCompensation before RunPostThink( player ) in the CPlayerMove::RunCommand() function. On 9/23/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Damn, you are right. There's no StartLagCompensation-call in the entire code. I don't see any reason why it isn't because it worked good. In the new SDK-code the lagcompensation-code is even expended... It's a bug I guess On 9/22/06, Paul Peloski [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm at home now, sv_showlagcompensation the right name, it's implemented in player_lagcompensation.cpp with the following description: Show lag compensated hitboxes whenever a player is lag compensated. If you compare the file player_command.cpp between the old SDK source and the Aug 11 source, you should notice that the call to StartLagCompensation is missing from CPlayerMove::StartCommand in player_command.cpp I wondered about this when I merged the new SDK, and decided to keep the startLagCompensation for our mod and haven't had any problems with shots registering. Maybe this is a bug in the new SDK? On 9/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Closest I see is player_showpredictedposition, but it doesn't seem to visually change anything at all. At 2006/09/21 08:41 AM, Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Check that the lag compensation system is still being used to move entities when a player is shooting, IIRC you can use sv_showlagcompensation 1 or something similar to show some hitboxes when a player is being lag compensated (ie, you have to be shooting at him and lag compensation has to be turned on, etc.) I remember the lagcompensation-StartLagCompensation was missing in the player command code on the server side with regard to the lag compensation system when I first merged with the new SDK. Sorry I can't be more specific, I'm at work and don't have access to the SDK right now. On 9/21/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I'm getting lots of complaints from my user base that, following the SDK update, lag prediction has gotten worse. Has anyone else experienced this? I haven't really experienced much of a change, but then I don't have as large of a ping to any of my mod's servers as some of my users do. After receiving complaints a few days ago I reviewed SDK changes and noticed massive amounts of code changes around prediction. But most of it seems to be centered around the creation of a seemingly unused and pointless NO_ENTITY_PREDICTION define to segregate out the prediction code. Maybe it's used by Valve for debugging or something? It's unclear whether any behavioral changes exist - anyone found evidence of any? Unfortunately we got a years worth of SDK code thrash in one patch, so it's a bit much to try to code review. -bk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux crashes on startup, anybody else getting this?
I just compiled with the .a files, and it's working again!! Thanks to mike and kenny from myself and the dystopia testers ;) On 9/7/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I just saw that a new fix is posted by bloodykenny at the VDC. Maybe that one works? On 9/7/06, Nick [EMAIL PROTECTED] wrote: I don't care much about any shader updates really. Linux is much more important to me than some shader bugs :P I got mathlib and choreo stuff compiling and running fine, now when i ld server_i486.so it says all symbols are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing functions? At 2006/08/24 03:25 AM, Teddy wrote: I've fixed up the choreo and mathlib linkers and made my .so, but it still crashes when i try to load it. Has anyone got their mod to load on linux after fixing all the linker problems? On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#W i ll_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: FYI, I have confirmed that those missing symbols are present in the MSVC .lib files. I don't see why Valve would've done that unless they wanted to make them closed-source, but they'd already released previous versions open source, so this is one of their more mysterious breakages. At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote: I thought there was a KI on this already but there wasn't... So I added a KI entry for the srcds dlopen bug: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_Li s t#srcds_d oes_not_inform_you_that_your_mod_failed_to_load At 2006/08/19 04:08 PM, Scott Loyd wrote: nice catch! (gdb) info sharedlibrary FromTo Syms Read Shared Object Library 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6 0x00a00bb0 0x00a018c4 Yes /lib/libdl.so.2 0x008e8c00 0x009d9a40 Yes /lib/tls/libc.so.6 0x008bb7a0 0x008cd59f Yes /lib/ld-linux.so.2 0x0011f100 0x0013a6d0 Yes bin/tier0_i486.so 0x00a812d0 0x00a89998 Yes /lib/tls/libpthread.so.0 0x00c05910 0x00c0eff0 Yes bin/vstdlib_i486.so 0x00b50960 0x00b9b6e0 Yes bin/dedicated_amd.so 0x003fa5a0 0x0041c0e0 Yes bin/soundemittersystem_i486.so 0x00199860 0x002292a0 Yes bin/materialsystem_i486.so 0x00448330 0x0049a7f0 Yes bin/studiorender_i486.so 0x00cc96a0 0x00e542d0 Yes bin/vphysics_i486.so 0x00271520 0x002a9ff0 Yes bin/datacache_i486.so 0x00ff8fe0 0x011e4020 Yes bin/engine_amd.so 0x03995410 0x03a5b040 Yes bin/libsteamvalidateuseridtickets_i486.so 0x002b85f0 0x002c3a50 Yes bin/steam_api_i486.so 0x002d63a0 0x002d89e0 Yes bin/shaderapiempty_i486.so [EMAIL PROTECTED] wrote: Are you sure it was even your mod .so that got loaded? Due to http://developer.valvesoftware.com/wiki/SDK_Known_Issues_ L ist#Will_ not_link_fully_on_Linux it seems likely that you would have compiled a mod .so that was not even loadable, due to missing linker symbols. Due to the long-standing, often-lamented srcds bug where it fails to print dlerror() messages and abort when the .so is unloadable, you would not be aware that it was actually sneakily loading some other .so. At 2006/08/15 08:11 PM, Scott Loyd wrote: anything new on this? Teddy wrote: We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gavin Sent: Thursday, August 10, 2006 4:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux crashes on startup, anybody else getting this? Hey gang, Are people's
Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo
Take it to the steampowered.com forums, this is not the place for that discussion On 9/7/06, Nathan Voge [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] For a brief moment I thought there was a god and then that died when I saw it was really a video. Could someone at Valve stop f-ing with me by calling a gameplay video a gameplay demo? Or at least call them just one consistently. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux crashes on startup, anybody else getting this?
Any updates on this Mike? It's been a few weeks ;-P On 8/30/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You must still be using the old mathlib code, because the new code is incomplete. Incidentally to whoever at Valve that maintains it, if you're reading this, the SDK page is incorrect, missing the 2006-08-11 update: http://www.steampowered.com/platform/update_history/Source%20SDK.html Any ETA Valve on when the new code will be ready? I'm trying to decide whether to release a version of my mod without Linux support, or wait until the next SDK update. -bk At 2006/08/27 10:26 PM, Teddy wrote: I got mathlib and choreo stuff compiling and running fine, now when i ld server_i486.so it says all symbols are linked, yet it still crashes at the same spot (CModAppSystemGroup::Create) On 8/25/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: You reverse-engineered the missing functions? At 2006/08/24 03:25 AM, Teddy wrote: I've fixed up the choreo and mathlib linkers and made my .so, but it still crashes when i try to load it. Has anyone got their mod to load on linux after fixing all the linker problems? On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: FYI, I have confirmed that those missing symbols are present in the MSVC .lib files. I don't see why Valve would've done that unless they wanted to make them closed-source, but they'd already released previous versions open source, so this is one of their more mysterious breakages. At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote: I thought there was a KI on this already but there wasn't... So I added a KI entry for the srcds dlopen bug: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#srcds_d oes_not_inform_you_that_your_mod_failed_to_load At 2006/08/19 04:08 PM, Scott Loyd wrote: nice catch! (gdb) info sharedlibrary FromTo Syms Read Shared Object Library 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6 0x00a00bb0 0x00a018c4 Yes /lib/libdl.so.2 0x008e8c00 0x009d9a40 Yes /lib/tls/libc.so.6 0x008bb7a0 0x008cd59f Yes /lib/ld-linux.so.2 0x0011f100 0x0013a6d0 Yes bin/tier0_i486.so 0x00a812d0 0x00a89998 Yes /lib/tls/libpthread.so.0 0x00c05910 0x00c0eff0 Yes bin/vstdlib_i486.so 0x00b50960 0x00b9b6e0 Yes bin/dedicated_amd.so 0x003fa5a0 0x0041c0e0 Yes bin/soundemittersystem_i486.so 0x00199860 0x002292a0 Yes bin/materialsystem_i486.so 0x00448330 0x0049a7f0 Yes bin/studiorender_i486.so 0x00cc96a0 0x00e542d0 Yes bin/vphysics_i486.so 0x00271520 0x002a9ff0 Yes bin/datacache_i486.so 0x00ff8fe0 0x011e4020 Yes bin/engine_amd.so 0x03995410 0x03a5b040 Yes bin/libsteamvalidateuseridtickets_i486.so 0x002b85f0 0x002c3a50 Yes bin/steam_api_i486.so 0x002d63a0 0x002d89e0 Yes bin/shaderapiempty_i486.so [EMAIL PROTECTED] wrote: Are you sure it was even your mod .so that got loaded? Due to http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_ not_link_fully_on_Linux it seems likely that you would have compiled a mod .so that was not even loadable, due to missing linker symbols. Due to the long-standing, often-lamented srcds bug where it fails to print dlerror() messages and abort when the .so is unloadable, you would not be aware that it was actually sneakily loading some other .so. At 2006/08/15 08:11 PM, Scott Loyd wrote: anything new on this? Teddy wrote: We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gavin Sent: Thursday, August 10, 2006 4:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux crashes on startup, anybody else getting this? Hey gang, Are people's Linux builds working at the moment? While I can compile (using the changes on the KI page), the server crashes as soon as it starts up. This happens right after Console initialized and occurs both with an existing mod and a fresh start a mod from scratch
Re: [hlcoders] Linux crashes on startup, anybody else getting this?
I've fixed up the choreo and mathlib linkers and made my .so, but it still crashes when i try to load it. Has anyone got their mod to load on linux after fixing all the linker problems? On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Please ensure it also includes the choreo* stuff, per my entries on http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_not_link_fully_on_Linux (... and anything else that might be missing ...) At 2006/08/21 08:33 PM, Mike Durand wrote: I just added it to the SDK branch. It will be included in the next SDK update. That should be coming out soon. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Monday, August 21, 2006 1:21 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux crashes on startup, anybody else getting this? Valve, can we have the source(s) to mathlib.lib? [EMAIL PROTECTED] wrote: FYI, I have confirmed that those missing symbols are present in the MSVC .lib files. I don't see why Valve would've done that unless they wanted to make them closed-source, but they'd already released previous versions open source, so this is one of their more mysterious breakages. At 2006/08/19 09:56 PM, [EMAIL PROTECTED] wrote: I thought there was a KI on this already but there wasn't... So I added a KI entry for the srcds dlopen bug: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#srcds_d oes_not_inform_you_that_your_mod_failed_to_load At 2006/08/19 04:08 PM, Scott Loyd wrote: nice catch! (gdb) info sharedlibrary FromTo Syms Read Shared Object Library 0x00a09300 0x00a22604 Yes /lib/tls/libm.so.6 0x00a00bb0 0x00a018c4 Yes /lib/libdl.so.2 0x008e8c00 0x009d9a40 Yes /lib/tls/libc.so.6 0x008bb7a0 0x008cd59f Yes /lib/ld-linux.so.2 0x0011f100 0x0013a6d0 Yes bin/tier0_i486.so 0x00a812d0 0x00a89998 Yes /lib/tls/libpthread.so.0 0x00c05910 0x00c0eff0 Yes bin/vstdlib_i486.so 0x00b50960 0x00b9b6e0 Yes bin/dedicated_amd.so 0x003fa5a0 0x0041c0e0 Yes bin/soundemittersystem_i486.so 0x00199860 0x002292a0 Yes bin/materialsystem_i486.so 0x00448330 0x0049a7f0 Yes bin/studiorender_i486.so 0x00cc96a0 0x00e542d0 Yes bin/vphysics_i486.so 0x00271520 0x002a9ff0 Yes bin/datacache_i486.so 0x00ff8fe0 0x011e4020 Yes bin/engine_amd.so 0x03995410 0x03a5b040 Yes bin/libsteamvalidateuseridtickets_i486.so 0x002b85f0 0x002c3a50 Yes bin/steam_api_i486.so 0x002d63a0 0x002d89e0 Yes bin/shaderapiempty_i486.so [EMAIL PROTECTED] wrote: Are you sure it was even your mod .so that got loaded? Due to http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Will_ not_link_fully_on_Linux it seems likely that you would have compiled a mod .so that was not even loadable, due to missing linker symbols. Due to the long-standing, often-lamented srcds bug where it fails to print dlerror() messages and abort when the .so is unloadable, you would not be aware that it was actually sneakily loading some other .so. At 2006/08/15 08:11 PM, Scott Loyd wrote: anything new on this? Teddy wrote: We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gavin Sent: Thursday, August 10, 2006 4:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux crashes on startup, anybody else getting this? Hey gang, Are people's Linux builds working at the moment? While I can compile (using the changes on the KI page), the server crashes as soon as it starts up. This happens right after Console initialized and occurs both with an existing mod and a fresh start a mod from scratch. The server has been fully updated with the steam update tool, gameinfo.txt is using the new 215 biz. And the last moments: #0 0x in ?? () #1 0xb730d693 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0xb740f3ff in CAppSystemGroup::Run () from bin/engine_i686.so #3 0xb730dfff in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0xb7d7b24a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0xb7d7b60f in main () from bin/dedicated_i686.so #8 0x0804909e in main () Gavin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux crashes on startup, anybody else getting this?
We're having the same problem at the moment, haven't been able to find a workaround for it yet. On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote: Hi Gavin- This issue appears to be well-known and we are working on a fix for this issue. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gavin Sent: Thursday, August 10, 2006 4:53 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux crashes on startup, anybody else getting this? Hey gang, Are people's Linux builds working at the moment? While I can compile (using the changes on the KI page), the server crashes as soon as it starts up. This happens right after Console initialized and occurs both with an existing mod and a fresh start a mod from scratch. The server has been fully updated with the steam update tool, gameinfo.txt is using the new 215 biz. And the last moments: #0 0x in ?? () #1 0xb730d693 in CModAppSystemGroup::Create () from bin/engine_i686.so #2 0xb740f3ff in CAppSystemGroup::Run () from bin/engine_i686.so #3 0xb730dfff in CDedicatedServerAPI::ModInit () from bin/engine_i686.so #4 0xb7d7b24a in CDedicatedAppSystemGroup::Main () from bin/dedicated_i686.so #5 0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so #6 0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so #7 0xb7d7b60f in main () from bin/dedicated_i686.so #8 0x0804909e in main () Gavin ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting VALVe Symbols files.
Not very likely. If you think you've found a bug in the engine files, you might be able to send an mdmp to someone at valve and have them look at it, they're good like that. On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Is there any way to get .pbd's of VALVe's bin files (engine.pdb tier0.pdb...) ? It would be really helpfull for debugging with mdmp files. however I dont know maybe they can't release them... Sincerly, Louka Outrebon. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
While you're waiting for the SDK update and if you want a good laugh, read this page: http://developer.valvesoftware.com/wiki/Building_MODs_with_Valve_Technology It's got such memorable quotes as Source and Steam have been designed with MODs in mind and The SDK is updated continuously and automatically, including new features (like HDR) LOL! On 7/26/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] If they would spent 1 week to help the modders, I would be happy. HL2 has one of the biggest mod-communities and this community is keeping HL2 alive and generating money (I suppose many people bought HL1 just to get Sven Coop). Valve is in a good position to keep this community alive with Steam (easy updates) and keeping updating the same engine. Modders are making mods for fun. Not for money Anyway, Alfred said they were working on an SDK update. I just hope it's worth waiting. On 7/25/06, Sebastian 'Darth.Hunter' Kreutz [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Same here...I was already happy that something is finally coming, but then, it was just a confusing topic name :P Our team is kind of annoyed too...although we would really love to have all the new features in the SDK, it concerns us far more that we have to deal with the amount of bugs since the engine update. Having to run the SDK on two PCs to work with StudioMDL _and_ Hammer is not quite the kind of workflow that increases speed ;o) Too bad the workaround damages as much as it resolves :-/ However, I assume that this will still take some time. Remember when Alfred announced a new SteamAppId for Source mods? It was still unclear at that time what requirements for mods will be with this new Id. As this covers modding as much as the broken SDK itself does, my assumption is that this will result in one big update. However, with VALVe being in the planning phase for the mod requirements, we still might have to wait longer... I'm getting the feeling that the answer to all assumptions, ideas and suspicions around this topic leads us to the well-known 42. So long and thanks for all the fish, Sebastian 'Darth.Hunter' Kreutz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fundamental Source engine question
I hear it's about five times that much. Better start saving! On 7/20/06, Skillet [EMAIL PROTECTED] wrote: -- [ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Render Targets taking a long time to create?
As long as i can remember there's always been a delay.. so i just made sure to create all my render targets when on startup (i only have about 4, so it's no biggy) On 7/18/06, Garry Newman [EMAIL PROTECTED] wrote: I'm pretty sure that way back, like a year ago, the RTs were created almost instantly without any pause. On this call: Msg(Creating RT Texture..\n); ITexture* tex = materials-CreateNamedRenderTargetTexture( , 256, 256, RT_SIZE_NO_CHANGE, fmt ); Msg(DONE!\n); It's taking about 3 seconds between the Msg's.. with a bunch of First-chance exception at 0x7c81eb33 in hl2.exe: Microsoft C++ exception: Grid::CFs::CEndOfFileException @ 0x0013ce2c. in between. What's the deal? Is there a faster way? Why is it reading 8 files when creating a simple render target? - garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vac
I don't think old server files make vac work. I think it depends which steam server it connects to. If it connects to steam3, vac won't work, any others and it should be fine (or so i heard) On 7/18/06, Alfred Reynolds [EMAIL PROTECTED] wrote: Except for all the ones released before you using HL2MP (which != HL2) :-) - Alfred Charles Solar wrote: -- [ Picked text/plain from multipart/alternative ] www.prodod.net First and only mod released not requireing half life 2 On 7/17/06, LDuke [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's a dods source mod? Do you just mean you tested it using Day of Defeat: Source? Isn't it already VAC secure? On 7/17/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just created it :) http://developer.valvesoftware.com/wiki/VAC_for_Mods On 7/12/06, Chris Janes [EMAIL PROTECTED] wrote: A number of admins on the hidden forums found that rolling back their srcds files allowed them to run secured servers - though I'm not sure if VAC is running in a complete sense or if it's just indicating a false secure status in the server browser, I can provide a link to 'rolled back' linux files if anyone wants them for testing. Could someone at valve comment on the official situation regarding VAC and third party mods? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Charles Solar Sent: 12 July 2006 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vac -- [ Picked text/plain from multipart/alternative ] Well thats what I thought too, but then I created a new mod from scratch, and copied the dods's dlls into it. Then I started it and presto, no vac either... Which is what led me to beleive that it has to be configured valve side like the steam stats. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Network Sound Overhead
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? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
) { m_flOldPlayerZ = flCurrentPlayerZ + stepSize; } } eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ; } else { m_flOldPlayerZ = flCurrentPlayerZ; m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ; } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, June 27, 2006 6:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Jerky Movement when player is on moving lift/elevator. No, but i would give up my first born for it. Seriously, i've been trying to fix this for a while now, very frustrating On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, There is apparently a bug with the SDK, that when you are on say, a lift or an elevator, your movement becomes jerky when the lift is in motion. At first I thought it was a problem with some custom movement code, so I got the base SDK and tried the same map with a lift. But no dice, same weird jerky movement issue. So, I fired up HL2DM, same map with a lift, smooth as a babies bottom, I then got the base HL2DM code, tried it, same jerky movement, and then CS:S, same jerky movement. So it appears that valve has applied some fixes to the HL2DM code, which I have missed out on. Does anyone know how to fix this jerky movement? Thanks. - voogru. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: 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 archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
if you're talking about the hl2 mini-bloom mod (see http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not selfillum textures. there's a whole lot of bloom in there. strictly speaking, it's not the HDR technologoy valve have made, with exposure and gathering on reflective surfaces, etc. we have the compiled shaders for all that, but i don't think anyones figured out how to implement it yet On 6/29/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think that mod just uses nice transparent selfillum textures -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
No, but i would give up my first born for it. Seriously, i've been trying to fix this for a while now, very frustrating On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, There is apparently a bug with the SDK, that when you are on say, a lift or an elevator, your movement becomes jerky when the lift is in motion. At first I thought it was a problem with some custom movement code, so I got the base SDK and tried the same map with a lift. But no dice, same weird jerky movement issue. So, I fired up HL2DM, same map with a lift, smooth as a babies bottom, I then got the base HL2DM code, tried it, same jerky movement, and then CS:S, same jerky movement. So it appears that valve has applied some fixes to the HL2DM code, which I have missed out on. Does anyone know how to fix this jerky movement? Thanks. - voogru. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
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; } } eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ; } else { m_flOldPlayerZ = flCurrentPlayerZ; m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ; } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Tuesday, June 27, 2006 6:11 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Jerky Movement when player is on moving lift/elevator. No, but i would give up my first born for it. Seriously, i've been trying to fix this for a while now, very frustrating On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello, There is apparently a bug with the SDK, that when you are on say, a lift or an elevator, your movement becomes jerky when the lift is in motion. At first I thought it was a problem with some custom movement code, so I got the base SDK and tried the same map
Re: [hlcoders] Traces
You can get the vector position of the point of collision in a trace_t, it's tracename.endpos On 6/15/06, John Sheu [EMAIL PROTECTED] wrote: Are there any model traces that give the actual point of collision, instead of just the 0.0f-1.0f value in a trace_t? IPhysicsCollision::TraceCollide() seems like a good candidate, but not quite, as it doesn't give me the point of intersection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TraceRay not hitting player's head
Something very simple you should check (if you haven't already), load up the player model in model viewer and take a look at the hitboxes. Make sure the head hitbox matches is the right size and in the right position, it could be the cause of your problems and is very easy to fix On 6/13/06, JG [EMAIL PROTECTED] wrote: 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 preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Sticky player collisions fix
Hi gang, I've been chasing down this bug for a long time, as it was wreaking havock with sword fighting in Dystopia, not to mention lots of people trying to get through a spawn door. I think I've finally found the cause of it, and a subsequent fix for it, which I'd like to share with you all: http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Sticky_Player_Collisions We've been testing it to great effect in Dystopia, and the hidden source guys have used this fix too, I just wanted some feedback for you folks if you can think of any uses for unlag aside from weapons? Unlag is being used for the whole player command (including movement, the cause of this bug), but so far as i can tell you only really need to unlag players for hitscan weapon functions. Thoughts? -Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] steam issues
This isn't the valve hotline, it's a mailing list for mod programmers On 6/7/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote: Hello all, I perfectly know that this is programming forum, but I'll still post that here cos I already saw [and felt on myself] how Steam support works and maybe you guys (from Valve, or other) will read that and know the answer... 1. I've installed Steam at work and only on my machine it doesn't launch at all! Just gives me 'exception can't load Steam.dll' without even displaying progress window or trying to connect anywhere! On other machines it first displays progress window, tries to connect and then gives that error. Steam forum has no answers regarding that, only questions from hundred of users. I [and everyone from work] go to Internet through our company's proxy, but it even doesn't try to connect on my machine. There is no ports issue 2. You've made regional protection together with Buka company regarding CIS countries [some people here were joking why there were no writings on walls in game This is version for poor countries )))] and the question is: I always used only western Half-Life 2 activation keys, western Half-Life generations key. If I'll use Buka's activation key, will it work with my account? My Steam's language setting is English and I don't want make it russian because: 1. this isn't my native language 2. I don't need those russian game cache files. Hope for reply, please understing me right that I wrote here. Thanks -- Best regards, Slava Hoaxer Dzhura mailto:[EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: Source Beta Engine Released
It's great that we have this feature, so we can make sure our mods don't get broken by updates. I hope this known issue gets fixed soon: http://developer.valvesoftware.com/wiki/Source_Engine_Beta_Changelist#Current_Known_Issues -Mods that were built off of HL2 will continue to run the publicly released engine. Mods that were built off of CS:S, DoD:S, or HL2DM will use the beta engine. Anyone using a HL2DM codebase tested with it yet? On 5/12/06, Nick [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Nominates everyone who suggested an SDK update to test the beta version of Banhammer. On 5/11/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Correct! --- Jorge Rodriguez [EMAIL PROTECTED] wrote: This is nice. But what we really want is an SDK update. My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 Released
Yes, it's probably bad timing now, I'll bet there's some serious crunch time going on to get Episode one polished up. Still, the thing that puzzles me is, I didn't think updating the SDK code would be so hard. I thought it'd just be a matter of taking a snapshot of the codebase then testing the crap out of it then release it? On 4/20/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just wait for Episode one...then the friends beta, then they'll get to it On 4/19/06, Teddy [EMAIL PROTECTED] wrote: I don't want to seem impatient, but has there been much progress in the past few months David? I'm really keen to see if this update fixes any of the niggling bugs in my mod, and to play with HDR of course! On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote: Yep, we're still working on it. Thanks for being patient. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, February 15, 2006 12:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released Any update on the SDK code update David? On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote: We're working on the SDK code update now and it should be released within the next few weeks. -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, January 18, 2006 5:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released HDR - what i am after is just the code to hook the hdr shader in - i might see what OpenEXR is like, it might be quicker then wating on the sdk. http://www.openexr.com/ Made by ILM and looks to be free. Adam --- Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What are we expecting in the code updates again? On 1/18/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm with Adam on this one, I have been waiting for too long for the new code sdk's. I was expecting them right after DOD:S, then Lost Coast came out. So please, a guesstimate on that would be great. Put us out of our misery here. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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 -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences
Re: [hlcoders] Supported Image formats
You might be able to get some use from materials-GetBackBufferFormat() On 4/14/06, Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What's the best way to detect whether a client supports a certain image format? For my bloom I want to ideally create the render targets as IMAGE_FORMAT_RGBA16161616F if they support it, but fall back to IMAGE_FORMAT_RGBA if they don't. It seems that SupportsHDR always returns false right now so that's no use. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Are we ever going to get an update for VS2005?
I was also expecting a SDK code update back in october, because the engine update at that time broke Dystopia (along with alot of other mods), but alas we had to do some hasty workarounds of our own. I can't quite believe it's been 10 months since the last SDK code update, especially given the number of issues in the current build. Back in Novemember I was presenting at the Australian Microsoft Tech-Ed on Developing atop Half-Life 2 with Microsoft Visual C++ 2005 Express Edition, I remember telling people at the presentation that a patch to make the SDK work with VS 2005 Express would be out very soon, there was even a press announcement; http://www.microsoft.com/presspass/press/2005/aug05/08-31ValveCPlusPlusPR.mspx Now i feel like a total ass for lying to all those people :/ On 4/7/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was expecting a SDK update when DOD:S came. Right now it's been a good 11 months since we had an update to the source code. I want this update so I can put the BG2 code in it and see if it fixes a few problems we have with the current sdk. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] speed increase when walking along walls, any fixes?
I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] speed increase when walking along walls, any fixes?
Probably something i've changed making it go wacky.. i'll give it another shot On 3/29/06, Tony omega Sergi [EMAIL PROTECTED] wrote: It's what dod uses, and it worked when I was still working on FLF classic before I left. It also worked good in another mod I was working on. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 28, 2006 3:37 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] speed increase when walking along walls, any fixes? I tested this out in a recent dys build, it didn't seem to fix the problem of wall running, and it made strafe running quite jerky.. anyone else have this problem? On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Cool. Thanks for that. I'll give it a try soon too. Soulfather will be pretty happy if we can make that jittery prediction bug go away :D -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] speed increase when walking along walls, any fixes?
Nice one omega, I'll give that a shot! On 3/24/06, Tony omega Sergi [EMAIL PROTECTED] wrote: void CGameMovement::Accelerate( Vector wishdir, float wishspeed, float accel ) { int i; float addspeed, accelspeed, currentspeed; // This gets overridden because some games (CSPort) want to allow dead (observer) players // to be able to move around. if ( !CanAccelerate() ) return; //omega; WALLSTRAFE FIX // See if we are changing direction a bit // currentspeed = mv-m_vecVelocity.Dot(wishdir); currentspeed = sqrt( DotProduct(mv-m_vecVelocity, mv-m_vecVelocity) ); //omega; END WALLSTRAFE FIX // Reduce wishspeed by the amount of veer. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: March 19, 2006 7:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] speed increase when walking along walls, any fixes? Wall running also gives you a speed boost in Dystopia. I haven't been able to find a fix for it, nfi why it happens, suffice to say i think it's a bug in the stock hl2 gamemovement code. On 3/19/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, everyone would of no doubt noticed that running against a wall(strafing and moving forward works best) makes you run really fast. If anyone has played kreedz climbing yet(I used to code for it) you might of noticed moving against walls is jerky. I think when I was adding some things to the movement I made the server and client disagree on what speed the player is moving at. Has anyone sound why players in source do this? where the boost might be clamped to normal levels? If so I'd love to know, and it would be good to know for bg2 as well, people who play it complain alot of it as well(just the boost, not client prediction jerks). -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cartwheel jump/Rotate playerview
Look in the baseplayer_shared at CalcViewRoll() function, you could hax that up to make their view roll On 3/24/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hello there! I'm currently working on singleplayer mod, and I've been asked to create a cartwheel jump-effect, which would require I rotate the players view, but I'm have trouble figuring out how to rotate the view, anyone got any ideas? Thanks in advance :). I've looked a the rolling code, when leaving a tilted vehicle, but no luck so far. /Tobias -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Are we ever going to get an update for VS2005?
The official line is thus; It's coming, but don't hold your breath. On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote: Hi, Are there any real plans to update the SDK to work with the 2005 line of Visual C++ or Visual Studio? I keep hearing people say it will come in the next update, but are there any real release dates? I have VS2005 but not 2003, the other coder on our mod team can use VC++ express. The new IDEs seem to be much better than 2003 from what I have seen of 2003. So? Any updates Valve? pleease? =P -Aditya -- http://www.pixelfaction.com AIM:ApeWithABrain ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] speed increase when walking along walls, any fixes?
Wall running also gives you a speed boost in Dystopia. I haven't been able to find a fix for it, nfi why it happens, suffice to say i think it's a bug in the stock hl2 gamemovement code. On 3/19/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hi, everyone would of no doubt noticed that running against a wall(strafing and moving forward works best) makes you run really fast. If anyone has played kreedz climbing yet(I used to code for it) you might of noticed moving against walls is jerky. I think when I was adding some things to the movement I made the server and client disagree on what speed the player is moving at. Has anyone sound why players in source do this? where the boost might be clamped to normal levels? If so I'd love to know, and it would be good to know for bg2 as well, people who play it complain alot of it as well(just the boost, not client prediction jerks). -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] filesystem_steam.dll cant load
Q: What does running HL2 do that Steam is so dependent upon? A: Update all the dlls in the \steam\steamapps\username\half-life 2\ directory that your mod uses. On 3/16/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So if our mod were already released, this would be the best answer we could give users seeing the same problem?nbsp; Run HL2 again, then run us?nbsp; Isnt that absurd?nbsp; What does running HL2 do that Steam is so dependent upon? --- Original Message --- From : Chris Janes[mailto:[EMAIL PROTECTED] Sent : 3/14/2006 7:45:17 AM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] filesystem_steam.dll cant load Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] filesystem_steam.dll cant load
Dystopia is having no such problems as far as I'm aware. But it's not using any of the HL2SP/HL2DM source code, it's using the barebones sdk instead... On 3/16/06, DAV [EMAIL PROTECTED] wrote: I tried to run HL2 and the zoom still doesnt work on the mod... Are you having the same problem? Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://davlevels.planetquake.com.gamespy.com/ Q: What does running HL2 do that Steam is so dependent upon? A: Update all the dlls in the \steam\steamapps\username\half-life 2\ directory that your mod uses. On 3/16/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So if our mod were already released, this would be the best answer we could give users seeing the same problem?nbsp; Run HL2 again, then run us?nbsp; Isnt that absurd?nbsp; What does running HL2 do that Steam is so dependent upon? --- Original Message --- From : Chris Janes[mailto:[EMAIL PROTECTED] Sent : 3/14/2006 7:45:17 AM To : hlcoders@list.valvesoftware.com Cc : Subject : RE: [hlcoders] filesystem_steam.dll cant load Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Glue that damn player to the seat!
I did this just yesterday, as it happens. You just gotta set the m_iParentAttachment when you SetParent() to make it align to that attachment point. I made a small hack function in cbaseentity so i could change this, as the SetParent( ent, attachindex) dosen't seem function correctly On 3/13/06, 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 models 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), the 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 make it look at least a tad realistic. I have tried with EF_BONEMERGE, which seems to make no effect (¿?) 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 gun uses, as I found this line in player.h: PFLAG_VPHYSICS_MOTIONCONTROLLER = ( 14 ),// player is physically attached to a motion controller ...although I don't know how efficient would this be. Plus I'm sure that there must be a much cheaper, easier way around it. So, any input on what would be the best approach to this problem is appreciated, before I spend my whole afternoon messing with the motion controller... Thanks in advance. -- Vincent Tanoku Martí -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Glue that damn player to the seat!
m_iParentAttachment is used only for attaching to specific attachment points on the parent, things like the bomb on a players back in counterstrike. So it wouldn't be suitable for a sticky launcher, which needs to stick to random points on the model (depending where it hits) On 3/14/06, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] that m_iParentAttachment, is that only for a player? Or for every physics objects, because in my Stickylauncher, it works and everything, though in multiplayer when you shoot someone else, it sticks to them, and they are no longer able to move. Do you think that m_iParentAttachment being set with SetParent(); would work? Thanks -Kramer On 3/13/06, Teddy [EMAIL PROTECTED] wrote: I did this just yesterday, as it happens. You just gotta set the m_iParentAttachment when you SetParent() to make it align to that attachment point. I made a small hack function in cbaseentity so i could change this, as the SetParent( ent, attachindex) dosen't seem function correctly On 3/13/06, 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 models 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), the 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 make it look at least a tad realistic. I have tried with EF_BONEMERGE, which seems to make no effect (¿?) 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 gun uses, as I found this line in player.h: PFLAG_VPHYSICS_MOTIONCONTROLLER = ( 14 ),// player is physically attached to a motion controller ...although I don't know how efficient would this be. Plus I'm sure that there must be a much cheaper, easier way around it. So, any input on what would be the best approach to this problem is appreciated, before I spend my whole afternoon messing with the motion controller... Thanks in advance. -- Vincent Tanoku Martí -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Network Optimization
FL_EDICT_DONTSEND should stop the prop sending any info to clients, but wouldn't you need to transmit the position of the weld point anyways? I suppose you could send the weld position relative to the object just once, and you could calculate the position via that. In theory it should work, you might have some problems with the IPhysicsConstraint on a dormant entity, seeing how the code for it isn't in the SDK... but i'm sure you can find a way around it On 3/10/06, Garry Newman [EMAIL PROTECTED] wrote: Just thought I'd check a couple of things before I wasted a few hours trying it. If you make an entity FL_EDICT_FULLCHECK then have ShouldTransmit return FL_EDICT_DONTSEND any clients that join the server will be totally unaware of that entity - is that right? I'm considering doing something with welds in my mod. So when you weld one prop to another PropA will become the master prop and PropB will become the slave.. PropB won't send any network info.. but the client will continually move it to the right weld position. There'll probably be a few problems with this since welds aren't 100% solid.. but it should kind of work.. and if there's a network of props solidly welded together we'd be able to work out the position using just the position of one entity.. in theory (in reality it'd probably become a huge bendy peice of crap so this probably won't work). Anyway. My question is.. how would you handle this? Would you send the prop location every x seconds instead of not sending it at all - or would you send it only when a client sees it for the first time since the change.. garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
Any news on the update David? Must be getting close now! :-) On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote: Yep, we're still working on it. Thanks for being patient. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Wednesday, February 15, 2006 12:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released Any update on the SDK code update David? On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote: We're working on the SDK code update now and it should be released within the next few weeks. -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, January 18, 2006 5:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released HDR - what i am after is just the code to hook the hdr shader in - i might see what OpenEXR is like, it might be quicker then wating on the sdk. http://www.openexr.com/ Made by ILM and looks to be free. Adam --- Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What are we expecting in the code updates again? On 1/18/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm with Adam on this one, I have been waiting for too long for the new code sdk's. I was expecting them right after DOD:S, then Lost Coast came out. So please, a guesstimate on that would be great. Put us out of our misery here. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?
Where do I find this file? On 3/11/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Thats prob 'part' of Brams code work from late 2003. --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Or maybe that's what they are planning for it. You wanna be checking in P2PDownload.res -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New P2P functions coming to Steam, do you guys think we should ask Valve to distrubute our mods on it?
It looks just like a torrent, with the DownloadRate, UploadRate, PeersConnected SharingRatio elements. Cool bannanas! On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] C:\Steam\Public It's in the new friends beta. On 3/11/06, Teddy [EMAIL PROTECTED] wrote: Where do I find this file? On 3/11/06, Adam amckern Mckern [EMAIL PROTECTED] wrote: Thats prob 'part' of Brams code work from late 2003. --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Or maybe that's what they are planning for it. You wanna be checking in P2PDownload.res -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: [hlds] Whining or true?
No and uhhh no. On 2/19/06, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: I think Valve is not sure whether the complaints are real or are from whiners. For example: On the client side the video test in CS:S gave me an average FPS of 110, and that data was sent to Valve. But in the real world my system would be unplayable at times. The FPS would drop when all the players were together fighting. So some would complain to Valve about the FPS but Valve had it's data (from the video test) telling them everyone was getting decent FPS'. Does anyone think that it might be possible to, via a mod, create a custom video test and hack it so sends frame rate report as if it had come the official video test. If everyone then used the custom video test, Valve may get a more 'accurate' survey of performance. I'm sending this question to coders list, as I'd guess they'd be more likely to know the answer. I hope that doesn't cause any technical inconveniences. On 19/02/06, Brian M Frain (eternal) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I think you are right, I mean the general opinion does matter and should be considered by the ever churning valve machine but when it all comes down to it the fact is your dog is ugly. :) On 2/18/06, DT [EMAIL PROTECTED] wrote: I think Valve is not sure whether the complaints are real or are from whiners. For example: On the client side the video test in CS:S gave me an average FPS of 110, and that data was sent to Valve. But in the real world my system would be unplayable at times. The FPS would drop when all the players were together fighting. So some would complain to Valve about the FPS but Valve had it's data (from the video test) telling them everyone was getting decent FPS'. Also, I'm sure there was a lot of hackers crying to Valve saying they were just good players and got banned because of their skill. So Valve took the opinion that there was not that many hacks out there and all complaining were just whiners. I think that some of the info that Valve got was not real world experiences and when we complain that are not sure if it's legit or Whining. So, I would suggest that when you see an e-mail that you have experienced then to let them know. I understand how frustrating it can be. I am personally extremely frustrated. So, now I beat my dog. It's okay cause he's ugly and I think he likes it. ;) -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.375 / Virus Database: 267.15.11/264 - Release Date: 2/17/2006 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] unannounced SDK changes?
I just did a diff of the code, still the same as it has been for the past as many months On 2/16/06, Charles Solar [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Actually vangelis, I to have noticed a difference, but its at a more basic level then a diff machine would pick up. I was working with disassembling the compilled sdk dll's a month ago and I just picked my project up again and notice the new compiled dll's differ greatly at the 1's and 0's level. How or why, I can not say, but the code I am looking at now is much different then it once was. On 2/15/06, Scott Loyd [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I did a diff. of the code a few weeks ago, no changes. On 2/15/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Does the SDK get updated by Valve without an announcement or mention in Steam news?nbsp; I could swear the HL2DM code generated by the Source SDK just changed significantly in the last 4 weeks.nbsp; For example, the new Ragdoll Violence settings.nbsp; Yet there's no mention of an update since the 1/17/06 update in news. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Update Released
Any update on the SDK code update David? On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote: We're working on the SDK code update now and it should be released within the next few weeks. -- David -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: Wednesday, January 18, 2006 5:27 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK Update Released HDR - what i am after is just the code to hook the hdr shader in - i might see what OpenEXR is like, it might be quicker then wating on the sdk. http://www.openexr.com/ Made by ILM and looks to be free. Adam --- Garry Newman [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] What are we expecting in the code updates again? On 1/18/06, Jason Houston [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm with Adam on this one, I have been waiting for too long for the new code sdk's. I was expecting them right after DOD:S, then Lost Coast came out. So please, a guesstimate on that would be great. Put us out of our misery here. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Successful mod team tips and warstories?
Even when you get a mod team, keeping them isn't that easy. For the 12 or so people who actually contributed to Dystopia, we had over 60 people come and go over the past 2 years. Be prepared that people wont do work, or those that do will disappear from time to time, always have a backup person ready to step in. It also helps if you find some really good artists early on in the piece, as releasing great looking renders/shots is actually a good way to attract more quality dev team members. Sad but true! On 12/30/05, Rice, Rick [EMAIL PROTECTED] wrote: LOL, if you have to ask that question, then you have not worked with others on serious projects. How many times have you had to bail out that one member of your team? How many times has that one member put you behind schedule? How many times has that one member been a disruption? How many times has that one member constantly failed to produce? Teamwork readily identifies those that 'can' from those that either cannot or are unwilling/lazy/incompetent. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of fjulll Sent: Thursday, December 29, 2005 4:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Successful mod team tips and warstories? -- [ Picked text/plain from multipart/alternative ] What's that suppoused to mean? On 12/29/05, Rice, Rick [EMAIL PROTECTED] wrote: Remember: Teamwork is natures way of identifying the weak. Richard Rice, BSCS -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Thursday, December 29, 2005 3:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Successful mod team tips and warstories? If you consider Goldeneye: Source a successful mod so far, then this is what I have to say as a programmer on the team: - Sharing of source; the code is just as valuable as the rest of the source material, and having the *source* available to other developers incase you just get up and leave, or have no time to develop your assignment, allows others to pick up where you left off. - Constant Communication; we use Ventrilo, IRC, and our forums to keep communication going. Although we don't have as good of communication as a lot of us want, it still exists :). - Design Document WOULD have helped us :). I proposed the idea of using a WIKI to develop our design document as a team (this was before our alpha release, and I believe this is our next goal). - Not everyone on the team needs to work as a team, but you need a few that do. I would say that at least one from each area of development should be in good communication with the rest. - Use CVS/SVN/P4 if you can. We use it to hold our Source and our MOD. Gives you a good idea of the development activity and also what to test/add as others develop :). - Value the knowledge of your team mates, this goes along with respect. - Get rid of those that don't work. From my experience, the programmers tend to come and go... :( - Motivation... I believe we are doing those that contribute, lead. I am thinking, those that contribute have the respect of the team and simply lead by example... With a proper design document, the team should know what needs to be done anyways, and should just have good communication to check up on one another. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: Thursday, December 29, 2005 2:01 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Successful mod team tips and warstories? I put up a new page on the Valve Wiki to talk about what makes a successful mod team. I thought I'd email here to see if I could get a few additions and war stories from you the list members, since many of you have recognizable names as long time mod developers, etc. http://developer.valvesoftware.com/wiki/Successful_Mod_Team_Tips ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] Successful mod team tips and warstories?
It's a fair bit of pot luck as to who will see your ad/post, so you just gotta keep trying. Once you have a core team together and you start producing stuff you can show off, then people will start to seek you out, indeed thats how we found the most dedicated members of Team Dystopia. On 12/30/05, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've tried posting at hl2files...probably the wrong place to look? On 12/29/05, Kuja [EMAIL PROTECTED] wrote: If you have to actively search for people, something is extremely wrong. In the five years I've been running the development team for DPB, there has never been a shortage of people willing to do work for the mod. The trick is, getting talented people without the ego/time problems. If you really, really are hurting for that one extra person, ModDB or a Planet Half-life news post usually garner the attention of the type of people you'd be looking for. -Jeff Katz Digital Paintball Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Yes but how DO you find people? On 12/29/05, Teddy [EMAIL PROTECTED] wrote: Even when you get a mod team, keeping them isn't that easy. For the 12 or so people who actually contributed to Dystopia, we had over 60 people come and go over the past 2 years. Be prepared that people wont do work, or those that do will disappear from time to time, always have a backup person ready to step in. It also helps if you find some really good artists early on in the piece, as releasing great looking renders/shots is actually a good way to attract more quality dev team members. Sad but true! On 12/30/05, Rice, Rick [EMAIL PROTECTED] wrote: LOL, if you have to ask that question, then you have not worked with others on serious projects. How many times have you had to bail out that one member of your team? How many times has that one member put you behind schedule? How many times has that one member been a disruption? How many times has that one member constantly failed to produce? Teamwork readily identifies those that 'can' from those that either cannot or are unwilling/lazy/incompetent. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of fjulll Sent: Thursday, December 29, 2005 4:22 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Successful mod team tips and warstories? -- [ Picked text/plain from multipart/alternative ] What's that suppoused to mean? On 12/29/05, Rice, Rick [EMAIL PROTECTED] wrote: Remember: Teamwork is natures way of identifying the weak. Richard Rice, BSCS -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Scott Loyd Sent: Thursday, December 29, 2005 3:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Successful mod team tips and warstories? If you consider Goldeneye: Source a successful mod so far, then this is what I have to say as a programmer on the team: - Sharing of source; the code is just as valuable as the rest of the source material, and having the *source* available to other developers incase you just get up and leave, or have no time to develop your assignment, allows others to pick up where you left off. - Constant Communication; we use Ventrilo, IRC, and our forums to keep communication going. Although we don't have as good of communication as a lot of us want, it still exists :). - Design Document WOULD have helped us :). I proposed the idea of using a WIKI to develop our design document as a team (this was before our alpha release, and I believe this is our next goal). - Not everyone on the team needs to work as a team, but you need a few that do. I would say that at least one from each area of development should be in good communication with the rest. - Use CVS/SVN/P4 if you can. We use it to hold our Source and our MOD. Gives you a good idea of the development activity and also what to test/add as others develop :). - Value the knowledge of your team mates, this goes along with respect. - Get rid of those that don't work. From my experience, the programmers tend to come and go... :( - Motivation... I believe we are doing those that contribute, lead. I am thinking, those that contribute have the respect of the team and simply lead by example... With a proper design document, the team should know what needs to be done anyways, and should just have good communication to check up on one another. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent
Re: [hlcoders] A modification of shot distribution for Source
This is really cool, I've implemented this in Dystopia and we're very pleased with the results. Biased spread rewards good aiming alot more, and that's what we like to see! :-) Thanks for posting this Tim! On 12/21/05, Jorge Rodriguez [EMAIL PROTECTED] wrote: Tim Holt wrote: I wondered about that as well Jorge. Valve's way is effective, but potentially inefficient. One thing that really bothers me about it is the whole bias thing. It makes me wonder how much it could influence a distribution of points. Also, the bias will be applied in a cartesian coordinate space, not polar coordinate space - which would then lead to unequal distributions of points given the while loop filtering. BTW - feel free to use/post/modify this code. I was tempted to put it on the Wiki - but if someone beats me to it that's ok by me :^) Tim Only problem with that is it'll remove the gaussian bias code Valve has. I don't know what code uses that right now, and I can't really check since I'm at work right now. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Problems with Validation
If you find you get a STEAM validation rejected when ever you try to load a map on a listenserver, make the following file: \steam\SteamApps\SourceMods\dystopia\cfg\listenserver.cfg and put the following command in it: sv_lan 1 On 12/28/05, Brian Smith [EMAIL PROTECTED] wrote: I have had a problem since the last update... when starting a from scratch or HL2DM project, I can compile but not run them. Steam says STEAM validation rejected. However, I can play HL2/CSS/HL2DM just fine. Any ideas or workarounds? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId
I was using the beta SDK, but vrad crashes when I compile. So i have to use the old hammer editor, which dosen't load many things properly because of the previously mentioned bug. This bug also effects faceposer and model viewer, i guess you could say the SDK is broken and merry christmas 3 from valve. On 12/25/05, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Use the beta SDK. The problem is not present. On 12/25/05, Matthew [EMAIL PROTECTED] wrote: Just wonderful - Original Message - From: Scott Loyd [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, December 24, 2005 4:49 PM Subject: RE: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId Not around Christmas... :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Sent: Saturday, December 24, 2005 2:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId Will I ever be able to make maps for hl2 again No.. This freaking issue was happened a little time before. There was an update released for that.. but now it appears again.. - Jurgen Knops -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens pat fujin Verzonden: zaterdag 24 december 2005 17:51 Aan: hlcoders@list.valvesoftware.com Onderwerp: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId On 12/24/05, Stephen Micheals [EMAIL PROTECTED] wrote: Nothing works now, this is so fucking stupid. But Valve will learn from the mistake so it won't happen a second time. Oh wait... _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId
I had checked all the lightmap scales, wasn't any probelms there. The non-beta vrad works fine. Just FYI, here's the error i get with the beta vrad: BuildVisLeafs: 0...1...2...3...Error trying to allocate 32296 bytes. On 12/28/05, Spektre [EMAIL PROTECTED] wrote: VRAD is likely crashing because of a malformed light patch resolution; like, texture select all the faces in the map, and reassign the lightmap scale to something like 16 or 32. This seems to fix it in all cases I've encountered. Talia Teddy wrote: I was using the beta SDK, but vrad crashes when I compile. So i have to use the old hammer editor, which dosen't load many things properly because of the previously mentioned bug. This bug also effects faceposer and model viewer, i guess you could say the SDK is broken and merry christmas 3 from valve. On 12/25/05, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Use the beta SDK. The problem is not present. On 12/25/05, Matthew [EMAIL PROTECTED] wrote: Just wonderful - Original Message - From: Scott Loyd [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, December 24, 2005 4:49 PM Subject: RE: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId Not around Christmas... :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Sent: Saturday, December 24, 2005 2:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId Will I ever be able to make maps for hl2 again No.. This freaking issue was happened a little time before. There was an update released for that.. but now it appears again.. - Jurgen Knops -Oorspronkelijk bericht- Van: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Namens pat fujin Verzonden: zaterdag 24 december 2005 17:51 Aan: hlcoders@list.valvesoftware.com Onderwerp: [hlcoders] Re: Extra App ID set to 211, but no SteamAppId On 12/24/05, Stephen Micheals [EMAIL PROTECTED] wrote: Nothing works now, this is so fucking stupid. But Valve will learn from the mistake so it won't happen a second time. Oh wait... _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 64 Bit, and Valves Relase timetable
Actually nevermind. I did some benchmarking with HL2 Lost Coast in 64 bit mode, and got considerably worse FPS than i do in 32 bit mode. Even a few reviews are reporting similar problems: http://techgage.com/review.php?id=3889 Best not to touch this with a barge pole till valve get around to fixing it On 12/23/05, Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hopefully Teddy. (Just made a post about this just after you did ;)) On 12/23/05, Teddy [EMAIL PROTECTED] wrote: An update has been released for HL2 Lost Coast with 64 bit support: http://www.steampowered.com/index.php?area=newsid=496 My question is, when the SDK code update is eventually released, how will mods be able to make 64-bit versions? Will it require a different code base for 32 64 bit versions? Will we have to distribute them seperately, or will there be a feature to automatically detect compatablity? On 12/14/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: Ta ben! --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Alfred Reynolds to hlcoders More options Nov 16Yes, VS.NET http://vs.net/ 2003 is still our primary development platform. VS.NET http://vs.net/ 2005 is a part of our 64-bit port efforts. - Alfred Take that for what you will. On 12/13/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: I don't know if Gabe, and the project leads at valve will be doing this, but I am trying to find out if Valve will be releasing an EXE for 64 bit? Why I am asking is because I am in the middle of choosing to compile the SDK with 64 bit, because of the target systems of nightfall, or to go and optimise the game with vs. 2005's profiler. So will valve be releasing a 64bit exe to stop bottle necking 64bit DLLs? My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 64 Bit, and Valves Relase timetable
An update has been released for HL2 Lost Coast with 64 bit support: http://www.steampowered.com/index.php?area=newsid=496 My question is, when the SDK code update is eventually released, how will mods be able to make 64-bit versions? Will it require a different code base for 32 64 bit versions? Will we have to distribute them seperately, or will there be a feature to automatically detect compatablity? On 12/14/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: Ta ben! --- Benjamin Davison [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Alfred Reynolds to hlcoders More options Nov 16Yes, VS.NET http://vs.net/ 2003 is still our primary development platform. VS.NET http://vs.net/ 2005 is a part of our 64-bit port efforts. - Alfred Take that for what you will. On 12/13/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: I don't know if Gabe, and the project leads at valve will be doing this, but I am trying to find out if Valve will be releasing an EXE for 64 bit? Why I am asking is because I am in the middle of choosing to compile the SDK with 64 bit, because of the target systems of nightfall, or to go and optimise the game with vs. 2005's profiler. So will valve be releasing a 64bit exe to stop bottle necking 64bit DLLs? My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] video graphics
http://support.steampowered.com On 12/21/05, Baer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I reinstalled winxp on my computer, reinstalled steam, everything looks good in hl1, but when I go to hl2 I get a black screen with orange lines on bottom right, and pink lines through the center. Running it in a window does the same thing. My computer is a AMD Athlon XP 3200, 512 megs of ram, Nvidia GeForce 4 video card. Before the format steam worked great, hl2 worked like a charm. When I reinstalled windows I got the newest driver for nvidia GeForce 4, everything went out the window so to speak. Anyone have any idea what is causing this error? I uninstalled the video driver, redownloaded it 3 times and reinstalled, uninstalled steam 2 times and reinstalled still the same thing. Any help is appreciated. Baer __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New weapons system
One big problem with using attachments to put the weapon on the hands is you'd have to use BONEMERGE which means the model that gets attached (the weapon) must be static (no bones or animations). Also, coding a IK/Ragdoll system which would have bascially the same result as making it out of animations, but would run alot slower wouldn't be worth the worry in my opinion. On 12/17/05, DrBob [EMAIL PROTECTED] wrote: I have quite a radical (probably overblown) idea for a way to handle weapons, weapon animations, etc. for a more weapon-based game than CS:S (something more akin to Raven Shield). Instead of each weapon model having some hands in it, and all the animations based around this, why not have each weapon just have a set of attachment points where the usual finger positions on the grips, trigger, etc. are, and corresponding ones on a hand model? (On the surface of the skin, and the surface of the gun, of course.) When you want a gun to appear on screen with some hands, you link each hand attachment point to the corresponding weapon attachment point (e.g. hand_finger01 - gun_grip01_finger01) With regards to weapon animations such as reloading, it would be the attachment points on the weapon that move around, guiding the hands (so to speak) into doing a nice animation - the hands would be ragdolled, effectively (a cut-down ragdoll mode without collisions, for example), by the attachment points on the gun model. For example, with a reload animation, the attachment points for the hand on the gun barrel grip would float their way to the clip's surface, move down with it as it moves, and so on. In fact, this could be taken a step further, with a weapon itself being only the stripped-down weapon body (no silencer in the normal model - the M4A1 has animations for with a silencer and without, no clip, no scope, etc.), with attachment points for such things (silencer, clip, scope, etc.). At buy-time, the player would then be able to choose which addons to buy for his gun - what type of silencer, what type of ammo and how big the clip should be, what type of scope if any, etc.; and these would all be attached to the gun, and removable during gameplay. Managing to animate this using the aforementioned moving attachment method would be slightly more complex (I haven't thought about it much yet), but would be possible. My question to you (finally) is: is this feasible, and what sort of overhead would it put on a game - would it be considerably more laggy than the current system? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta Underway
Hows the update progressing I wonder? Hopefully we can get an ETA soon, it'd be nice if it was ready before christmas. On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote: Don't have an ETA yet, but it's what we'll be working on now. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Tuesday, November 22, 2005 4:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Beta Underway -- [ Picked text/plain from multipart/alternative ] D you have an ETA when we will be getting updated code with that? On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] While we haven't updated the source code yet (that will happen soon), we've started the beta of the next version of the SDK. Like the beta we ran for the Steam UI release, we'll be using the VDC as a way to administer it. You can run the beta of the SDK by running with -beta sdk in your command line. Current changelist for the beta is available here: http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist rcid=20783 Feedback area is here: http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Ben Davison - http://www.shadow-phoenix.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta Underway
Well it looks like cubemaps are built differently for HDR enabled maps, so it's possible the updates to this code will fix this bug. On 11/24/05, Justin Krenz [EMAIL PROTECTED] wrote: Is the issue with cube maps being excessively dark fixed at all or is that a completely different issue since the buildcubemap command is done in-game? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Soundcache.. what is it for?
After looking at Dystopia's cache files with the Game Extractor tool from that wiki page, I can't help but wonder why they're so messy compared to the CS:S/DOD/etc counterparts. Perhaps creating these caches manually could give better performance? On 12/4/05, Evan Braa-Heidner [EMAIL PROTECTED] wrote: the sound cache is for preloading the first second of every sound so that they play while loading http://developer.valvesoftware.com/wiki/Soundcache it is very buggy and does not always work -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Garry Newman Sent: Saturday, December 03, 2005 4:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Soundcache.. what is it for? To cache sounds presumably. If I search my entire Steam folder for .cache I get an interesting insight. _sharedprecache.cache: CSS:~6 mb HL2MP:~19mb HL2: ~19mb LC: ~8mb dystopia: 1kb gmod: 1kb smod: 1kb I'm assuming that sharedprecache is exactly what it says, a shared precache. Now if we look at individual maps Dystopia's map has a 7mb soundcache All of GMod's maps have ~18mb soundcaches SMod's maps have ~19mb soundcaches Non mods have caches generally under 500k The map's soundcaches appear to be created on the first run of the map, then saved on a succesful exit. This can take quite a long time the first time that you run the map. So I added this hack in DLLInit.. if ( filesystem-Size( maps/soundcache/_sharedprecache.cache, MOD ) 100 ) { filesystem-RemoveFile( maps/soundcache/_sharedprecache.cache, MOD ); if ( filesystem-FileExists( maps/soundcache/_sharedprecache.cache, GAME ) ) { if ( filesystem-Size( maps/soundcache/_sharedprecache.cache, GAME ) 100 ) { char To[MAX_PATH]; Q_snprintf( To, MAX_PATH, %s/maps/soundcache/_sharedprecache.cache, g_GMODFolder ); Msg( Copying _sharedprecache.cache..\n ); engine-CopyFile( maps/soundcache/_sharedprecache.cache, To ); } } } This copies the _sharedprecache.cache file if it's over a certain size and the current file is under a certain size. When running GMod with this I found that the maps loaded a ton faster on their first load. And the cache file generated were averaging under 500kb. So, my question is what are we doing wrong? Should we be shipping a _sharedprecache file with our mods or are we not shipping files to properly generate one? (Thanks to TomEdwards for the heads up on this) ~garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Is there such a thing as a NULL model?
I did this for the Fatman Fist weapon in dystopia. I modified the SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW ); (which hides the world model) and then vm-RemoveEffects( EF_NODRAW ); so it shows the viewmodel On 11/27/05, Chris Janes [EMAIL PROTECTED] wrote: For early versions of hidden we just commented out the world model from the weapon script - it threw an error in the console, but didn't crash and the model was invisible (no error model either). Might be a good place to start looking. If that doesn't work for you, could you not maybe set the models alpha to 0? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: 26 November 2005 20:20 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Is there such a thing as a NULL model? Hi, I'm faced with a problem right now, and i've been trying a few solutions but to no avail so far... I'm trying to create a weapon that has a first person view model, but no third person model at all (the character model will display the animation). I've tried SetModel(NULL); or putting as the world model name in the script file, both those crash me... I've tried putting a bunch of AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, i've had a modeller make me an empty model, and that also crashes... Anyone got a simple solution for me to fix this problem? -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date: 25/11/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Netchannel: failed processing message svc_Sounds
I had that exact same error on a few servers after the DOD:S engine update about a month or so ago. The solution was to run a steam update on the server. On 11/23/05, Adam amckern Mckern [EMAIL PROTECTED] wrote: To me it sounds like your project needs a clean complie (remove all the intermideate files with something like mfcclean www.lostplanet.co.nz i think ) Other then that, look at your sound loops, and see what you have changed for them to error out on the data chanel send... Adam --- William Ravaine [EMAIL PROTECTED] wrote: It seems this started happening to us since october. When we playtest our mod and shoot the regular HL2 DM grenades at each other (or any other bouncing object), we start getting engine error messages such as Netchannel: failed processing message svc_Sounds and Fragment transmission aborted at 1/1, while getting a very annoying tin can sound that loops forever, and adds up each time a new grenade collides with the environment. A client-side crash usually follows 1 minute later or so, and we strongly suspect this is due to this sound problem, since some of us don't crash while others do, even though we were standing in the same area. This is really spoiling all our playtest attempts at the moment. We tried figuring out the origin of this crash by running a debug build and checking the crash log, but it points to a function in the engine itself, and not the client dll. It seems we're not the only ones having this problem as I remember a post on the HL2CTF forums about some servers where this is occuring as well. Does anyone know what's causing it, and how to fix it? Thanks in advance, Spk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net/ Developer of CST and ZHLT 3.0 http://www.zhlt.tk This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delete the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Beta Underway
The updates to Hammer are terrific! Not only does it look better, but it seems run a whole lot faster for me. Does it have 64 bit support now? Great work guys! On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] While we haven't updated the source code yet (that will happen soon), we've started the beta of the next version of the SDK. Like the beta we ran for the Steam UI release, we'll be using the VDC as a way to administer it. You can run the beta of the SDK by running with -beta sdk in your command line. Current changelist for the beta is available here: http://developer.valvesoftware.com/w/index.php?title=SDK_Beta_Changelist rcid=20783 Feedback area is here: http://developer.valvesoftware.com/wiki/SDK_Beta_Bugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Trapping Sprays
Cheers, nice one Mani! On 11/15/05, Giles Millward [EMAIL PROTECTED] wrote: Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might port it back to the V1.1.0x series as it's pretty much standalone code and very useful. Regards Mani. www.mani-admin-plugin.com gt; Valve, gt; Could you open up a mechinism, an event or something gt; that we could use in Plugins to see who uses there spray and where.. gt; We run family oriented Servers..and people going around spraying only on gt; top or animated porn gets a bit frustrating, when we cant catch the person gt; doing it. gt; Can it be trapped in either a client command or have it fire a game event? gt; Thanks gt; Ray gt; gt; gt; ___ gt; To unsubscribe, edit your list preferences, or view the list archives, gt; please visit: gt; http://list.valvesoftware.com/mailman/listinfo/hlcoders gt; gt; gt; gt; Message sent using UebiMiau 2.7.2 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Beta Approaches
HDR cubemaps are already in-game (since the DOD:S update). It dosen't work properly without the new vrad of course.. On 11/11/05, John Standish [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] They need to impliment Parallax mapping lol. As for the HDR, I am pretty sure it will be compiled through the compilers. But the HDR Cubemaps will be in game(almost guranteed), what I really wish is that it would automaticly be done through the compilers and not by the engine. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Source SDK Beta Approaches
The VDC was updated earlier today (http://developer.valvesoftware.com/wiki/Main_Page) with the following news: Very soon we'll be beginning a beta of the next version of the Source SDK, which will be run in a similar way to how the Steam UI beta was run. When the beta is ready to go we'll have a page here on the VDC that lists the new features available, along with a place to report problems. Now the big question on every coders lips is, will the beta of the SDK update include the updated code to begin with, or will it just be mapping tools, etc? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Calculating hitboxes from TouchTrace()
Hi gang, I'm having some trouble calculating which hitbox my projectile is hitting via the GetTouchTrace() function. The trace returned by this dosen't seem to return any hitbox data! Any ideas why there's no hitbox info? Also any ideas for a workaround? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui::HTML, Flashlight
I don't know if this is relevant or not, but i messed around with the vgui::HTML element a while ago and had it working on vgui_screens, and the scrollbars worked fine. vgui_screens obviously won't work anymore cause the vgui::inputinternal is busted, but perhaps there's a way to fix them scrollbars in a regular vgui panel? On 10/19/05, Andrew Orner [EMAIL PROTECTED] wrote: There seem to be a leak in the HTML widget itself, or at least the scrollbars. I've never gotten the scrollbars to move when i click and drag on the bar or on the arrows at either ends.. and this is where memory leaks, too. I've kept Task Manager up on one monitor while trying it out on another after I noticed that clicking on them lags but does nothing -- and indeed, memory is leaked and never recovered when you click on the scrollbar widget itself. Maybe this isn't an issue with the vgui::HTML widget, but rather the vgui::Scrollbars one? -- Andrew Maurino Berry wrote: It seems to happen after extended page views so I'd say there is a leak somewhere From: Alfred Reynolds [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] vgui::HTML, Flashlight Date: Tue, 18 Oct 2005 13:41:43 -0700 The HTML widget allocates a texture page for the entire HTML page that is rendered. Are you worried about that size or is there memory leaking on every page load (in which case we will look into it)? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005 1:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I think his problem (I am part of the same mod as him), is that there are quite a bit of memory leaks with the implementation by valve. On 10/18/05, Alfred Reynolds [EMAIL PROTECTED] wrote: I am a little confused about the exact problem. Is the little amount of overdraw behind the scrollbars making you want to reimplement the whole system? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005 12:02 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I don't see why. If you could somehow get a handle (hah!) of the window On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Can you attach/embed ActiveX objects into a Source game UI? On 18/10/05, Aditya Gaddam [EMAIL PROTECTED] wrote: Well, I was thinking it would be easier if we just used existing APIs to render something onto a hidden window and after its done loading the page we would just hook onto that window somehow and control it. I found an ActiveX version of the mozilla api here http://www.iol.ie/~locka/mozilla/mozilla.htm It seems that you control it just the way you would control the IE ActiveX object so I am guessing we can just attach this to a window and go from there. Oh and hey ss =P -Aditya On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've also considered a similar implementation to that Xfirehttp://www.xfire.comdoes to produce its in-game menus. I think it uses DirectX overlays. Xfire's in-game menus are entirely keyboard controlled, so whether a mouse controllable UI is possible. Anyone know much about this or how Xfire implements its in-game menus. On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote: I was looking into it to use as a semi-MotD, but instead of displaying an MotD at server join it would rather show a server info screen. And as for your question of an in-game browser, no way is Source's VGUI a practical solution to making it (again because of the problems experienced with it), it would probably be much better if you implemented your own sort of HTML browser. -- Andrew Dan Stevens (IAmAI) wrote: -- [ Picked text/plain from multipart/alternative ] I am afraid I cannot help you with your queries. However, would you mine if I asked what the purpose of your invistigation in the VGUI:HTML control? I am interested as I have been considering the possibility of an in-game web browser. Do you think such an application be practical to implement using Source's VGUI? On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote:
Re: [hlcoders] Steam update broken HL2 mods?
I've been hearing the same from alot of our players, they still get the same error after patching. On 10/13/05, Brandon Canary [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just got the new updated and downloaded and third party games are still not launching :( On 10/12/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] An easier and less drastic solution is to create a desktop shortcut for the mod. On 12/10/05, Draco [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks alot mate, now I have an answer for anyone I see complaining about it :) Quoted your email 3 times now. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam update broken HL2 mods?
An even easier workaround is to create a shortcut to the mod, and edit the -game path. Change the program files in the -game path to progra~1 and it should work. Example: C:\Program Files\Steam\Steam.exe -applaunch 220 -game C:\program files\steam\SteamApps\SourceMods\dystopia C:\Program Files\Steam\Steam.exe -applaunch 220 -game C:\progra~1\steam\SteamApps\SourceMods\dystopia On 10/13/05, Tony omega Sergi [EMAIL PROTECTED] wrote: My hl1 mod doesn't even show up in the server browser anymore, and the server keeps saying it needs to be restarted to get the latest update; but it doesn't do anything. -Original Message- From: Teddy [mailto:[EMAIL PROTECTED] Sent: October 12, 2005 6:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Steam update broken HL2 mods? I've been hearing the same from alot of our players, they still get the same error after patching. On 10/13/05, Brandon Canary [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Just got the new updated and downloaded and third party games are still not launching :( On 10/12/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] An easier and less drastic solution is to create a desktop shortcut for the mod. On 12/10/05, Draco [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Thanks alot mate, now I have an answer for anyone I see complaining about it :) Quoted your email 3 times now. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam update broken HL2 mods?
I've been getting reports from a few dozen of our players that they've been unable to run dystopia since the last Steam UI update. They've been getting the following error: AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll ModVer: 0.0.0.0 Offset: e66f I'll just note that this seems to only have effect some people, as I can still run dystopia fine on my computer as can a few other folks i've talked to. Anyone else having similar problems with this update? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam update broken HL2 mods?
One of our players found a fix for it, here's his instructions (hopefully the same willl work for ya'll): Create a Desktop shortcut by right clicking on Dystopia in Steam. Then locate the new shortcut on your desktop, right-click and select Properties. In the Target field, it should say something like: C:\Program Files\Steam\Steam.exe -applaunch 220 -game e:\program files\steam\SteamApps\SourceMods\dystopia Just change the 220 to 240 (which is the code for CS:S). I have no idea why this works, but it does. Enjoy!! On 10/12/05, Sylvain Rochette [EMAIL PROTECTED] wrote: Yeah Some of our mod team cannot run any of the 3 rd party mod! I would like the update screwup the valve mod instead that would be more fun! - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, October 11, 2005 10:44 PM Subject: [hlcoders] Steam update broken HL2 mods? I've been getting reports from a few dozen of our players that they've been unable to run dystopia since the last Steam UI update. They've been getting the following error: AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll ModVer: 0.0.0.0 Offset: e66f I'll just note that this seems to only have effect some people, as I can still run dystopia fine on my computer as can a few other folks i've talked to. Anyone else having similar problems with this update? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] collision boxes latency
I've not had any probs with hitbox latency, the unlag and interpolation works smoothly even at high pings. There are some huge problems for melee code, as there seems to be bit prediction errors when you get upu close to another player, but for ranged hitscan attacks it's fine. Teddy http://dystopia-game.com On 10/6/05, Kiroke . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I asked the dev team here and it seems that the problem is in the sdk itself! If we create a new mod from scratch we will see that problem occur: http://media.putfile.com/css_hit_b0x_bb They did fix it for counter-strike, and now you got to shoot the players directly. But when we create an empty mod from scratch the problem still occurs. From your link Kuja - This doesn't mean you have to lead you're aiming when shooting at other players since the server-side lag compensation knows about client entity interpolation and corrects this error. It seems like this compensation is not working on the SDK, is it working for you guys? Thank you! -Francois On 10/4/05, Kuja [EMAIL PROTECTED] wrote: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Might make a good read. Jean-René Bédard wrote: [ Converted text/html to text/plain ] Hi, We started our mod with the option (Start a mod from scratch) and we notice that in a multiplayer game, there is latency between the actual player model and the collision boxes. So a traceline fired directly on the moving entities such as a character doesnt really inflict damange to him since the hitbox is lagging behind. I noticed that it is not the case in HL2MP nor as in CS:S. How can we fix this? Thanks, Deslock ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ NOD32 1.1241 (20051004) Information __ This message was checked by NOD32 antivirus system. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Kiroke Lead Game Designer Troy : Divine Playground http://www.troymod.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming Steam update and MODs
The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html). On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We're getting ready to release a fairly significant overhaul of the look and feel of Steam, ahead of the release of Rag Doll Kung Fu. Part of this release is going to give individual games more space for people to see screenshots and information about individual games, including MODs. Currently if you go to the Third Party Games area of the Steam store you'll see a listing of the most popular MODs currently being played, along with a text description and a couple of screenshots. You can also get to this web page directly by going here: http://storefront.steampowered.com/3rdparty.php?s=0,2,4,6i=0,220,340,24 0,300,320a=0,10,20,30,40. What would be really helpful would be for any MOD that is currently listed on this page to put together some of this material and send it on to me. What we need is: 1. A short 50 words or less description of the game. 2. 5 screenshots in .jpg format to include. The width of the screenshots can be no greater that 1024px, but the aspect ratio is up to you. Once you have these together, .zip up all of the materials and e-mail them to me and we'll make sure this gets into the update coming up. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam UI Update
The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam that changes the look and feel to accommodate more games. If your MOD is in the list, take a look at the text and screenshots, and then e-mail me directly if you'd like to make any changes. To run the beta, start Steam from a command prompt with a command line like this: steam -clientbeta betaui The beta period is going to be fairly short, so if you find any problems, head on over to the page on the VDC and add any bugs you find. You can get to that page here: http://developer.valvesoftware.com/wiki/UIBugs -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Upcoming Steam update and MODs
Ooops, wrong thread! On 10/7/05, Teddy [EMAIL PROTECTED] wrote: The only bug I can see is there's a few mods missing from the most popular list... namely Garry's mod and Dystopia (according to http://steampowered.com/status/game_stats.html). On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] We're getting ready to release a fairly significant overhaul of the look and feel of Steam, ahead of the release of Rag Doll Kung Fu. Part of this release is going to give individual games more space for people to see screenshots and information about individual games, including MODs. Currently if you go to the Third Party Games area of the Steam store you'll see a listing of the most popular MODs currently being played, along with a text description and a couple of screenshots. You can also get to this web page directly by going here: http://storefront.steampowered.com/3rdparty.php?s=0,2,4,6i=0,220,340,24 0,300,320a=0,10,20,30,40. What would be really helpful would be for any MOD that is currently listed on this page to put together some of this material and send it on to me. What we need is: 1. A short 50 words or less description of the game. 2. 5 screenshots in .jpg format to include. The width of the screenshots can be no greater that 1024px, but the aspect ratio is up to you. Once you have these together, .zip up all of the materials and e-mail them to me and we'll make sure this gets into the update coming up. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] collision boxes latency
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all explained here: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that the hitboxes move faster than the player, unless you're shooting at them, at least as far as I've been able to tell. On 10/6/05, Ratman2000 [EMAIL PROTECTED] wrote: Hello, the problem is the hitbox calculation... When you strafe left, your hitbox get out of the model on the left side... So when you shoot there is no fligth time calculation... When you now move foreward and stop on an wall to get cover than your hitbox can stay before the wall as result as the hitbox calculation... the hitbox than take i think ca 0,5 - 1 second to get back over the standing model... So i think there is no way to aim realy like a pro gamer in cs1.6 Its only luck to kill an player becouse you have to aim left before an player when he is moving to the left side... So many of kills get on the account of the hitbox calculation... its not an nice way to calculate it but the simplest way... width friendly greatings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] How to apply a blur filter on a texture?
You should check out the DoScreenSpaceBloom() function in view_scene.cpp, as the blurfiltery shader is used there On 10/6/05, Thomas TISSOT-DUPONT [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello the list ! I'm currently working on a basic bloom effect. To do this, I use the blurfiltery.vmt filter, but when use it the bloom effect isn't visible whereas I notice a lower framerate. So I have changed the blurfiltery.vmt text from BlurFilterY { $basetexture _rt_SmallFB1 $bloomamount 1 %noToolTexture 1 } To //THOMAS: SIMPLE UNLITGENERIC WITH A COLOR FILTER unlitgeneric { //$color 0.15 0.15 0.15 = lower is lighter $basetexture _rt_FullFrameFB %noToolTexture 1 } Though it seems to be almost working ( thanks to Valve for your shaders ! ) I cannot manage to apply a blur effect on the bloom effect, so I get a weird rendering ( see the picture link: http://dolphineye.ifrance.com/mybloom.jpg ) Does anyone know how to apply something similar to this or how to fix that weird rendering? Just keep in mind I don't know anything in HLSL programming, I've just borrowed from Valve's shaders used in Day of Defeat Source. I really apologize for my very bad English, anyway I hope somebody will help me ;o) Thank you very much! --Thomas -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] _rt_SmallHDR0 problems
Hey gang, I'm trying to code a shader that uses the _rt_SmallHDR0 _rt_SmallHDR1 render target textures via the GetSmallBufferHDR0() function, but anything i render to it just comes back with a checkerboard texture. I found another _rt_SmallFB0 _rt_SmallFB1 render targets, but they don't seem to be a very high resolution... Anyone else had probs with these? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] _rt_SmallHDR0 problems
Cool, that fixed it. Thanks! On 10/3/05, Sylvain Rochette [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Create your own material, since the last update they removed the material... materials-CreateNamedRenderTargetTexture( _rt_SmallHDR0, 256, 256, RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_ARGB, MATERIAL_RT_DEPTH_NONE ); materials-CreateNamedRenderTargetTexture( _rt_SmallHDR1, 256, 256, RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_ARGB, MATERIAL_RT_DEPTH_NONE ); Regards, - Original Message - From: Teddy [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, October 03, 2005 8:58 AM Subject: [hlcoders] _rt_SmallHDR0 problems Hey gang, I'm trying to code a shader that uses the _rt_SmallHDR0 _rt_SmallHDR1 render target textures via the GetSmallBufferHDR0() function, but anything i render to it just comes back with a checkerboard texture. I found another _rt_SmallFB0 _rt_SmallFB1 render targets, but they don't seem to be a very high resolution... Anyone else had probs with these? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )
I still get the tier0_s.dll error when launching my mod from VS. I'm launching via hl2.exe, with standard command line params. It loads to console fine, but when i attempt to load a map/start a server, it errors out with tier0_s.dll error, followed by a steamclient.dll error. -Teddy On 9/30/05, Imperio59 [EMAIL PROTECTED] wrote: I've not had one single error in debugging my MOD so far... I don't know if there was a code update recently because I haven't WinDiff'ed the code bases in the last 2 months at least... Here's my arguments: -allowdebug -dev -game c:\program files\steam\steamapps\SourceMods\Caliber +sv_lan 1 +map cal_test Hope that help... -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.344 / Virus Database: 267.11.9/115 - Release Date: 29/09/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cubemaps Bug
DAV, try turning off HDR when you do the buildcubemaps, and make sure you don't have -floathdr in your commandline. It looks like it's trying to build HDR cubemaps, but without the proper HDR skybox and whatnot. On 9/30/05, DAV [EMAIL PROTECTED] wrote: Can it be releated to what I am having but in models? The error happens after I build the cubemaps.. If you want to check a screenshot of what I am saying... Before the buildcube maps: http://www.planetquake.com/davlevels/pictemp/before.jpg After the buildcube maps: http://www.planetquake.com/davlevels/pictemp/after.jpg Test map (vmf): http://www.planetquake.com/davlevels/pictemp/test12.jpg The test map doesnt have a env_cubemap but the bug is happening with or without them. Davide (DAV) Email: [EMAIL PROTECTED] DAV Levels: http://www.planetquake.com/davlevels/ - Original Message - From: Spektre [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, September 30, 2005 8:27 AM Subject: Re: [hlcoders] Cubemaps Bug Adam: Look at the base texture. It's straight, and there's no seams in it. Only the cubemap's got seams. I can have the mapper compile with a mirror texture, 100% cubemap? According to the mapper, Anarki, the cubemaps throughout the map display the error. And there's no splits in the face there. Adam amckern Mckern wrote: Is that an after shot? Becuase it looks like a bsp error (normaly caused by doing a wacky texture apply to a face and bsp cuting and missmatching it) Adam --- Spektre [EMAIL PROTECTED] wrote: This is the third instance someone has complained of errors with the cubemaps in Source on #valveerc, so I'm of a mind to believe that something's been changed in the most recent update. If Valve could have a look at this, I'd be much obliged. http://game-advance.net/ss/ast_silo0003.jpg The bug appears to be mismatching the cube's faces to the proper textures. That's my analysis, anywho. Talia ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://ammahls.com Lead Programer NightFall This email has been sent from Adam McKern, and is not one of the many spam bots that use my email address. If you receive an email that has not got this signature line, please delate the email, and not respond in any way to it. __ Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
I think steam rocks. It'd have been nice to get a SDK update sooner, but steam itself (or at least the idea behind it) is good for anti-piracy, anti-cheating, auto updating and online distribution. All good things in my opinion. On 9/27/05, Dan Partelly [EMAIL PROTECTED] wrote: You are not seeing the forest because of the trees. The shitty Steam is to blame. Should Valve had any common sense and valued its customers they would never had this Steam enforcing policy. Valve, your Steam sucks. Dan - Original Message - From: Alexander Galerakis [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, September 27, 2005 6:30 AM Subject: Re: [hlcoders] Last update has broken Mod shaders and is causing crashes I don't think it would be possible to release the SDK update before the Steam/DoD: S releases... Wouldn't that mean that every single modification out there would get HDR implemented before DoD: S' release, thus reduce the impact the game has and almost certainly lower its sales? As for caring about what brings them money, well, that's how every single business in the world is run, and that's how Valve keeps its employers paid in order to keep working and provide the community with hopefully good games... I don't think it needs to be said how much impact Valve had on the whole modding community, perhaps second only to the original Quake... It's not like they sit on their asses laughing at the problems they cause, they still need to keep employers paid thus they still need to put out games (and fulfill pre-release promises such as having DoD: S; people who bought silver/gold have waited enough time for that), thus they are working on a million and one things right now like improving the Source Engine, supporting CS: S, putting out DoD: S, working on Aftermath, possibly TF2 and God knows what else... Everyone pretty much agrees that the original HL2 release felt rushed code/SDK wise (for whatever reason, not going to go into that), and patches like these, while they may break several things for people like you who have worked a long time on their projects, are ultimately for the better since they improve the engine and fix existing problems and add much welcomed functionality and features... This last patch seems to have broken things but IMO it only shows how willing Valve is to help the community and provide patches FAST... Of course there's not enough time for testing purposes when you need to get the thing out because everyone is complaining his modification is not working anymore... So just let's all keep giving our feedback to help resolve the issues that much faster. I do believe that even though Valve wasn't really doing any announcements about this, the patches show they were listening and are trying to do the best and as soon as possible to help people... They could have simply said wait for the SDK update to fix things up yourself but they didn't, they are trying to correct issues already while finalising (or whatever) the next SDK update, which I'm sure you want as much testing time as possible for it... Anyway, of course people should demand things but I don't think everyone should act like they know what's going on behind the scenes and blame them for untested products... What other company is giving you this much freedom with an engine incorporating this many features and is doing it with better support? I agree about the docmentation, that's a huge issue, but hopefully it will in time be resolved... Perhaps Valve could recruit serious people from the community to work together and fix that in the areas that are lacking the most... /me crosses his fingers for a fast and solid SDK update and possibly a patch that fixes more things than it breaks even sooner than that... Go Valve :) -- Mod HQ - http://ModHQ.notepadhax.com - Come get your Half-Life 2 news - Original Message - From: Ben Everett [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday - 27/9/2005 05:38 Subject: RE: [hlcoders] Last update has broken Mod shaders and is causing crashes I'd have to agree with Teddy, it is quite irking to the development community that this many problems have arisen. It is almost as if you have no formal QA department that you go through, and that is just ridiculous. Do you only test what you make money off of before a release? Even DoD:Source has quite a few issues with it, and you publicly released it. It seems that the standard for a development studio on the PC-platform is to just keep releasing, and not thoroughly test your software. Just because you have the ability to release patches instantaneously doesn't mean you shouldn't put every single piece of your code through peer review or some sort of auditing process. The amount of support
Re: [hlcoders] Last update has broken Mod shaders and is causing crashes
I've fixed all the shader issues in Dystopia, however there's no point putting out an update till we get the SDK update, as there's still quite a few crashes occuring in the engine code since the last update. On 9/27/05, Alexander Galerakis [EMAIL PROTECTED] wrote: I'm not a coder or team member of Dystopia but when trying to start up their modification (I'm fully updated, have a DX9.0c compatible GPU, latest drivers, clean and tidy PC, etc, not a PC newbie) it brings up this error: Game shader 'game_shader_generic_sample.dll' trying to override a base shader 'Bloom'. That pops up on start up and of course the game doesn't even start at all. - Original Message - From: Erik Johnson [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday - 27/9/2005 03:06 Subject: RE: [hlcoders] Last update has broken Mod shaders and is causing crashes This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The release that went along with the DoD launch today should have fixed the broken custom shaders in MODs. If people are still having trouble with this specific issue, let us know. Erik From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: Monday, September 26, 2005 9:31 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Last update has broken Mod shaders and is causing crashes Still not working, same crashes with the error as stated before. The problem seems to be with the DLL tier0_s.dll. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, September 25, 2005 11:03 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Last update has broken Mod shaders and is causing crashes Control Panel - System - Advanced tab - Environment Variables button - look for sourcesdk in the list of System Variables. This was also after I ran the SourceSDK from the Play Games window in Steam and chose Refresh SDK Content. If that doesn't work, try the following: c:\program files\steam\steam.exe -applaunch 220 -dev -allowdebug -game your mod's directory ie c:\mod\mod Then I suppose you can try attaching your debugger to it. Ben Everett wrote: Hmm... I'm still unable to get my mod to work when being launched from VS. Same errors as before. I've tried using all of the tips you guys have left but nothing as of yet. The sourcesdk env variable you are referring to, is this in VS or Windows? Could you provide a example key-value pair? And any word on Valve as to a REAL solution? It's kind of disturbing that they haven't responded to any of our issues (I know that I at least check my work e-mail on the weekends). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crash in CreateModelInstance() since update
I've trapped a crash in my mod (dystopia) in C_BaseEntity::CreateModelInstance() when it tries to access the modelrender it gets a 0x0 return. This happens when rendering from C_BaseCombatWeapon::DrawModel, it's just started happening since the last updates. Anyone else had a similar problem? -Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Last update has broken Mod shaders and is causing crashes
Since the last update, my shader files no longer load (eg. bin/game_shader_generic_sample.dll) and players are quite a few client and server crashes. Can we expcet a SDK update so we can work on fixing these? Cheers, Teddy http://dystopia-game.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders