Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tony "omega" Sergi
I'm no expert or anything, but following that link, and the source engine
documentation:
Q. Can I use Valve IP in my Source Mod?

A. Yes. However, please make it clear on your store pages that your mod is
a mod and not created by Valve. Also, please do not distribute levels
directly taken from Valve IP games. If this is necessary for your mod, then
we can make it so that users must own the base Source game in order to play
your mod.


So, if you're not actually using hl2 levels, then you should be able to
contact them about that. I would post on the steamworks community, or email
someone you may know directly (like if you have a steam contact)

On Wed, Mar 22, 2017 at 3:06 AM, 3Turtles <3turt...@videotron.ca> wrote:

> It's a recent requirement Valve introduced a few years ago called
> "Community Mod" program.  Somehow Neotokyo mod avoided getting lumped into
> the mess everyone else has been forced into.  It's really sad too, in the
> first few months when our mod (Modular Combat) was available on Steam we
> had a massive number of players. Around 4000 unique players per month
> spread across 12 servers (located around the world) that were full 24/7 and
> this was despite servers crashing every 5 minutes due to a serious bug.
> Around 8 months later when Valve instated the Community Mod's program and
> made Half-Life 2 a requirement, player counts dropped dramatically to
> around 99% less players.  It would be a fluke if a server would have more
> than 6 players.
>
> http://store.steampowered.com/about/communitymods/
>
> With what Valve is earning from Steam alone, the income generated by sales
> of Half-Life 2 is a needle in a haystack. and since most players don't have
> Half-Life 2; all that work mod makers put into their games is pretty much a
> waste.  What would likely work better, some type of advertisement system
> built into the engine that announces steam sales. That would generate Valve
> way more sales while still allowing anyone to play mods.
>
>
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Re: [hlcoders] Modding Problems

2016-05-15 Thread Tony &quot;omega&quot; Sergi
Pretty sure you can't do it anymore, because all of the content is now in
vpks. So you need 2013 to be able to mount the other games, as they also
use newer engine now.

On Sun, May 15, 2016 at 11:04 PM, Gavin Isgar  wrote:

> Hey guys, I am back again with another problem. Before I start, I wanted to
> say that I am using Source Engine 2007 for my mod(I had troubles with
> getting Source Engine 2013 fully working.) I am trying to mount
> Counter-Strike: Source files, such as the materials and models, so that I
> can have all the files in my mod. But, I can't seem to figure out how to
> correctly mount the game, via gameinfo.txt! I can't find a single Source
> 2007 Mounting tutorial, and if I do, it never works. Please help me! Thank
> you!
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Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes

2015-10-05 Thread Tony &quot;omega&quot; Sergi
It's probably the encoding of the txt file.


On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell  wrote:

> I decided to compile the stock SDK 2013 code today and the linux build
> outputs the same error message when dedicate server is loading:
>
> CSoundscapeSystem::Init:  Manifest 'scripts/soundscapes_manifest.txt' with
> bogus file type 'ls/extinguish2_subrect', expecting 'file'
>
> Also note that these message errors appear no matter if
> soundscapes_manifest.txt is present or not, it's like the actual file isn't
> used at all.
>
> My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code with
> gcc 4.6
>
> Do you guys think there's an error in my setup or this engine build isn't
> functioning properly?
>
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>
>


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Re: [hlcoders] Source SDK 2013 Release

2015-09-12 Thread Tony &quot;omega&quot; Sergi
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:
While we're at it, it'd be nice if vrad did the same calculations on model
lighting as it does in newer engine branches like ASW/L4D2 and CSGO.
I believe Tony Sergi once told me it could be implemented without changing
the BSP format (which was done for the newer branches).

What did I say? What do you mean?

>
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Re: [hlcoders] Here's a challenge!

2015-07-29 Thread Tony &quot;omega&quot; Sergi
I'm still standing by what I said before, You either saved over top of your
VMF's from 2012, and went over the limit again, or you lost your modified
versions.
The vmf's in your zips do not build with the orange box tools from 2012, or
the ones that released with the SDK in the end of 2007. let alone the
binaries in the 2013 sdk.
So, the only way to really fix it, is to split your maps up into even
smaller chunks, or just delete brushes (or make models for props instead of
brushes, you could probably use one of the third party tools to do that..
for example: https://developer.valvesoftware.com/wiki/VMF_to_SMD (i've
never used it, i don't know how well it works))

below is cropped output from what I told you months ago.
Begin Paste (this only includes the output from the 2012 version of vbsp
fyi, but I had same issues with the other tools. The episode1 vbsp has even
smaller MAX_MAP_PLANES ;))


All three of these VMF's give the exact same error.
With 2012 vbsp, 2007 vbsp, 2013 vbsp, CSGO's VBSP. none of them work.

06/23/2012  05:47 PM16,065,220 hangover_00.vmf
06/23/2012  05:47 PM16,065,220 hangover_00_386.vmf
01/08/2015  11:50 AM16,072,948 hangover_00_387.vmf



D:\dev\Hangover\source_from_C_root\Hangover\mapsrc>vbsp -game
d:\dev\hangover\steamapps_sourcemods\Hangover -?
*Valve Software - vbsp.exe (Oct 31 2012)*
VBSP: Unknown option "-?"

Command line: "vbsp" "-game"
"d:\dev\hangover\steamapps_sourcemods\Hangover" "-?"

usage  : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test



D:\dev\Hangover\source_from_C_root\Hangover\mapsrc>vbsp -game
d:\dev\hangover\steamapps_sourcemods\Hangover hangover_00.vmf
Valve Software - vbsp.exe (Oct 31 2012)
8 threads
materialPath: d:\dev\hangover\steamapps_sourcemods\Hangover\materials
Loading D:\dev\Hangover\source_from_C_root\Hangover\mapsrc\hangover_00.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 2088334: MAX_MAP_PLANES
Side 5
Texture: TOOLS/TOOLSNODRAW


On Wed, Jul 29, 2015 at 5:06 PM, Peter McKeown 
wrote:

> Well, I'd like to try and help you. No promises on a solution, but I'll
> take a look at it.
>
> --
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Wed, 29 Jul 2015 09:24:01 +0200
>
> Subject: Re: [hlcoders] Here's a challenge!
>
> Yes, sorry.  I already received some ideas I am hoping will solve the
> problem, but I have some more important stuff to sort out before I can
> get back to the MOD.
> Since this will take some time, before release, I did not want to leave it
> online.
>
> But if anybody is particularly interested to try it out than throw me a
> message and I'll gladly share it.
>
> Br,
> Peter
> --
> From: pmckeown2...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Tue, 28 Jul 2015 18:34:39 +0100
> Subject: Re: [hlcoders] Here's a challenge!
>
> Link is 404'ing, did  you delete the upload?
>
> --
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Tue, 28 Jul 2015 06:32:35 +0200
> Subject: Re: [hlcoders] Here's a challenge!
>
> Thank you Boncey.
> Probably not the problem, but I'll check those anyway.
>
> Br,
> Peter
>
> --
> From: bon...@thewarpdimension.com
> Date: Tue, 28 Jul 2015 01:31:40 +
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Here's a challenge!
>
> Have you made sure that radius culling is off before compiling, as that
> only compiles your camera radius and can easily catch you off guard. Also
> make sure to realign your skyboxes to grid. (Click on them in 2D, Right
> Click -> Snap To Grid). Hope this helps!
>
> On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics 
> wrote:
>
> Hi All,
>
> Some of you might remember me previously asking for help in building my
> already finished MOD:
> http://www.moddb.com/mods/hangover
>
> 2 people volunteered at some point, to help but as the ancient Chinese
> saying goes: they both "disappeared like gray mule in the fog".
>
> I packed up the whole thing: the version that now runs with the new SDK in
> Hammer but won't compile for some unknown reason, throwing up bullshit
> errors.
> Nothing has changed and these maps compiled with the old SDK about 2-3
> yeas ago.
>
> Please, anybody who think they have what it takes to compile a few levels,
> check it out and help figuring out what is missing:
>
> https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0
> unpack password is: "release_this_!!!"
>
> I would simply like to smack 4-5 graffiti onto some walls, build and
> release it, hoping some of the original watchers are still alive and would
> like to check it out.
>
> Thanks in advance,
> Peter
>  ___
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> 

Re: [hlcoders] Modding Problems

2015-06-24 Thread Tony &quot;omega&quot; Sergi
clientmode_shared.cpp
-

find void ClientModeShared::Init()
before that:
// See interface.h/.cpp for specifics:  basically this ensures that we
actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule
//  over and over again.
static CDllDemandLoader g_GameUI( "gameui" );

Then, inside ClientModeShared::Init() perhaps at the very bottom, inject
your custom VGUI panel.

CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION,
NULL );
if ( NULL != m_pGameUI )
{
// insert stats summary panel as the loading background dialog
C3MMLoadingPanel *pPanel = GetLoadingPanel();
pPanel->InvalidateLayout( false, true );
pPanel->SetVisible( false );
pPanel->MakePopup( false );
m_pGameUI->SetLoadingBackgroundDialog( pPanel->GetVPanel() );
}
}

Custom panel code not included in my reply.




On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar  wrote:

> Almost! My mod is a single player mod, and I wan't to make custom loading
> screens(the original for Valve games is the gray box with white rectangles
> as progress bars). I want to make a custom one, like one they use in CS:GO!
> Thanks!
>
> On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher  wrote:
>
>> This what you're looking for? Loading screens for the chapters (or just
>> for the game itself if it doesn't contain chapters)
>>
>> https://developer.valvesoftware.com/wiki/Menu_Background_Map
>>
>> Sent from my Verizon Wireless 4G LTE smartphone
>>
>>
>>  Original message 
>> From: Gavin Isgar 
>> Date: 06/24/2015 6:45 PM (GMT-06:00)
>> To: Discussion of Half-Life Programming 
>>
>> Subject: Re: [hlcoders] Modding Problems
>>
>> ?
>>
>> On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar  wrote:
>>
>> > Hey guys, back with another question. For a singleplayer mod, how would
>> i
>> > be able to change the background for the loading screen, or make a
>> custom
>> > loading bar? Thanks!
>> >
>> > On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar  wrote:
>> >
>> >> Alright, but i want to at least get this done by today. I will try
>> >> looking in Half-Life 2's files and try to find a corresponding file,
>> but if
>> >> you find any good information for me, please tell me! Thanks!
>> >>
>> >> On Fri, Jun 19, 2015 at 2:34 PM, Tony "omega" Sergi <
>> omegal...@gmail.com>
>> >> wrote:
>> >>
>> >>> if i remember correctly, it's sort of a bug. you need to replace a
>> >>> specific file, or gameui won't read certain strings. I can't remember
>> which
>> >>> one right now though.
>> >>>
>> >>> On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar 
>> wrote:
>> >>>
>> >>>> Alright, I'll try to look around there. If I can't find anything, i
>> >>>> might have to just look in the HL2 files.
>> >>>>
>> >>>>
>> >>>> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann <
>> schumann@gmail.com>
>> >>>> wrote:
>> >>>>
>> >>>>> Off the top of my head I don't know but probably in one of the .txt
>> >>>>> files in hl2/resource/
>> >>>>>
>> >>>>> On 19 June 2015 at 06:00, Gavin Isgar  wrote:
>> >>>>>
>> >>>>>> ?
>> >>>>>>
>> >>>>>>
>> >>>>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar 
>> >>>>>> wrote:
>> >>>>>>
>> >>>>>>> The commentary text that shows up in the chapter selection menu.
>> >>>>>>>
>> >>>>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann <
>> >>>>>>> schumann@gmail.com> wrote:
>> >>>>>>>
>> >>>>>>>> Which commentary text specifically?
>> >>>>>>>>
>> >>>>>>>> On 17 June 2015 at 11:21, Gavin Isgar  wrote:
>> >>>>>>>>
>> >>>>>>>>> Guys, i need some help with another problem. So, i've been
>> >>>>>>>>> searching my game's files for a bit and, I can&#

Re: [hlcoders] Modding Problems

2015-06-19 Thread Tony &quot;omega&quot; Sergi
if i remember correctly, it's sort of a bug. you need to replace a specific
file, or gameui won't read certain strings. I can't remember which one
right now though.

On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar  wrote:

> Alright, I'll try to look around there. If I can't find anything, i might
> have to just look in the HL2 files.
>
>
> On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann 
> wrote:
>
>> Off the top of my head I don't know but probably in one of the .txt files
>> in hl2/resource/
>>
>> On 19 June 2015 at 06:00, Gavin Isgar  wrote:
>>
>>> ?
>>>
>>>
>>> On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar  wrote:
>>>
>>>> The commentary text that shows up in the chapter selection menu.
>>>>
>>>> On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann 
>>>> wrote:
>>>>
>>>>> Which commentary text specifically?
>>>>>
>>>>> On 17 June 2015 at 11:21, Gavin Isgar  wrote:
>>>>>
>>>>>> Guys, i need some help with another problem. So, i've been searching
>>>>>> my game's files for a bit and, I can't seem to find how to change the HL2
>>>>>> Commentary Text in the main menu? Do i need to make a new file? Thank 
>>>>>> you!
>>>>>>
>>>>>>
>>>>>> On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar 
>>>>>> wrote:
>>>>>>
>>>>>>> Thank you!
>>>>>>>
>>>>>>>
>>>>>>> On Sat, May 23, 2015 at 12:55 AM, Tony "omega" Sergi <
>>>>>>> omegal...@gmail.com> wrote:
>>>>>>>
>>>>>>>> https://developer.valvesoftware.com/wiki/View_Models
>>>>>>>> https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender
>>>>>>>>
>>>>>>>> https://developer.valvesoftware.com/wiki/SDK_Docs
>>>>>>>>
>>>>>>>> http://forums.steampowered.com/forums/showthread.php?t=842810
>>>>>>>>
>>>>>>>> google is fantastic.
>>>>>>>>
>>>>>>>> On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar 
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Hey guys, i got a question! Can anyways please tell me how to
>>>>>>>>> model and make weapons? I cant find a solid tutorial anywhere that i 
>>>>>>>>> can
>>>>>>>>> actually do it on! Please help, thank you!
>>>>>>>>>
>>>>>>>>> On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar 
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> Guys i need some more help. I'm trying to use phoneme editor in
>>>>>>>>>> face poser for NPCs to talk. But i get an error message saying "an 
>>>>>>>>>> error
>>>>>>>>>> occurred during extraction". I've been trying to find a fix for this
>>>>>>>>>> problem for awhile but i cant. I'm also using a Windows 8 computer. 
>>>>>>>>>> Please,
>>>>>>>>>> someone type out a tutorial i can do to fix this problem! Thanks!
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar 
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Nope, still not working. Its saying extraction wont work. I use
>>>>>>>>>>> Windows 8 and Audacity for the wavs but still nothing works. Please 
>>>>>>>>>>> someone
>>>>>>>>>>> give me a tutorial on here by text please!
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar 
>>>>>>>>>>> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> Thanks! I'll try it!
>>>>>>>>>>>>
>>>>>>>>>>>> On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak <
>>>>>>>>>>>> wazanato...@gmail.com> wrote:
>>>>>>>>>>>>
>>>>>>

Re: [hlcoders] Goldsrc pev->solid

2015-06-05 Thread Tony &quot;omega&quot; Sergi
you have to modify pm_shared to do anything with player collision.
changing the solid will just change interaction of the player with
non-world/player entities.
all player collision is handled via the movement traces/hulls.

i don't have anything infront of me anymore, but it's all there.


On Sat, Jun 6, 2015 at 6:48 AM, James Marchant 
wrote:

> Hi.
>
> I'm not 100% sure what you're asking, but I think you mean making it so
> players don't collide with each other? I've come across this problem
> myself, and never really resolved it in a satisfactory way.
>
> The most recent method was setting pev->groupinfo to 1 in prethink on
> players, and using UTIL_SetGroupTrace( pev->groupinfo, GROUP_OP_NAND );
> straight after. Then in postthink, use UTIL_SetGroupTrace( pev->groupinfo,
> GROUP_OP_AND );
>
> I can't remember off the top of my head why this works as it's been a long
> time, I just know that it probably should work. I'll leave it up to you to
> do the research on grouptrace, as I cannot for the life of me remember
> anything about it. Therefore, I cannot guarantee what side effects or
> issues this may cause.
>
> One other thing you can do that I remember better, is perform
> a UTIL_EntitiesInBox check (with a FL_CLIENT filter) to find all clients
> colliding in the player's bounding box. Do this every frame. This should
> fire when players touch (but there is a small latency where they touch each
> other for a short while before it fires) and at that point you can set the
> player to be non-solid with pev->solid = SOLID_NOT. Don't forget to check
> that the player is not colliding with himself. UTIL_EntitiesInBox is better
> as it only search within the player's collision,
> whereas UTIL_FindEntityInSphere will be really rough and inaccurate. Don't
> forget to set the player back to solid if he is not colliding with another
> player. However, this method is less than ideal as a non-solid player
> cannot be attacked by monsters, and they cannot trigger triggers. I believe
> there are also some issues with prediction if a player is not as
> SOLID_SLIDEBOX too? Expect problems.
>
> There is also "ShouldCollide" but as far as I know, that does not apply to
> players.
>
> Hope this helps.
>
> James
>
> --
> Date: Fri, 5 Jun 2015 22:41:06 +0200
> From: rimischo...@googlemail.com
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] Goldsrc pev->solid
>
>
> Hi guys, i have a question related pev->solid
>
>
> so with pev->solid i can change the collision of the entity but i want to
> change it for the player on by collision basis.
>
> Like if you hit another player change the collision to something else that
> you can pass thru.
>
> if i do it into the spawn it stays forever.
>
> But i dont have a clue on how to check the collision to the other player.
>
>  Am i using the UTIL_FindEntityInSphere function to check for radius and
> if something is in range entity->solid? Or is there another easier way to
> do it?
>
> Greetings
>
> ___ To unsubscribe, edit your
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>
>


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Re: [hlcoders] Modding Problems

2015-05-22 Thread Tony &quot;omega&quot; Sergi
gt;>>>>>>> while ago,
>>>>>>>>>>>>>>>> but that was announced in a Steam community and on this 
>>>>>>>>>>>>>>>> mailing list.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If I'm not mistaken, the SDK Base contains just the
>>>>>>>>>>>>>>>> engine.dll itself (and a lot of other components it depends 
>>>>>>>>>>>>>>>> on, of course),
>>>>>>>>>>>>>>>> which in turn loads your server and client code. That means if 
>>>>>>>>>>>>>>>> the
>>>>>>>>>>>>>>>> interfaces between those modules have not changed in a way 
>>>>>>>>>>>>>>>> that would break
>>>>>>>>>>>>>>>> compatibility, there should be nothing for you to worry about.
>>>>>>>>>>>>>>>>  --
>>>>>>>>>>>>>>>> From: Gavin Isgar
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>
>>>>>>>>>>>>>>>> Sent: ‎12.‎04.‎2015 00:13
>>>>>>>>>>>>>>>> To: Discussion of Half-Life Programming
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com>
>>>>>>>>>>>>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>  I wanted to use Source SDK Base 2007 for a reason. But my
>>>>>>>>>>>>>>>> question still hasn't been answered.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires <
>>>>>>>>>>>>>>>> st...@swires.me
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> If you're starting a new mod (which it sounds like you
>>>>>>>>>>>>>>>> are), you should not be using the 2007 base at all.
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> gisg...@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Hey guys, back with another question! So i just saw awhile
>>>>>>>>>>>>>>>> ago that Source SDK Base 2007 got updated. My mod uses Source 
>>>>>>>>>>>>>>>> SDK Base 2007
>>>>>>>>>>>>>>>> and i was wondering, do the updates interfere with the mod in 
>>>>>>>>>>>>>>>> anyway?
>>>>>>>>>>>>>>>> Thanks for the help!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar <
>>>>>>>>>>>>>>>> gisg...@gmail.com
>>>>>>>>>>>>>>>> <https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com>
>>>>>>>>>>>>>>>> > wrote:
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>> Thanks Stan!
>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>
>>>

Re: [hlcoders] Modding Problems

2015-04-01 Thread Tony &quot;omega&quot; Sergi
What do you think your mod is running off of?
You have the base source content, which includes all of the sounds and
soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any
of the other valve games you can easily look at their files too.

On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar  wrote:

> My mod didn't come with existing sound files. I've also read the developer
> wiki, but i didn't find much, so i'm asking you.
>
>
> On Wed, Apr 1, 2015 at 12:43 AM, Tony "omega" Sergi 
> wrote:
>
>> open existing sound files and sound scripts and look. also read the
>> developer wiki.
>>
>> On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar  wrote:
>>
>>> Hey guys, i have another question! How do i change weapon sound for my
>>> mod? What format does it have to be and what files do i need to edit? Long
>>> story short, i need to know everything about changing the sounds please!
>>>
>>> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar  wrote:
>>>
>>>> Thanks Ken, i was just tired last night and having a rough time with
>>>> some stuff, thanks though!
>>>>
>>>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher  wrote:
>>>>
>>>>> It says right there...
>>>>> The images displayed in the new game dialogue are 152x86. Since
>>>>> texture dimensions must both be a power of two, your VTFs will be 256x128
>>>>> with a border to the right and bottom.
>>>>>
>>>>> That means that the full dimensions of the image will be 256 wide by
>>>>> 128 tall, but only a portion of that gets used. 152 x 86 to be specific.
>>>>> What you should do is create your chapter images as 152x86 images, and 
>>>>> then
>>>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>>>> the actual image), or take that 152x86 image and copy it into a new 
>>>>> 256x128
>>>>> image, and just make sure it is positioned in the top-left. The unused
>>>>> portion of the image should just be black.
>>>>>
>>>>>
>>>>>  Original message 
>>>>> From: Gavin Isgar 
>>>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>>>> To: Discussion of Half-Life Programming <
>>>>> hlcoders@list.valvesoftware.com>
>>>>> Subject: Re: [hlcoders] Modding Problems
>>>>>
>>>>> Alright I guess
>>>>>
>>>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann >>>> > wrote:
>>>>>
>>>>>> Other than that I'd just use the images from Half-Life 2 as a base.
>>>>>>
>>>>>> On 29 March 2015 at 12:20, Gavin Isgar  wrote:
>>>>>>
>>>>>>> Tom, i checked that but, to be honest, i didnt understand it a bit.
>>>>>>> Anything else?
>>>>>>>
>>>>>>> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann <
>>>>>>> schumann@gmail.com> wrote:
>>>>>>>
>>>>>>>> There's some information on that at
>>>>>>>> https://developer.valvesoftware.com/wiki/Background#Images
>>>>>>>>
>>>>>>>> On 29 March 2015 at 09:09, Gavin Isgar  wrote:
>>>>>>>>
>>>>>>>>> Hey guys, im having another problem again and couldnt find a fix
>>>>>>>>> on the internet. I dont know the right size for chapter thumbnails, 
>>>>>>>>> what
>>>>>>>>> size do i make the picture(not the vtf or vmt)?
>>>>>>>>>
>>>>>>>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> The two dots means "parent directory". You start in
>>>>>>>>>> materials/vgui, go
>>>>>>>>>> up one to materials, then to materials/logo and
>>>>>>>>>> materials/logo/hl2rslogo1.vmt.
>>>>>>>>>>
>>>>>>>>>> On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
>>>>>>>>>> wrote:
>>>>>>>>>> > Yea Jesse, here's how i fixed it! So in my materials folder, i
>>>>>>>>>> made a logo
>>>>>>>>

Re: [hlcoders] Modding Problems

2015-03-31 Thread Tony &quot;omega&quot; Sergi
open existing sound files and sound scripts and look. also read the
developer wiki.

On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar  wrote:

> Hey guys, i have another question! How do i change weapon sound for my
> mod? What format does it have to be and what files do i need to edit? Long
> story short, i need to know everything about changing the sounds please!
>
> On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar  wrote:
>
>> Thanks Ken, i was just tired last night and having a rough time with some
>> stuff, thanks though!
>>
>> On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher  wrote:
>>
>>> It says right there...
>>> The images displayed in the new game dialogue are 152x86. Since texture
>>> dimensions must both be a power of two, your VTFs will be 256x128 with a
>>> border to the right and bottom.
>>>
>>> That means that the full dimensions of the image will be 256 wide by 128
>>> tall, but only a portion of that gets used. 152 x 86 to be specific. What
>>> you should do is create your chapter images as 152x86 images, and then
>>> either edit that image's canvas size to 256x128 (but don't scale/stretch
>>> the actual image), or take that 152x86 image and copy it into a new 256x128
>>> image, and just make sure it is positioned in the top-left. The unused
>>> portion of the image should just be black.
>>>
>>>
>>>  Original message 
>>> From: Gavin Isgar 
>>> Date: 03/28/2015 10:36 PM (GMT-05:00)
>>> To: Discussion of Half-Life Programming 
>>>
>>> Subject: Re: [hlcoders] Modding Problems
>>>
>>> Alright I guess
>>>
>>> On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann 
>>> wrote:
>>>
 Other than that I'd just use the images from Half-Life 2 as a base.

 On 29 March 2015 at 12:20, Gavin Isgar  wrote:

> Tom, i checked that but, to be honest, i didnt understand it a bit.
> Anything else?
>
> On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann 
> wrote:
>
>> There's some information on that at
>> https://developer.valvesoftware.com/wiki/Background#Images
>>
>> On 29 March 2015 at 09:09, Gavin Isgar  wrote:
>>
>>> Hey guys, im having another problem again and couldnt find a fix on
>>> the internet. I dont know the right size for chapter thumbnails, what 
>>> size
>>> do i make the picture(not the vtf or vmt)?
>>>
>>> On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar 
>>> wrote:
>>>
 The two dots means "parent directory". You start in materials/vgui,
 go
 up one to materials, then to materials/logo and
 materials/logo/hl2rslogo1.vmt.

 On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar 
 wrote:
 > Yea Jesse, here's how i fixed it! So in my materials folder, i
 made a logo
 > folder, inside i put both put the vmt and vtf file with the same
 name.
 > Inside the vmt file, i put:
 >
 > "UnlitGeneric"
 > {
 > "$basetexture" "logo/hl2rslogo1"
 > "$nolod" 1
 > "$translucent" 1
 > }
 >
 > The path automatically detects the material folder, so just put
 the folder
 > and the name of both the vmt and vtf file(no extension). Then in
 my
 > gamelogo.res in my resource folder, i put:
 >
 > Resource/GameLogo.res
 > {
 > GameLogo
 > {
 > ControlName EditablePanel
 > fieldName GameLogo
 > xpos 0
 > ypos 0
 > zpos 50
 > wide 400
 > tall 100
 > autoResize 1
 > pinCorner 0
 > visible 1
 > enabled 1
 > offsetX -20
 > offsetY -15
 > }
 >
 > Logo
 > {
 > ControlName ImagePanel
 > fieldName Logo
 > xpos 0
 > ypos 0
 > zpos 50
 > wide 400
 > tall 100
 > visible 1
 > enabled 1
 > image ../logo/hl2rslogo1
 > scaleImage 1
 > }
 > }
 >
 > The dots in the path specify how many folders are before vmt and
 vtf, but i
 > rather just do it like this:
 >
 > 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1
 folder, 1
 > file! If it was material/logo/hl2rslogo1 it would be 3 dots.
 Thats how i<

>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>
> ___
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>
>
>


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Re: [hlcoders] Getting a Steam ID from the client

2015-02-07 Thread Tony &quot;omega&quot; Sergi
steamapicontext->SteamUser()->GetSteamID()

On Sun, Feb 8, 2015 at 3:41 AM, David Buckley  wrote:

> How do I get a player's Steam ID on the client before they have started a
> game?
>
> Many of the functions require a Player (which doesn't exist until they
> launch a game).
>
> David
>
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>
>


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Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-09 Thread Tony &quot;omega&quot; Sergi
I can try, I guess.

On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics 
wrote:

> I woke up today and instantly was like: "WTF was I thinking, he can't play
> the MOD, I only sent him the maps."
> :-)
> Do you want the whole thing? Can you investigate any further with that?
>
> I definitely could compile this 2 years ago. I have it compiled, still
> works (just without the graffities I would like to add now) and it has also
> been tested by several testers back then.
>
> Could looking at the compiled maps shed some light how to fix this now_
>
> I remember this:
> *"planes   65154/65536 1303080/1310720  (99.4%) VERY
> FULL!"*
> I pretty much maxed that out.
> I learned that the hard way and had to redesign stuff and split a map into
> two parts when I came across this limitation. I initially planned too much
> to happen inside one map.
>
> some of this rings a bell too:
> *"clip brushes automatically get converted into planes that vis ignores,
> automatically"*
> But that should not be a problem, right? They just get converted and
> ignored.
>
> *What should I try to get this working?*
> (I added back HLCoders to the recipients, hoping somebody might have some
> idea based on your findings.)
>
> Br,
> Peter
>
>
> --
> Date: Fri, 9 Jan 2015 04:44:52 +0900
>
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
> From: omegal...@gmail.com
> To: purban...@hotmail.com
>
> Hello Peter,
>
> So, I had written a reply to you after analyzing one of the maps, (which
> you can see below) but.. now I believe it's not what I suspected at all,
> since none of the maps work with current generation tools, which is very
> very odd, considering the limits were actually increased at one point. I
> mean, from the report in my original reply, you can definitely see that
> there is a HUGE amount of brushes that you have marked as func_detail (and
> fyi, clip brushes don't need to be func_detail at all, that actually adds
> additional work to the compile process, clip brushes automatically get
> converted into planes that vis ignores, automatically ;))
>
> I'm honestly stumped. I don't know how these maps compiled before, but
> don't now, if they haven't been changed at all.
>
> because testing with the episode 1 and orange box vbsp.exe, gives the
> following results:
> episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf):
> Brush 3137627: num_entities == MAX_MAP_ENTITIES
> Side 5
> Texture: HANGOVER/TOOLSNODRAW_WOOD
>
> orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf):
> Brush 2088334: MAX_MAP_PLANES
> Side 5
> Texture: TOOLS/TOOLSNODRAW
>
>
> So, they couldn't have compiled over 2 years ago either..
> and inside the zip, the VMFS are dated 2012.
>
> I think you just need to remove a lot of brushes like the original error
> says (the only reason I questioned it, was because you said they compiled 2
> years ago with the old tools; but they don't, as I just tested that)
>
> and it may be useful, but the way that I quickly tested the old SDK was by
> using a launcher that I released, but didn't post anywhere:
> http://www.omegaowns.us/sdk2013
> I just set the "sdk bin" dir to the old sdk bin\ep1\bin, and
> bin\orangebox\bin respectively, then using the button "command shell"
> do cd content\mapsrc\hangover
> vbsp hangover_00_386.vmf
>
>
>
> I guess I may not have been able to help either, my appologies.
> -Tony
>
>
> original email I was writing:
>
> Yeah, it's as i expected, it's one (or maybe more) that are part of the
> "creek" visgroup that's doing it.
> It probably has some invalid carving/clipping, it's creating all the
> planes and blowing out the list.
>
>
> I figured it out by using coordon and hiding specific visgroups until I
> isolated which visgroup it's part of.
> actually first i started out by replacing the first brush that it was
> erroring on, and then realized that was a stupid thing to do.
> there is a brush entity doing it, but I don't know which brush it is.
>
> with no func_detail...
> brushsides   12034/65536   96272/524288   (18.4%)
> planes   31312/65536  626240/1310720  (47.8%)
> vertexes 11971/65536  143652/786432   (18.3%)
>
> with func_detail.. but none of the other "costly" stuff like the
> func_breakable etc..
> brushsides   36975/65536  295800/524288   (56.4%)
> planes   65154/65536 1303080/1310720  (99.4%) VERY FULL!
> vertexes 20663/65536  247956/786432   (31.5%)
>
> so, there is a brush inside func_detail that is exploding the list.
>
> and, here is nothing but point entities (so it doesn't leak..), and
> func_detail (using cordon):
> brushsides   29852/65536  238816/524288   (45.6%)
> planes   44436/65536  888720/1310720  (67.8%)
> vertexes 13946/65536  167352/786432   (21.3%)
>
>
> On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics 
> wrote:
>
> Hi,
>
> Yes, sure, thanks for taking the

Re: [hlcoders] Getting back to my MOD after 2 years‏

2015-01-08 Thread Tony &quot;omega&quot; Sergi
it says the brush 2088334, has an issue on side 5..
so.. use " go to brush" and fix the brush.


On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics 
wrote:

> Tried compiling and I instantly get:
> ...
> brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw
> ...
>
> http://www.interlopers.net/errors/
> tells me that:
> "
> Maximum:
> 65536
> Description:
> Your map has too many brushsides, or, simpler said, too many brushes. The
> brush and brushside mentioned are simply the first one in the map that went
> over the limit.
> Solution:
> Reduce the amount of brushsides, for instance by simplifying existing
> brushes or removing some of them. Perhaps you can turn a couple of them
> into models?
> There is nothing wrong with the mentioned brush, it is the TOTAL amount of
> brushsides that is your problem
> This error will cause your map to fail compiling completely
> "
>
> BUT WHY!
> These maps compiled without problem before.  (I even have the compiled
> versions to prove that.  :-)   )
>
> Any idea what to check to find the problem that's causing this now?
>
> Thanks in advance,
> Peter
>
> --
> From: purban...@hotmail.com
> To: hlcoders@list.valvesoftware.com
> Date: Sat, 3 Jan 2015 10:55:46 +0100
>
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> WOW!!!
> There was none. I guess that is not something new, but I did not find one
> under my backup either so I am not sure how it worked 2 years ago without
> that.
>
> Well, I found one under:
> C:\Hangover\sp\game\mod_hl2\cfg
> copied it to the mod's cfg folder and all is solved, had to force myself
> to stop playing it.
> :-)
>
> Looks like all remains is to figure out again how my pipeline for the
> decal graffities was, add them and build and release.
>
> THANKS Tom, Peter, pmckeown2012, wazanator01!!!
>
> Br,
> Peter
>
> --
> Date: Sat, 3 Jan 2015 18:32:26 +1000
> From: schumann@gmail.com
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Getting back to my MOD after 2 years‏
>
> Is there a skill.cfg with all the right damage/health values in your mod's
> directory?
>
> On 3 January 2015 at 18:20, Peter Urbanics  wrote:
>
> Some more info from the console:
> The NPC should play these faceposer clips and as the console says they are
> missing. There is no scenes folder. Where should this be?
> Scene 'scenes\at3_citizen_help_wave_01.vcd' missing!
> Scene 'scenes\at3_npc_oh_i_knew.vcd' missing!
> Scene 'scenes\at3_npc_catch_pistol.vcd' missing!
>
> When the zombies die (by themselves) the console says:
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
> ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE
>
> Another bug:
> Crates, boxes and even glass bottles don't break now when I keep hitting
> them with the crowbar.
> I am able to push them around, and the glass bottles break when kicked or
> picked up and thrown but not when hit with the crowbar.
> ???
>
> There is a few of these error messages when I hit and push these things
> around:
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin
> No caption found for 'wood_crate.scraperough'
> No caption found for 'wood_crate.scraperough'
>
>
> Any idea what to try to fix these?
>
> 2. More progress:
> I have no idea where that scenes folder went so I copied it back under the
> MOD's folder from a backup and tried again and now the NPC played them
> nicely. VO lines, animations, lip syncing, everything seems to work.
> (Except for the captions I had for each line.)
> Console says:
> No caption found for 'at3_npc_help_call_01'
> No caption found for 'at3_npc_catch_pistol'
> No caption found for 'at3_npc_find_a_way'
>
> So I checked these captions and found that the closecaption_english.txt in
> my resource folder was some default one not the hangover specific one, so I
> copied that back from my backup too and magically the captions appeared.
> :-)
>
> 3. Crowbar bug:
> Every time I hit some physics thing with it this appears in the console:
> AddMultiDamage:  g_MultiDamage.GetDamageForce() == ve
> Every time I hit something with the crowbar that should take damage and be
> thrown around.
> This appears in the console about 6 times and then not any more.
>
> There are facecrab ragdols, cinder blocks, wooden crates and box, wood
> rails, that should move and/or break whan hit with the crowbar, but they
> don't, only the proper hit mark appears on them.
> I can push, pick up and throw these things around but they won't move when
> hit with the crowbar.
> There is even an explosive barrel that used to go BOOM, now it will only
> dent when hit or shot at, but wont move or blow up.
>
> The crowbar is not all useless. There are a few headcrabs in this first
> area of the MOD I tested and those can be killed with it and than thier
> ragdoll body moved around by hitting.
>
> 4. I 

Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-16 Thread Tony &quot;omega&quot; Sergi
grenades/rpg do it via RadiusDamage. and the combine ball does it from it's
function "OnHitEntity".
combine ball for all three of them, just add an EHANDLE to the objects and
add a setter function.
eg:
//inside DelayedAttack && FireNPCSecondaryAttack
CPropCombineBall *pBall = // Fire the combine ball
CreateCombineBall(vecSrc,
vecVelocity,
sk_weapon_ar2_alt_fire_radius.GetFloat(),
sk_weapon_ar2_alt_fire_mass.GetFloat(),
sk_weapon_ar2_alt_fire_duration.GetFloat(),
pOwner );
if ( pBall != null )
pBall->SetWeapon(this);


then inside CPropCombineBall::OnHitentity:
info.SetWeapon(m_hWeapon.Get());


On Tue, Dec 16, 2014 at 10:51 PM, David Buckley  wrote:
>
> Fantastic, thank you. Adding SetWeapon in FireBullets and in other places
> such as weapon_crossbow.cpp and basebludgeonweapon.cpp works. However,
> there are three weapons which still aren't caught properly: the SMG's
> grenade, the AR2's energy ball and the RPG's missile. While the
> prop_combine_ball seems to create its own CTakeDamageInfo object (which
> isn't passed to OnTakeDamage for some reason), the other two don't. Do you
> have any idea on how to get round this?
>
> Many thanks,
>
> Dave
>
> On 14 December 2014 at 08:12, Tony "omega" Sergi 
> wrote:
>
>> Oh, and adding to it;
>> you can do it the same way the gamerules determines what weapon is used
>> to cause damage for the deathnotice.
>> the pointer doesn't need to be set for that, because it checks the player
>> who fired it.
>> of course.. this is assuming you're doing multiplayer and not wanting to
>> know what weapon an NPC is firing.
>>
>>
>> On Sun, Dec 14, 2014 at 5:11 PM, Tony "omega" Sergi 
>> wrote:
>>>
>>> the only time it's ever populated is if the weapon doing the damage
>>> actually sets it while constructing the damage info.
>>> default code, ie: single player, does not afaik.
>>> (look at FireBullets)
>>>
>>>
>>> On Sun, Dec 14, 2014 at 12:48 AM, David Buckley 
>>> wrote:
>>>
>>>> Hi,
>>>>
>>>> I've been trying to record the weapon used on damage (using
>>>> OnTakeDamage in basecombatcharacter.cpp). Unfortunately, the
>>>> CTakeDamageInfo object doesn't seem to return a valid weapon with GetWeapon
>>>> (it's NULL). It's possible the m_hWeapon variable in CTakeDamageInfo is
>>>> never set?
>>>>
>>>> Is this the case, and if so, how do I figure out which weapon was used
>>>> to cause damage?
>>>>
>>>> Many thanks
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> --
>>> -Tony
>>>
>>
>>
>> --
>> -Tony
>>
>> ___
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>> please visit:
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>>
>>
>>
>
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>
>

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Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony &quot;omega&quot; Sergi
Oh, and adding to it;
you can do it the same way the gamerules determines what weapon is used to
cause damage for the deathnotice.
the pointer doesn't need to be set for that, because it checks the player
who fired it.
of course.. this is assuming you're doing multiplayer and not wanting to
know what weapon an NPC is firing.


On Sun, Dec 14, 2014 at 5:11 PM, Tony "omega" Sergi 
wrote:
>
> the only time it's ever populated is if the weapon doing the damage
> actually sets it while constructing the damage info.
> default code, ie: single player, does not afaik.
> (look at FireBullets)
>
>
> On Sun, Dec 14, 2014 at 12:48 AM, David Buckley 
> wrote:
>
>> Hi,
>>
>> I've been trying to record the weapon used on damage (using OnTakeDamage
>> in basecombatcharacter.cpp). Unfortunately, the CTakeDamageInfo object
>> doesn't seem to return a valid weapon with GetWeapon (it's NULL). It's
>> possible the m_hWeapon variable in CTakeDamageInfo is never set?
>>
>> Is this the case, and if so, how do I figure out which weapon was used to
>> cause damage?
>>
>> Many thanks
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> --
> -Tony
>


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Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo

2014-12-14 Thread Tony &quot;omega&quot; Sergi
the only time it's ever populated is if the weapon doing the damage
actually sets it while constructing the damage info.
default code, ie: single player, does not afaik.
(look at FireBullets)


On Sun, Dec 14, 2014 at 12:48 AM, David Buckley  wrote:
>
> Hi,
>
> I've been trying to record the weapon used on damage (using OnTakeDamage
> in basecombatcharacter.cpp). Unfortunately, the CTakeDamageInfo object
> doesn't seem to return a valid weapon with GetWeapon (it's NULL). It's
> possible the m_hWeapon variable in CTakeDamageInfo is never set?
>
> Is this the case, and if so, how do I figure out which weapon was used to
> cause damage?
>
> Many thanks
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>

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Re: [hlcoders] Sound issues

2014-08-18 Thread Tony &quot;omega&quot; Sergi
That's not really a good way to do an announcer.
What you should do, is make a function on the client to play the
announcements, via a byte or something (index in an enum)
and dispatch the message (ie: register a msgfunc) to players, and let them
play the sound locally on the client.

You then also have the bonus ability to let clients override announcer
sounds, like making announcer replacements, as they don't need to be
precached to be played, plus, then you're not filling up the server with
sound events.




On Mon, Aug 18, 2014 at 11:07 PM, Jan Hartung  wrote:

> Hi list,
>
>
>
> Some weird things are going on with the sound in our SDK 2013 MP based
> mod. First, there is a map with a looped sound in it, the entity is placed
> in the center of the map and can be heard everywhere (it’s a small map and
> the volume is high enough). Now, it sometimes happens that when I kill a
> bot, this sound’s origin jumps to the place where I currently am. It may
> jump to its original position when the next round starts or stays there for
> a few rounds. At times, not related to any kill, the sound also duplicates,
> so you can hear it twice while the two “copies” are out of sync.
>
>
>
> The second thing is that we got an announcer in the game, so there are
> sounds which are played to every player. We loop through the players and
> use UTIL_EmitSoundSuit in order to do so. The announcer received an
> overhaul just recently, which also added multiple sounds for the same
> event, which are set up as rndwave in the sound script. Since then I
> notice, that whenever I stand close enough to another player, I can hear
> the announcer’s line, which is played to the other player. However,
> UTIL_EmitSoundSuit is supposed to play a sound audible to the player
> itself, judging by the function’s comment.
>
>
>
> Has anyone seen these issues?
>
>
>
> Jan
>
>
>
> ___
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> please visit:
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>


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Re: [hlcoders] HUD/VGUI only in Render Targets?

2014-08-06 Thread Tony &quot;omega&quot; Sergi
Yes. you just push to the RT before you draw whatever you are drawing.



On Thu, Aug 7, 2014 at 5:46 AM, james.marchant 
wrote:

>  Okay thanks. And to clarify, I meant render _some_ elements to a
> separate render target and the rest of the HUD to the main view. Still
> possible?
>
>  Thanks!
>
>
>  Sent from Samsung Mobile
>
>
>  Original message 
> From: Tony omega Sergi
> Date:06/08/2014 17:24 (GMT+01:00)
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] HUD/VGUI only in Render Targets?
>
>  Yes, it's possible out of the box.
>
>
>
> On Thu, Aug 7, 2014 at 12:10 AM, James Marchant 
> wrote:
>
>  Perhaps I missed something, but does anybody know if it's possible to
> render HUD or VGUI elements exclusively to a RTT and not to the main view?
> I'd rather not use shaders to do this, so was hoping this was something
> supported out of the box for Source 2013.
>
>  Thanks!
>
> ___
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>
>
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Re: [hlcoders] HUD/VGUI only in Render Targets?

2014-08-06 Thread Tony &quot;omega&quot; Sergi
Yes, it's possible out of the box.



On Thu, Aug 7, 2014 at 12:10 AM, James Marchant 
wrote:

> Perhaps I missed something, but does anybody know if it's possible to
> render HUD or VGUI elements exclusively to a RTT and not to the main view?
> I'd rather not use shaders to do this, so was hoping this was something
> supported out of the box for Source 2013.
>
> Thanks!
>
> ___
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> please visit:
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>
>
>


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Re: [hlcoders] Paused state

2014-07-21 Thread Tony &quot;omega&quot; Sergi
ah, commands still go through.



On Tue, Jul 22, 2014 at 11:44 AM, Tony "omega" Sergi 
wrote:

> or.. just issue the pause command.
> which does the same thing. it stops simulation, stops time from advancing,
> but ui still clearly works, and it still renders, and will still take the
> commands, just.. run them after unpause.
>
>
>
>
> On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer 
> wrote:
>
>> I don't know if it would work...but maybe setting sv_timescale to 0,
>> which would effectively stop all gameplay but should allow for mouse and
>> keyboard input.
>>
>>
>> On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak 
>> wrote:
>>
>>>   Hello,
>>>
>>> I’ve got a question regarding the paused state: is it possible to pause
>>> the game programmatically while still allowing kb/mouse input for a vgui
>>> element? What I’m trying to accomplish is a kind of menu, like e.g. the buy
>>> menu in CS, with the small difference that the game does not run, entities
>>> do not think, but are still drawn and the focus is on the UI as long as the
>>> player holds down a key.
>>> The best I could find in the source code was CBaseEntity’s MakeDormant
>>> method, although I’d have to alter it or write an own method that works
>>> similarly, because that one sets nodraw entity flags and does other
>>> undesirable things that I’d rather not have.
>>> Actually, what I want is not so different from the “normal” pause state
>>> when you press ESC, just that a custom panel should be rendered instead of
>>> the usual game menu. Does anybody know a good way to do this?
>>>
>>> Regards,
>>> Krzysztof Lesiak
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> *Michael Kramer, Software Engineer*
>> http://www.siosphere.com | kra...@siosphere.com
>>  *[c] 801-530-9454*
>>
>>
>>
>> 
>> This email and any files transmitted with it are confidential and
>> intended solely for the use of the individual or entity to whom they are
>> addressed. If you have received this email in error please notify the
>> system manager. This message contains confidential information and is
>> intended only for the individual named. If you are not the named addressee
>> you should not disseminate, distribute or copy this e-mail. Please notify
>> the sender immediately by e-mail if you have received this e-mail by
>> mistake and delete this e-mail from your system. If you are not the
>> intended recipient you are notified that disclosing, copying, distributing
>> or taking any action in reliance on the contents of this information is
>> strictly prohibited.
>>
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>> please visit:
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>>
>>
>>
>
>
> --
> -Tony
>



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Re: [hlcoders] Paused state

2014-07-21 Thread Tony &quot;omega&quot; Sergi
or.. just issue the pause command.
which does the same thing. it stops simulation, stops time from advancing,
but ui still clearly works, and it still renders, and will still take the
commands, just.. run them after unpause.




On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer 
wrote:

> I don't know if it would work...but maybe setting sv_timescale to 0, which
> would effectively stop all gameplay but should allow for mouse and keyboard
> input.
>
>
> On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak 
> wrote:
>
>>  Hello,
>>
>> I’ve got a question regarding the paused state: is it possible to pause
>> the game programmatically while still allowing kb/mouse input for a vgui
>> element? What I’m trying to accomplish is a kind of menu, like e.g. the buy
>> menu in CS, with the small difference that the game does not run, entities
>> do not think, but are still drawn and the focus is on the UI as long as the
>> player holds down a key.
>> The best I could find in the source code was CBaseEntity’s MakeDormant
>> method, although I’d have to alter it or write an own method that works
>> similarly, because that one sets nodraw entity flags and does other
>> undesirable things that I’d rather not have.
>> Actually, what I want is not so different from the “normal” pause state
>> when you press ESC, just that a custom panel should be rendered instead of
>> the usual game menu. Does anybody know a good way to do this?
>>
>> Regards,
>> Krzysztof Lesiak
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> *Michael Kramer, Software Engineer*
> http://www.siosphere.com | kra...@siosphere.com
>  *[c] 801-530-9454*
>
>
>
> 
> This email and any files transmitted with it are confidential and intended
> solely for the use of the individual or entity to whom they are addressed.
> If you have received this email in error please notify the system manager.
> This message contains confidential information and is intended only for the
> individual named. If you are not the named addressee you should not
> disseminate, distribute or copy this e-mail. Please notify the sender
> immediately by e-mail if you have received this e-mail by mistake and
> delete this e-mail from your system. If you are not the intended recipient
> you are notified that disclosing, copying, distributing or taking any
> action in reliance on the contents of this information is strictly
> prohibited.
>
> ___
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> please visit:
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>
>
>


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Re: [hlcoders] Problems with STL and min/max of Source Engine

2014-07-18 Thread Tony &quot;omega&quot; Sergi
I don't understand why you need to use stl at all.. when the reason why
it's incompatible, is because pretty much every use of stl has been wrapped
by valve functions in order to tie it all into the memory manager. tier1 is
full of engine compatible containers and whatnot for anything you could
need to do.


On Fri, Jul 18, 2014 at 9:20 PM, Borzh  wrote:

> I had to undefine it, undefine MINMAX_H also, so it could be included
> after that and then include minmax.h manually.
> Anyway it is ugly solution and macros should be written in uppercase to
> not confuse with methods.
>
>
> 2014-07-17 21:25 GMT-03:00 Dexter Haslem :
>
> why not just undefine it before STL headers?
>>
>> On Thu, Jul 17, 2014 at 11:33 AM, Borzh  wrote:
>> > Hello all,
>> >
>> > I propose using template functions in minmax.h instead of defines. Or at
>> > least use uppercase letters for macros.
>> >
>> > It has been discussed a lot of times:
>> > - windows.h defines min/max, it is ugly, ok but I thought Valve is not
>> > Microsoft. At least for Windows you can #define NOMINMAX before include
>> > windows.h.
>> >
>> > - Valve's minmax.h defines min/max and you can't use STL because it
>> tries to
>> > apply macros to std::min and std::max which breaks everything!!! Can't
>> avoid
>> > it, because Valve use this macros everywhere!!!
>> >
>> > If someone from Valve is reading this, please do something, it is awful
>> !!!
>> >
>> > Thanks,
>> > Boris.
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>> >
>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlcoders] 2013 MP Thirdperson Animation Jitter

2014-06-16 Thread Tony &quot;omega&quot; Sergi
I haven't updated this in a long while, and is out of date, but, you can
see the changes required to make the hl2mp player work like it did in the
orange box SDK.
https://github.com/tonysergi/source-sdk-2013/commits/master

there also might be one thing missing that i had never committed for it,
but is trivial. if i remember i'll mention it.



On Mon, Jun 16, 2014 at 3:13 PM, champkind .  wrote:

> I understand that thirdperson needs to be updated clientside for the
> animations to not be jittery. I could be wrong, but I've been looking at an
> open source mod with thirdperson and it looks like they are now using
> 'client\sdk\c_sdk_player' to correct the jitteryness.
>
> If this is correct, is there any way to set my mod to compile with those
> sdk folders instead of my current ones, easily? Sorry if that is worded
> strangely. I really don't understand why Valve wouldn't just make it so
> your thirdperson camera is fixed by default..
>
> Very irritating if true since I have heavily edited the default files and
> there was no note to swap out these for better performance.
>
> ___
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>


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Re: [hlcoders] 2013 MP Mod with NPC Support Crashing

2014-06-13 Thread Tony &quot;omega&quot; Sergi
do you walk animations have the correct motion extraction (LX stuff) in the
qc?



On Sat, Jun 14, 2014 at 11:57 AM, Tom Schumann 
wrote:

> Are you getting any dump files? I don't think the engine should crash if
> it can't find a model anyway.
>
>
> On 9 June 2014 13:04, champkind .  wrote:
>
>> Hi all,
>>
>> I had added support for NPC using this fork:
>>
>> https://github.com/stephsch/Fixing_AI_In_Multiplayer
>>
>> When I try "create_npc npc_[ anything ]", the mod crashes to desktop.
>>
>> When I try to use an existing hl2 map with an enemy in it like a
>> headcrab, it crashes.
>>
>> I can't tell if it's crashing because my code is messed up or because I
>> don't have models exported.
>>
>> ___
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>> please visit:
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>>
>>
>
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Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-09 Thread Tony &quot;omega&quot; Sergi
What if you want single player AND multiplayer?



On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig  wrote:

>  This options panel will appear if the game is marked as multiplayer_only
> in gameinfo.txt:
>
>
>
> "GameInfo"
>
> {
>
> game "HALF-LIFE 2"
>
> title"HALF-LIFE'"
>
> type   singleplayer_only
>
>
>
> "GameInfo"
>
> {
>
> game "[Staging] Team Fortress 2"
>
> type multiplayer_only
>
> nomodels 1
>
> nohimodel 1
>
> nocrosshair 0
>
>
>
> Hope that helps!
>
>
>
>
>
> Joe
>
>
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez
> *Sent:* Monday, June 09, 2014 5:37 AM
> *To:* Discussion of Half-Life Programming
> *Subject:* [hlcoders] Sdk 2013 multiplayer options
>
>
>
> I think it was when we made the switch to 2013 that the multiplayer
> options screen disappeared. We had put a few options in there that we
> wanted players to be able to access, is there any chance of getting it
> back? I guess I could write my own UI but I'd like to avoid that if
> possible.
>
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>
>


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Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Tony &quot;omega&quot; Sergi
If you are using the 2013 single player depot.. the ep2 content is still
there, so you don't need to do anything other than make sure it's
referenced.

if you're using the multiplayer one you will need to do some filesystem
hackery to try and mount the ep2 vpk's because they're in another folder.
Or make users manually copy from sp -> mp
or.. just use the single player version since it's identical other than
game code. the only issue might be the server browser, unless you can
override appid and stuff, then it wouldn't matter.

with old steam filesystem it was trivial. in the 2007 sdk, i added code to
auto-mount other game depots by simply entering the appid in the
gameinfo.txt
but that doesn't work with 2013, because of steampipe. actually, it doesn't
work in the 2007 sdk anymore either, now that everything is moved to
steampipe.




On Sat, May 31, 2014 at 6:24 AM, Foo Bar  wrote:

> This gets to the crux of my question - the FAQ says you can use their IP,
> but if a player doesn't own the game that ships with those game assets the
> content would not be mountable.  The way around this would be to ship those
> assets in your own depot.
>
> I was specifically wondering if it's permissible to do this with ep2
> content out of the Single Player SDK but am curious if this would be the
> same case with other commercial games like cstrike and portal.
>
>
>
> On Fri, May 30, 2014 at 2:20 PM, Krzysztof Lesiak 
> wrote:
>
>>  He doesn't have to, as far as I know. You just give gameinfo.txt the
>> AppID of the game you want the content of and the engine will load it, if
>> it's found on the user's hard drive.
>>  --
>> From: Foo Bar 
>> Sent: ‎30.‎05.‎2014 23:16
>> To: Discussion of Half-Life Programming 
>> Subject: Re: [hlcoders] Using EP2 content from Single player SDK in a
>> multiplayer game
>>
>>  You can't put ep2, or other Valve content not part of the
>> multiplayer/single player installs into your own content depot?
>>
>>
>>
>>
>> On Fri, May 30, 2014 at 1:36 PM, Tony "omega" Sergi 
>> wrote:
>>
>>  You can't include it directly, if it's not part of the depot.
>>  You need to come up with a way to mount the content, when the users own
>> the other games.
>>
>>
>>
>> On Sat, May 31, 2014 at 1:28 AM, Foo Bar  wrote:
>>
>>  Thanks Jesse.
>>
>>  That page infers any Valve content could be distributed including
>> cstrike and portal.  I suddenly feel warm and fuzzy.
>>
>>
>>
>>  On May 30, 2014 9:00 AM, "Jesse Oak"  wrote:
>>
>> Yes it is fine. See the new FAQ
>> https://partner.steamgames.com/documentation/source_games
>> On May 30, 2014 10:42 AM, "Foo Bar"  wrote:
>>
>> Does anyone know if its permissible to use to use the ep2 content from
>> Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod?
>>
>>  Seems like it should be, but I don't see specific terms saying that.
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
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>>
>>
>>
>>  --
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>>
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Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game

2014-05-30 Thread Tony &quot;omega&quot; Sergi
You can't include it directly, if it's not part of the depot.
You need to come up with a way to mount the content, when the users own the
other games.



On Sat, May 31, 2014 at 1:28 AM, Foo Bar  wrote:

> Thanks Jesse.
>
> That page infers any Valve content could be distributed including cstrike
> and portal.  I suddenly feel warm and fuzzy.
>
>
>
> On May 30, 2014 9:00 AM, "Jesse Oak"  wrote:
>
>> Yes it is fine. See the new FAQ
>> https://partner.steamgames.com/documentation/source_games
>> On May 30, 2014 10:42 AM, "Foo Bar"  wrote:
>>
>>> Does anyone know if its permissible to use to use the ep2 content from
>>> Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod?
>>>
>>> Seems like it should be, but I don't see specific terms saying that.
>>>
>>>
>>>
>>> ___
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>>> please visit:
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>>>
>>>
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Re: [hlcoders] goldsrc other clients hp in hud

2014-05-15 Thread Tony &quot;omega&quot; Sergi
curstate.health
not pev->health

ie:
for (int i = 1; i < MAX_PLAYERS; i++)
{
cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i);
if ( pl && pl->player )
{
 ALERT( at_console, "[%s] has %i health\n",
g_PlayerInfoList[i].name, pl->curstate.health );
 }
  }





On Wed, May 14, 2014 at 9:35 PM, Matas Lešinskas  wrote:

> Hi hlcoders, I have 1 problem with my goldsrc mod, I am trying to make hp
> shown like in left 4 dead, question how to get other players hp’s? maybe I
> can do something with it?
>
> void CBasePlayer::UpdateStatusBar()
>
> {
>
>   int newSBarState[ SBAR_END ];
>
>   char sbuf0[ SBAR_STRING_SIZE ];
>
>   char sbuf1[ SBAR_STRING_SIZE ];
>
>
>
>   memset( newSBarState, 0, sizeof(newSBarState) );
>
>   strcpy( sbuf0, m_SbarString0 );
>
>   strcpy( sbuf1, m_SbarString1 );
>
>
>
>   // Find an ID Target
>
>   TraceResult tr;
>
>   UTIL_MakeVectors( pev->v_angle + pev->punchangle );
>
>   Vector vecSrc = EyePosition();
>
>   Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
>
>   UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
>
>
>
>   if (tr.flFraction != 1.0)
>
>   {
>
> if ( !FNullEnt( tr.pHit ) )
>
> {
>
>   CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
>
>
>
>   if (pEntity->Classify() == CLASS_PLAYER )
>
>   {
>
> newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX(
> pEntity->edict() );
>
> strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor:
> %i3%%" );
>
>
>
> // allies and medics get to see the targets health
>
> if ( g_pGameRules->PlayerRelationship( this,
> pEntity ) == GR_TEAMMATE )
>
> {
>
>   newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 *
> (pEntity->pev->health / pEntity->pev->max_health);
>
>   newSBarState[ SBAR_ID_TARGETARMOR ] =
> pEntity->pev->armorvalue; //No need to get it % based since 100 it's the
> max.
>
> }
>
>
>
> m_flStatusBarDisappearDelay = gpGlobals->time +
> 1.0;
>
>   }
>
> }
>
> else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
>
> {
>
>   // hold the values for a short amount of time after
> viewing the object
>
>   newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[
> SBAR_ID_TARGETNAME ];
>
>   newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[
> SBAR_ID_TARGETHEALTH ];
>
>   newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[
> SBAR_ID_TARGETARMOR ];
>
> }
>
>   }
>
>
>
>   BOOL bForceResend = FALSE;
>
>
>
>   if ( strcmp( sbuf0, m_SbarString0 ) )
>
>   {
>
> MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev );
>
>   WRITE_BYTE( 0 );
>
>   WRITE_STRING( sbuf0 );
>
> MESSAGE_END();
>
>
>
> strcpy( m_SbarString0, sbuf0 );
>
>
>
> // make sure everything's resent
>
> bForceResend = TRUE;
>
>   }
>
>
>
>   if ( strcmp( sbuf1, m_SbarString1 ) )
>
>   {
>
> MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev );
>
>   WRITE_BYTE( 1 );
>
>   WRITE_STRING( sbuf1 );
>
> MESSAGE_END();
>
>
>
> strcpy( m_SbarString1, sbuf1 );
>
>
>
> // make sure everything's resent
>
> bForceResend = TRUE;
>
>   }
>
>
>
>   // Check values and send if they don't match
>
>   for (int i = 1; i < SBAR_END; i++)
>
>   {
>
> if ( newSBarState[i] != m_izSBarState[i] || bForceResend )
>
> {
>
>   MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev );
>
> WRITE_BYTE( i );
>
> WRITE_SHORT( newSBarState[i] );
>
>   MESSAGE_END();
>
>
>
>   m_izSBarState[i] = newSBarState[i];
>
> }
>
>   }
>
> }
>
> Or  something with this part and make pev->health to  pEntity->pev->health,
> but how get player id ect…
>
>   if (pev->health != m_iClientHealth)
>
>   {
>
> int iHealth = max( pev->health, 0 );  // make sure that no
> negative health values are sent
>
>
>
> // send "health" update message
>
> MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev );
>
>   WRITE_BYTE( iHealth );
>
> MESSAGE_END();
>
>
>
> m_iClientHealth = pev->health;
>
>   }
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


-- 
-Tony
_

Re: [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-14 Thread Tony &quot;omega&quot; Sergi
Hello Joe,

I went switched through all of the different beta versions on steam before
I posted here, and nothing worked. Refreshed local content each time,
because it didn't seem to download anything different also.
Restarted Steam each time to be sure.

I even tried switching between normal and beta steam itself as well, no
dice.

Whatever is on there, if you just launch Source SDK Base 2013 Singleplayer
from the library, it runs VR mode perfectly fine, but.. load mod DLLS, and
the ISourceVirtualReality interface doesn't match, and it crashes in
headtrack_oculus trying to access a null pointer. (at least, that's what I
get out of the callstack, having no symbols) I even tried running the
compiled SDK DLLS with the TF2 version of the engine, which of course
resulted in not even being able to select enable / disable VR mode in video
options ( with -vr ) -- yet TF2 itself works perfectly fine with VR.




On Tue, May 13, 2014 at 9:29 AM, Joe Ludwig  wrote:

>  Are you opted-in to the Upcoming branch of the SDK Base? On Friday I
> rolled the base back to the version it was running before 4/20.  There was
> a crash that was still lingering in older mods that hadn’t been rebuilt.
>
>
>
> Joe
>
>
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony "omega" Sergi
> *Sent:* Sunday, May 11, 2014 12:50 AM
> *To:* Discussion of Half-Life Programming
> *Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,
>
>
>
> As of sometime yesterday, I can no longer use Oculus with the Source SDK
> 2013 Singleplayer binaries (based on the source code that is on the
> github). It always crashes on startup now with -vr on the command line.
>
> If I launch just "source sdk 2013 singleplayer" with -vr, it does
> initialize.. however is unable to actually load any maps.
>
>
> TF2 also correctly functions.
>
> does everyone (anyone) else have this issue with Oculus now?
>
> I also looked at SteamDB and it appears as though the engine has updated,
> which - with no way to step backwards.. I have no idea if this update is
> what broke it, but it -was- working before I went to sleep, and stopped
> when I woke up to continue my prototype game.
>
>
> --
> -Tony
>
> --
-Tony
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[hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,

2014-05-11 Thread Tony &quot;omega&quot; Sergi
As of sometime yesterday, I can no longer use Oculus with the Source SDK
2013 Singleplayer binaries (based on the source code that is on the
github). It always crashes on startup now with -vr on the command line.

If I launch just "source sdk 2013 singleplayer" with -vr, it does
initialize.. however is unable to actually load any maps.

TF2 also correctly functions.

does everyone (anyone) else have this issue with Oculus now?

I also looked at SteamDB and it appears as though the engine has updated,
which - with no way to step backwards.. I have no idea if this update is
what broke it, but it -was- working before I went to sleep, and stopped
when I woke up to continue my prototype game.

-- 
-Tony
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Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-13 Thread Tony &quot;omega&quot; Sergi
Ah, SP. Sorry, not prediction then, but You need to run it through the
client as well either way if you want it to be smooth. ie: with
engine->SetViewAngles
because the viewangles get updated from the client with input.

if you were doing a scripted sequence or something, you'd have a separate
entity moving around (ie: the camera entity), and the view would just
follow it, with the server telling the client the angles to use.
however you're manipulating the player directly, so you need to have the
client run the same stuff.



On Sat, Apr 12, 2014 at 8:06 AM, Krzysztof Lesiak wrote:

>  Isn't prediction generally disabled in SP titles, though? I'm asking
> bercause cl_predictionlist doesn't show any predicted entities, neither
> when running my own .dlls nor in HL2 and cl_predict is disabled, too.
>
> *From:* Tony omega Sergi 
> *Sent:* Friday, 11 April, 2014 23:33
> *To:* hlcoders@list.valvesoftware.com
>
> because you're only locking on the server side if you're using that.
> you need to predict it on the client, and make the client look at the
> point as well.
>
>
>
> On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak wrote:
>
>>  First off, sorry for the late reply and the screwed up format, I didn't get 
>> the mail for some reason and had to copy it from the archive.
>>
>> It doesn't work at all then, the mouse does lock, but when I move away it is 
>> not on target anymore. I've just tested it with a lag of 200 ms.
>>
>>
>> *amckern at yahoo.com <http://yahoo.com>*
>> *amckern at yahoo.com <http://yahoo.com>*
>> *Wed Apr  9 13:43:59 PDT 2014*
>>
>> Looks like prediction issues - what the scan look like when you put on fake 
>> lag?
>>
>>
>>
>> Sent from Windows Mail
>>
>>
>>
>> From: Krzysztof Lesiak
>> Sent: Wednesday, April 9, 2014 11:30 PM
>> To: *hlcoders at list.valvesoftware.com* 
>> <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>
>>
>>
>>
>> Ok, I've got the lock on mechanic to work so far; unfortunately, it feels a 
>> bit jittery when e.g. going around a locked on prop, probably due to my 
>> usage of CBasePlayer::SnapEyeAngles.
>>
>>
>>
>>
>>
>> Is there a possibility to make it look a bit smoother? By the way, here's a 
>> video of how it looks now: *https://www.youtube.com/watch?v=_iox4XPqpS4* 
>> <https://www.youtube.com/watch?v=_iox4XPqpS4>
>>
>> The quality is terrible, but at fullscreen it should be visible what I meant.
>>
>>
>>
>> *From:* Krzysztof Lesiak 
>> *Sent:* Sunday, 6 April, 2014 04:15
>> *To:* hlcoders@list.valvesoftware.com
>>
>> That's very helpful, thanks.
>>
>> *From:* Tony omega Sergi 
>> *Sent:* Saturday, April 5, 2014 20:53
>> *To:* hlcoders@list.valvesoftware.com
>>
>> *PlayerMove::SetupMove / *Prediction::SetupMove
>>
>>  ucmd->forwardmove *= 0;
>>  ucmd->sidemove *= 0;
>>  ucmd->upmove *= 0;
>>
>> *Input::ApplyMouse to stop it from adding.
>>
>>
>>
>> On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak 
>> wrote:
>>
>>>  I've found a SnapEyeAngles method in CBasePlayer that I can call when
>>> I've got a scanning target, so that's one problem less. Now I only need to
>>> constrain mouse movement somehow. I'll take a look at the viewcontrol code,
>>> maybe I'll find something there.
>>>
>>>
>>>
>>>
>>>
>>> *From:* Neico 
>>> *Sent:* Saturday, April 5, 2014 2:11 AM
>>> *To:* hlcoders@list.valvesoftware.com
>>>
>>>  The game_ui (or point_viewcontrol) code allows for disabling player
>>> input for as long as it's active, I think this sounds mostly like what
>>> you'd want.
>>> Maybe there's some hints from there how to disable only the mouse input,
>>> but I can't think of any decent way except for GameMovement in general or
>>> the GameRules right now.
>>>
>>> Hope that helps a bit.
>>>
>>> - Neico
>>>
>>> On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
>>>
>>> I have authored a new weapon that mimicks the "scan visor"
>>> mechanics from Metroid Prime; however, I would like to be able to center
>>> the player's view on the entity that's being scanned and disable mouse
>>> movement, so it stays centered as long as the player is scanning.

Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-11 Thread Tony &quot;omega&quot; Sergi
because you're only locking on the server side if you're using that.
you need to predict it on the client, and make the client look at the point
as well.



On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak wrote:

>  First off, sorry for the late reply and the screwed up format, I didn't get 
> the mail for some reason and had to copy it from the archive.
>
> It doesn't work at all then, the mouse does lock, but when I move away it is 
> not on target anymore. I've just tested it with a lag of 200 ms.
>
>
> *amckern at yahoo.com <http://yahoo.com>*
> *amckern at yahoo.com <http://yahoo.com>*
> *Wed Apr  9 13:43:59 PDT 2014*
>
> Looks like prediction issues - what the scan look like when you put on fake 
> lag?
>
>
>
> Sent from Windows Mail
>
>
>
> From: Krzysztof Lesiak
> Sent: Wednesday, April 9, 2014 11:30 PM
> To: *hlcoders at list.valvesoftware.com* 
> <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders>
>
>
>
> Ok, I've got the lock on mechanic to work so far; unfortunately, it feels a 
> bit jittery when e.g. going around a locked on prop, probably due to my usage 
> of CBasePlayer::SnapEyeAngles.
>
>
>
>
>
> Is there a possibility to make it look a bit smoother? By the way, here's a 
> video of how it looks now: *https://www.youtube.com/watch?v=_iox4XPqpS4* 
> <https://www.youtube.com/watch?v=_iox4XPqpS4>
>
> The quality is terrible, but at fullscreen it should be visible what I meant.
>
>
>
> *From:* Krzysztof Lesiak 
> *Sent:* Sunday, 6 April, 2014 04:15
> *To:* hlcoders@list.valvesoftware.com
>
> That's very helpful, thanks.
>
> *From:* Tony omega Sergi 
> *Sent:* Saturday, April 5, 2014 20:53
> *To:* hlcoders@list.valvesoftware.com
>
> *PlayerMove::SetupMove / *Prediction::SetupMove
>
>   ucmd->forwardmove *= 0;
>   ucmd->sidemove *= 0;
>   ucmd->upmove *= 0;
>
> *Input::ApplyMouse to stop it from adding.
>
>
>
> On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wrote:
>
>>  I've found a SnapEyeAngles method in CBasePlayer that I can call when
>> I've got a scanning target, so that's one problem less. Now I only need to
>> constrain mouse movement somehow. I'll take a look at the viewcontrol code,
>> maybe I'll find something there.
>>
>>
>>
>>
>>
>> *From:* Neico 
>> *Sent:* Saturday, April 5, 2014 2:11 AM
>> *To:* hlcoders@list.valvesoftware.com
>>
>>  The game_ui (or point_viewcontrol) code allows for disabling player
>> input for as long as it's active, I think this sounds mostly like what
>> you'd want.
>> Maybe there's some hints from there how to disable only the mouse input,
>> but I can't think of any decent way except for GameMovement in general or
>> the GameRules right now.
>>
>> Hope that helps a bit.
>>
>> - Neico
>>
>> On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
>>
>> I have authored a new weapon that mimicks the "scan visor" mechanics from
>> Metroid Prime; however, I would like to be able to center the player's view
>> on the entity that's being scanned and disable mouse movement, so it stays
>> centered as long as the player is scanning. I have tried using
>> UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the
>> player angles are updated every frame if he's scanning, but that doesn't
>> seem to work.
>> Any suggestions on this one? Your help is greatly appreciated.
>>
>>  Best regards,
>> Krzysztof
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives, 
>> please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> -Tony
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


-- 
-Tony
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Re: [hlcoders] 'Target' an entity and disable mouse movement

2014-04-05 Thread Tony &quot;omega&quot; Sergi
*PlayerMove::SetupMove / *Prediction::SetupMove

ucmd->forwardmove *= 0;
ucmd->sidemove *= 0;
ucmd->upmove *= 0;

*Input::ApplyMouse to stop it from adding.



On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wrote:

>  I've found a SnapEyeAngles method in CBasePlayer that I can call when
> I've got a scanning target, so that's one problem less. Now I only need to
> constrain mouse movement somehow. I'll take a look at the viewcontrol code,
> maybe I'll find something there.
>
>
>
>
>
> *From:* Neico 
> *Sent:* Saturday, April 5, 2014 2:11 AM
> *To:* hlcoders@list.valvesoftware.com
>
> The game_ui (or point_viewcontrol) code allows for disabling player input
> for as long as it's active, I think this sounds mostly like what you'd want.
> Maybe there's some hints from there how to disable only the mouse input,
> but I can't think of any decent way except for GameMovement in general or
> the GameRules right now.
>
> Hope that helps a bit.
>
> - Neico
>
> On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote:
>
> I have authored a new weapon that mimicks the "scan visor" mechanics from
> Metroid Prime; however, I would like to be able to center the player's view
> on the entity that's being scanned and disable mouse movement, so it stays
> centered as long as the player is scanning. I have tried using
> UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the
> player angles are updated every frame if he's scanning, but that doesn't
> seem to work.
> Any suggestions on this one? Your help is greatly appreciated.
>
>  Best regards,
> Krzysztof
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>


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Re: [hlcoders] Testing new client code on production servers / VAC

2014-03-01 Thread Tony &quot;omega&quot; Sergi
it says it differs because on the dedicated server, it has a different copy
of the client.dll.

and vac doesn't even take effect unless binaries are digitally signed.



On Sat, Mar 1, 2014 at 8:30 AM, Ryan Stecker  wrote:

> VAC doesn't operate on sourcemods, you're free to do whatever you like.
>
>
> https://github.com/ValveSoftware/source-sdk-2013/issues/76#issuecomment-21562961
>
>
> On Fri, Feb 28, 2014 at 3:51 PM, Jorge Rodriguez wrote:
>
>> Who knows what VAC does or doesn't do, I can't comment on that. Here's
>> what I can comment on:
>>
>> Valve knows that people develop custom client.dll's for their engines.
>> Changes to client.dll for custom games are intended behavior.
>>
>> VAC is an arms race that has progressed very much past modifying DLL's.
>> I've not the foggiest idea what hack creators do now, but I don't imagine
>> it has much to do with patching DLL's on the hard drive.
>>
>> Run in -debug mode and all of these worries go away.
>>
>> Long story short, don't worry too much about it.
>>
>>
>> 2014-02-28 22:40 GMT+01:00 Foo Bar :
>>
>>> Hi there,
>>>
>>> I'm doing some work on a mod.  Nothing substantial has been changed so
>>> far, but my build is different than the current production release of the
>>> client and server dlls.   Console shows
>>>
>>> Your .dll [bin\client.dll] differs from the server's.
>>>
>>> as expected.
>>>
>>> Am I running the risk of a VAC ban if I connect to servers using my
>>> modified build?
>>>
>>> Thanks
>>>
>>> foo
>>>
>>>
>>>
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> Jorge "Vino" Rodríguez
>> [ Tw  | Fb  |
>> G+  | Ht]
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>
>


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Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-18 Thread Tony &quot;omega&quot; Sergi
AFAIK networked vectors send the entire vector every time any element in
them change.
if nothing in the vector changes, the vector doesn't update.

I may be wrong, but that's the way I've understood it to be.

If you want a really good place to look to understand how the network delta
stuff works (without analyzing the macros) then look a CUserCMD.

the read/write usercmd are pretty much the way the entity networking delta
stuff works.
ie: writeonebit 0 / 1 if writing, write the data
readonebit if 1, read buffer, otherwise skip
etc.




On Tue, Feb 18, 2014 at 11:04 PM, Jorge Rodriguez  wrote:

> I'm going to assume your inventory is part of a third object, a
> CInventoryChest or something, because that's the way your question makes
> the most sense. You may be able to follow the code, because files like
> dt_send.cpp have a lot of information that could help you. You'll probably
> just have to do the experiment though.
>
> I wouldn't sweat too much about who gets the data though. If you never
> display the data as part of the UI then most players would never know. If
> you're worried about privacy and hacking, worry about that after there are
> hacks available. If you're worried about network usage, worry about that
> after servers become laggy. For now, focus on designing a fun game.
>
>
> 2014-02-17 4:34 GMT+01:00 Victor V :
>
> I've done more work since my last post and I have the basics working-- my
>> custom sendproxy function sends inventory changes to the right client. The
>> main question I was trying to ask was what happens if I change which client
>> that data should get sent to.
>>
>> If the sendtables only send changes that happen to a networked array and
>> not the entire array every update, then if I change the recipient client,
>> will that new client get the entire array or just the updates that the
>> first client would have gotten? If only updates are sent, is there a way I
>> can force sending the entire array to the new client?
>>
>> At this point I'm not too far from just finding out by experiment, but if
>> anybody knows what I might run into I'd appreciate the info.
>>
>>
>> On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez wrote:
>>
>>> If I'm understanding you correctly, you have a chest of many items that
>>> has a single owner.
>>>
>>> There should be no problem with the chest changing ownership during its
>>> lifetime. I'm not sure why it's not working for you, perhaps you can post
>>> your data structures and supporting code in a pastebin?
>>>
>>> I've implemented not an inventory system but a loadout system, this was
>>> my data structure:
>>>
>>>
>>> https://github.com/BSVino/DoubleAction/blob/master/mp/src/game/server/sdk/sdk_player.h#L468
>>>
>>> Maybe you can use that code as a starting point.
>>>
>>>
>>> 2014-02-14 1:18 GMT-05:00 Victor V :
>>>
 Hi all,

 I'm trying to put together an inventory system and need some help
 clarifying how datatables work.

 Each inventory is an entity that keeps EHANDLEs to the entity that it
 "belongs to" and to the player that is accessing it. In this case, I would
 only want the inventory data to be sent to the player actively using the
 chest, so the player handle would change from null, to one player, back to
 null, and to the next player, etc.

 It doesn't seem like sendtables are designed to support changing
 recipients during the entity's life. When do updates get sent? Is there a
 way I can force send an update at any time? I'm sending an array of
 integers. Does SendPropArray3 only send the members that have changed (will
 different players get incomplete updates)? Is there a more obvious solution
 to what I'm trying to achieve?

 Thanks
 Victor

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>>>
>>>
>>> --
>>> Jorge "Vino" Rodríguez
>>> [ Tw  | Fb |
>>> G+  | Ht]
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
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>>>
>>>
>>>
>>
>> ___
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
>
> --
> Jorge "Vino" Rodríguez
> [ Tw  | Fb  |
> G+  | Ht]
>
> ___
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> please visit:
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Re: [hlcoders] How hard would it be to make a 2D game in Source?

2013-11-16 Thread Tony &quot;omega&quot; Sergi
You could easily do it, I just don't understand why you'd bother because
it's just overkill.

You'd be better off just using something like Unity, or making it from
scratch.


On Sun, Nov 17, 2013 at 10:06 AM, Phlox Icon  wrote:

> I want to make a game in a similar style to The Binding of Isaac
> (screenshot:
> http://static.giantbomb.com/uploads/original/8/81005/2021303-i7.png ) but
> leaning heavily on multiplayer. The Binding of Isaac is a 2D sprite based
> game. I have years of experience with the Source Engine and I know it has
> very robust multiplayer facilities so I'd like to use it for my game. I'm
> aware that the engine really isn't designed for a 2D game at all but I'm
> wondering how hard it might be to make it work for such a game. I was
> wondering if you could: 1) tell me any 2D game that has ever used the
> Source Engine, 2) give me any tips on how it might be done leveraging as
> much of the existing engine as possible, or 3) tell me if it's just such an
> awful idea that it shouldn't be attempted at all.
>
> Thanks.
>
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> please visit:
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>
>
>


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Re: [hlcoders] Customize the loading screen

2013-10-05 Thread Tony &quot;omega&quot; Sergi
there is a gameui loading screen override method in the client, so you can
insert a custom panel directly. (that's what tf2 does)


On Sun, Oct 6, 2013 at 3:40 AM, Jan Hartung  wrote:

> Hi,
>
> ** **
>
> I’m looking for a possibility to customize the loading screen. Actually we
> just want to display a random text from a pool of texts there, chaging the
> background image would also be nice. I know it’s possible to customize the
> main menu by providing a custom panel for it but couldn’t find any hint on
> whether or not this is possible for the loading screen as well. Does anyone
> reading this know whether or not this is doable?
>
> ** **
>
> Jan
>
> ** **
>
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>
>


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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-26 Thread Tony &quot;omega&quot; Sergi
Gamerules have to do it. As far as the server.dll is concerned, if you take
a scratch code base, or hl2mp or whatever, it doesn't know what commentary
is.



On Fri, Sep 27, 2013 at 2:33 AM, Ross Bemrose  wrote:

> In TF2, opening maps for commentary seems to ignore the normal gamerules.
> I'm not sure if this is something the game engine itself does or something
> TF2 specifically does.
>

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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-12 Thread Tony &quot;omega&quot; Sergi
Your firewall is open?
Your router is forwarding the correct ports?



On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung  wrote:

> sv_lan is set correctly and a heartbeat is sent as well, so that cannot
> cause the issue.
>
> ** **
>
>
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Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread Tony &quot;omega&quot; Sergi
Accidentally submitted before by mistake.
anyway, override shadowcasttype so that while it's cloaked it reutns
shadows_none, otherwise do normal behaviour.

virtual ShadowType_tShadowCastType()
{
 if cloaked return SHADOWS_NONE;
else return normal stuff
}


On Thu, Sep 12, 2013 at 11:50 AM, Tony "omega" Sergi wrote:

> virtual ShadowType_tShadowCastType()
>
>
> On Thu, Sep 12, 2013 at 10:01 AM,  wrote:
>
>> Hello,
>>
>> I'm trying to use the cloaking shader to make a player semi-invisible in
>> my multiplayer mod, but when I add the EF_NOSHADOW effect to the player
>> (while toggling the cloaked texture with m_nSkin), I still see the player's
>> shadow when I view it from thirdperson mode.  I also tried returning
>> FALSE/NONE in clientleadsystem.cpp: ShouldRenderableReceiveShadow() and
>> c_hl2mp_player.cpp: ShouldReceiveProjectedTextures(), but also had no luck.
>>  In addition, I tried some QC commands like $doesnotcastshadow, and
>> $shadowlod, but couldn't get the desired result using those techniques
>> either.
>>
>> Any ideas?
>>
>> I heard that Garry's Mod has a Lua binding like SetColor(r,g,b,a) that
>> does the trick, but I can't find a functional equivalent in the SDK.
>> (SetColor/A doesn't appear to affect non-sprites)
>>
>> On a side note, I heard that GM's SetColor can actually apply a tint to
>> entities...  Any ideas how that works?
>>
>> Thanks,
>> Eric
>>
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>> please visit:
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>>
>
>
> --
> -Tony
>



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Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player

2013-09-11 Thread Tony &quot;omega&quot; Sergi
virtual ShadowType_tShadowCastType()


On Thu, Sep 12, 2013 at 10:01 AM,  wrote:

> Hello,
>
> I'm trying to use the cloaking shader to make a player semi-invisible in
> my multiplayer mod, but when I add the EF_NOSHADOW effect to the player
> (while toggling the cloaked texture with m_nSkin), I still see the player's
> shadow when I view it from thirdperson mode.  I also tried returning
> FALSE/NONE in clientleadsystem.cpp: ShouldRenderableReceiveShadow() and
> c_hl2mp_player.cpp: ShouldReceiveProjectedTextures(), but also had no luck.
>  In addition, I tried some QC commands like $doesnotcastshadow, and
> $shadowlod, but couldn't get the desired result using those techniques
> either.
>
> Any ideas?
>
> I heard that Garry's Mod has a Lua binding like SetColor(r,g,b,a) that
> does the trick, but I can't find a functional equivalent in the SDK.
> (SetColor/A doesn't appear to affect non-sprites)
>
> On a side note, I heard that GM's SetColor can actually apply a tint to
> entities...  Any ideas how that works?
>
> Thanks,
> Eric
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)

2013-08-13 Thread Tony &quot;omega&quot; Sergi
Because then users wouldn't be able to reconnect automatically, which Is
what that he wants to happen.
You could accomplish the same thing by using "map" instead of "changelevel"
Which is obviously not what he wants to do.


On Tue, Aug 13, 2013 at 6:18 AM,  wrote:

> Why not add a ban to the black list for the amount of time you wish the
> client to be disconnected and change the response text from you have been
> banned to your unable to reconnect to this server at the moment?
>
> Sent from Windows Mail
>
> *From:* Saint Thoth (hotmail)
> *Sent:* Monday, August 12, 2013 11:07 PM
> *To:* hlcoders@list.valvesoftware.com
>
> >Can you not use "connect serverip" in place of "retry"?
> There's no dependable method of acquiring the external IP provided by the
> SDK, and I can't think of a sure fire dependable way to do it myself.
>
> >Would it work to send a different command that when called just calls
> >'retry' and whatever else you need to call?
> The Retry command is engine side, thus there's no way to redefine the
> command that I can figure. Batching it with other commands doesn't work,
> and
> as I mentioned, exec is blocked as well. Both commands are blocked engine
> side, so there's no way to remove the block. (This is what you get when
> you
> work with a closed source engine that gets random updates.)
>
> >Why do you need to reconnect clients??
> Decade old code with a dozen different hands in it has resulted in a few
> issues we can't readily track down. Too many clients reconnecting before
> the
> server has a chance to initialize the map tends to result in a Memory
> Deallocation Error. If the server has time to finish initiating the map
> first, by temporarily disconnecting the clients, it's fine. I could think
> of
> other reasons you'd need access these commands though. (And again, as a
> security precaution it's useless, as there are FAR worse things you can do
> to a client - not just to his game, but to his entire OS.)
>
> Possible Solution:
> I think I've found a way to send console commands from the client's own
> console... I can probably redirect CLIENT_COMMAND define to a client.dll
> msg
> that it can pick up, and do something like this:
>
> gEngfuncs.pfnClientCmd(sTemp);
>
> Stupidly annoying that we should have to do this, but as it isn't
> something
> that's done often, the tiny bit of extra overhead shouldn't be a problem.
>
> - Thothie
>
>
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Re: [hlcoders] Show weapon world model on player when holstered

2013-07-27 Thread Tony &quot;omega&quot; Sergi
just make another entity class (client only) that handles additional
items/weapons. and update them depending on the state of the item,
attaching to whatever you would like, ie: make an attachment point on your
player models back so holstered rifles can go there.

Then you simply update them on the client only.


On Sat, Jul 27, 2013 at 10:34 PM, Jan Hartung  wrote:

> Hi list,
>
> ** **
>
> I’m trying to show special weapons attached to the player when they are
> holstered so other players know that they are carrying that weapon. I have
> already overridden ShouldDraw in our weapon class in order for the weapon
> to be drawn even when it’s holstered – this is working. There is also an
> attachment on the player which is meant to be the attach point for
> holstered special weapons and an attachment of the same name on the weapon
> world model. Said attachment is also not linked to the weapon_bone bone.
> The holster code calls SetParent to make the weapon appear on the body
> attachment and the deploy code parents it back to the weapon attachment.**
> **
>
> The problem here is that the weapon always stays attached to the weapon
> attachment, which means that it looks like the player carries two weapons
> when they are not carrying the special weapon. What am I doing wrong here
> or is it just impossible to switch attach points for weapons?
>
> ** **
>
> Jan
>
> ** **
>
> ___
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>
>


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Re: [hlcoders] Hitbox calculation and sizes?

2013-07-09 Thread Tony &quot;omega&quot; Sergi
of course it's possible, but you have to change everywhere that uses
VEC_HULL_MIN/MAX to use your own method of grabbing it.
or just simply; don't use them from the gamerules in the player, instead
make your own list of boxes/viewheights and then set them according to your
'class'.
it also means modifying gamemovement to get it from the player instead of
from the global.
-Tony


On Wed, Jul 10, 2013 at 1:36 AM, Tobias Baumann  wrote:

> **
>  Thanks for your help Saul, but it doesn't solve my problem.
>
>  As far as I'm understanding this with my limited knowledge of C++ the
> function PhysicsSolidMaskForEntity sets the mask to be used for collision
> detection by the physic system to MASK_SOLID combined with CONTENTS_HITBOX.
> However the projectile still triggers a hit upon hiting the bounding box. I
> tested this by making the VEC_HULL_MAX larger then the actual model.
>
>  If I make the VEC_HULL_MAX smaller then the actual model I get another
> result. See these two screenshots:
>
>  http://i.imgur.com/8ISQHI1.jpg <- projectile flys trough the hitbox
>  http://i.imgur.com/uExNUhc.jpg <- projectile flys trough the boundingbox
> and hitting.
>
>  According to 
> https://developer.valvesoftware.com/wiki/CollisionPropertyhitbox detection 
> doesn't even happen when we're not inside the bounding
> box. Which explains the results from the screenshot.
>
>  So how do I solve this? Is there a way to tell the game to recalculate
> the bounding box according to the size of the model and or its hitboxes?
>
>  I tried using CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
> which sets them up correctly when killing yourself:
> http://i.imgur.com/s88NKQV.jpg
>  However upon re-spawning its back to the old values:
> http://i.imgur.com/aeNqaz5.jpg
>  Any ideas why this happens or whats causing it?
>
>  Another thing I noticed is that size of the boundingbox is in direct
> relation to values defined in HL2MPViewVectors. More precisely the values
> in VEC_HULL_MIN and VEC_HULL_MAX. How do I make these values dynamic for
> each player? Is that even possible? Because unlike the traditional game we
> will have different sized props as the player in multiplayer. So in one
> instance it will be the size of a chair and in another one the size of a
> refrigerator.
>
>
>  Kind regards,
>  Tobias
>
>
> Saul Rennison  hat am 4. Juli 2013 um 20:58
> geschrieben:
>
>  It seems crossbow bolts already respect hitboxes
> (see CCrossbowBolt::PhysicsSolidMaskForEntity)
>
>
>
>  Kind regards,
> Saul Rennison
>
>
>  On 4 July 2013 19:17, Saul Rennison  wrote:
>
>  If the crossbow projectile is an entity, you need to override a specific
> VPhysics function to tell it to respect hitboxes when doing collision
> detection. I can get this method override for you shortly.
>
>
>
>  Kind regards,
> Saul Rennison
>
>
>  On 4 July 2013 19:12, Tobias Baumann  wrote:
>
>   Hi Ben,
>
>  I did but I looked into it again and adjusted its size which provided me
> with the following result:
>
>  http://i.imgur.com/ffA9ZE7.jpg
>
>  The big box is the bounding box with ViewVector values. The little boxes
> are the hitboxes visible with sv_showhitboxes 1. Now why are they ignored
> and all hit-detection only happens on the bounding box? I did some testing
> and found out that this only happens with the Crossbow or my own weapon
> script which is a mixture of the crossbow and grenade code. So in other
> words the crossbow bolt uses the boundingbox for hit detection while other
> weapons use the hitboxes. Which makes sense since the other weapons don't
> actually fire a physical projectile but instead use raytracing. At least
> thats what I'm assuming. So long story short I'm left with two questions:
>
>  How do I tell the crossbow bolt to use hitboxes and not boundingboxes for
> hit detection?
>
>  And how can I set individual ViewVectors for each player and is that even
> possible with the engine? (What I noticed is that the hardcoded vectors are
> uniform for everyone).
>
>  In case you're wondering: This is for the Suicide Survival mod.
>  The weapon script is a physical book you throw, hence the crossbow bolt
> code.
>  The individual ViewVectors are needed because I wan't to use different
> kind of prop models for the suiciders and the problem with this was that
> they get position in the ground by half their size (due to the origin being
> at 0,0,0 and the model not having any bones I'm assuming).
>
>  I hope this makes things a bit clearer :)
>
>  Thanks for any advice/help,
>  Tobias
>
>
>
>
> "Ben K." < amo...@online.de> hat am 3. Juli 2013 um 15:53 geschrieben:
>
>  You probably haven't adjusted the bounding box. Check out your game rules
> and look for "ViewVectors".
>
> Ben
>
> Tobias   wrote:
>
>  Already try that and it only shows the local hitboxes for me. I mean it
> displays the proper hitboxes the same way they're displayed in the
> modelviewer. However these are totally ignored for actual hit detection
> when I fire on the player.

Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level

2013-07-03 Thread Tony &quot;omega&quot; Sergi
FYI, hl2, episode 1/2 etc, detect the same.


On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung  wrote:

> There’s always something to miss when looking for info ;)
>
> Anyway, manually setting the DX_Level1 value to 95 resolves the issue.
> However, when I run the game with –autoconfig it defaults back to DX level
> 80 – and that’s still plainly wrong for my system.
>
> ** **
>
> *Von:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Netshroud
> *Gesendet:* Mittwoch, 3. Juli 2013 12:37
> *An:* Discussion of Half-Life Programming
> *Betreff:* Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong
> hardware DirectX level
>
> ** **
>
> Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?*
> ***
>
> ** **
>
> On 03/07/2013, at 8:32 PM, "Jan Hartung"  wrote:
>
>
>
> 
>
> Hi list,
>
>  
>
> When first running the Source SDK 2013 Multiplayer test app I noticed that
> the graphics options tell me that my hardware DirectX level was 8.0. That’s
> not true, as I’m running a Geforce GTX 660 here which is clearly a DX11
> card. With the DX level being detected as 8.0, there is no motion blur or
> HDR rendering and that’s in fact an issue for games/mods released in 2013.
> To check whether it’s the graphics driver I thoroughly cleansed my system
> from any Nvidia components and installed the 320.49 WHQL driver which was
> released two days ago – which did not resolve the issue.
>
>  
>
> This is what the advanced graphics options look like here in Source SDK
> 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg
>
> And this is what the same dialog looks like when I run TF2:
> http://maennertechnik.net/tf2gfxsettings.jpg
>
>  
>
> Does anyone else see the same issue and is there maybe already a solution
> to it?
>
>  
>
> Jan
>
>  
>
> ___
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> please visit:
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> ** **
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Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Tony &quot;omega&quot; Sergi
though, there must be more to your error.
I just actually read all of the paste this time after sending my last
reply, and it shouldn't have mattered.. it would just be a different name
on the client side.

you sure there isn't another error, or that you have the define elsewhere?



On Sat, Jun 8, 2013 at 8:48 PM, Tony "omega" Sergi wrote:

> you made a typo.
> #if defined( CLIENT_DLL )
> #define CEquipCard C_EquipeCard
> #endif
>
> see it? :)
>
>
>
> On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak  wrote:
>
>> Was trying to create a new weapon base but I keep getting
>> "shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard'
>> : is not a class or namespace name". The code at the moment is nothing more
>> then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name
>> changes
>>
>> Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one
>> for the .h http://pastebin.com/7y2XcvN8
>>
>> If anyone can help me figure out this madness that I've been dealing with
>> for a couple hours now that would be awesome.
>>
>> -Wazanator
>>
>> ___
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>> please visit:
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>>
>>
>>
>
>
> --
> -Tony
>



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Re: [hlcoders] Error on trying to create new weapon base

2013-06-08 Thread Tony &quot;omega&quot; Sergi
you made a typo.
#if defined( CLIENT_DLL )
#define CEquipCard C_EquipeCard
#endif

see it? :)



On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak  wrote:

> Was trying to create a new weapon base but I keep getting
> "shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard'
> : is not a class or namespace name". The code at the moment is nothing more
> then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name
> changes
>
> Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one for
> the .h http://pastebin.com/7y2XcvN8
>
> If anyone can help me figure out this madness that I've been dealing with
> for a couple hours now that would be awesome.
>
> -Wazanator
>
> ___
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>


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Re: [hlcoders] How to find all enemies in the view cone of an NPC?

2013-05-02 Thread Tony &quot;omega&quot; Sergi
you use findentitiesinsphere (or one of the other findentities functions)
to make a list of entities within range, and then you iterate the list and
check if they're in Fov.
-Tony


On Fri, May 3, 2013 at 3:20 AM, Phlox Icon  wrote:

> I've been searching around and discovered that each NPC has a view
> cone. I wasn't able to find a function for entities within the view
> cone. I came across the Potentially Visible Set (
> https://developer.valvesoftware.com/wiki/PVS ). I'm aware of the
> function FInViewCone but this is for testing just one position/entity.
> Do I have to build the PVS and test each entity in the PVS with
> FInViewCone or is there a better way of doing this? Preferably one
> function like my_npc->FindVisibleEntities() or something along those
> lines.
>
> Thanks
>
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Re: [hlcoders] CBasePlayer::m_hUseEntity is never actually sent to the client despite being a networked variable

2013-04-13 Thread Tony &quot;omega&quot; Sergi
It is networked though, It's never been invalid for me; other than it's not
predicted.
So either something is wiping it out for you, or you're trying to catch an
impulse use.
It will only ever be valid outside of one frame (And networked) if it's a
continuous use, (ie: holding the use button on something, and holding onto
the target) if you're just using a simple button for example, the client
will never see it, because it only has a value for one frame, and then the
next frame it's cleared (so you don't keep using an "impulse" (one time)
entity)

-Tony



On Sun, Apr 14, 2013 at 5:01 AM, Andrew McWatters  wrote:

> I don't know how to state it much simpler than that. This is an issue that
> has existed for years; now is as good a time as ever to complain about it,
> I guess.
>
> For mods in the 2007 engine branch, checking GetUseEntity() on the client
> returns NULL, which does not match the server's value at any point in time.
>
> On the client, SetUseEntity is never actually called, but on the server it
> is, which should then send the EHANDLE over the wire. Otherwise what would
> be the point in it being a networked variable? Right?
>
> Anyway, some really important prediction stuff goes wrong as a result of
> m_hUseEntity never being set, such as this key snippet in
> CBasePlayer::ItemPostFrame() here:
>
> baseplayer_shared.cpp: 208-216
> // check if the player is using something
> if ( m_hUseEntity != NULL )
>  {
> #if !defined( CLIENT_DLL )
> Assert( !IsInAVehicle() );
> ImpulseCommands();// this will call playerUse
> #endif
> return;
> }
>
> As a result of this never returning, (since m_hUseEntity is actually NULL
> client-side,) when you hold your primary attack button, things like
> ::PrimaryAttack() being called on weapons on the client every frame but not
> on the server manifest, and the end result is the weapon sound for your
> active weapon being spammed violently.
>
> I've checked out Send/RecvProps and such and everything is fine other than
> this value never being networked.
>
> How can this be fixed?
>
> Thanks,
> Andrew
>
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Re: [hlcoders] Slow-Mo

2013-02-17 Thread Tony &quot;omega&quot; Sergi
Since this Is HLCoders, I would assume that you're actually programming
here.
So, what I would do first is make a slowmo autogamesystem that manages the
slowmo effect, ie: the "start" and "stop" and "maintain".
Start would setup a value for the start time, and the end time (when it's
at lowest value)
End would setup a value for the start time, and the end time (when it's
back at 1.0f)
the maintain (or think part) would decide "am i starting slowmo, or am i
ending slowmo" and not do anything if it has finished the transition part.
Then you can just use a function like FLerp to smoothly transition from off
to on, and on to off.

ie: some semi psuedo-code.
//

if ( turnon )
{
   //go from normal speed down to 25% speed
   float timescale = clamp(FLerp(1.0f, 0.25f, slowMoStartTime,
slowMoFinishTime, MIN(gpGlobals->curtime, slowMoFinishTime ), 0.0f, 1.0f);
 host_timescale.SetValue( timescale );
if ( timescale == 0.25f ) { turnon = false; }

} else if ( turnoff)
{
 float timescale = clamp(FLerp(0.25f, 1.0f, slowMoStartTime,
slowMoFinishTime, MIN(gpGlobals->curtime, slowMoFinishTime ), 0.0f,
1.0f );
host_timescale.SetValue( timescale );
if ( timescale == 1.0f ) turnoff = false;
}


On Mon, Feb 18, 2013 at 10:31 AM, Jesse Oak  wrote:

> 1. Use a point_servercommand entity and a func_button.
>
> 2. Have it make several changes really fast (going from .01 to .1 would be
> something like .02, .03, .04, etc)
>
> 3. I'm not sure I understand what you want to limit
>
>
> On Sat, Feb 16, 2013 at 10:06 PM, M B  wrote:
>
>> Hm, I'll look into that. For now, I'd better ask a few more questions.
>>
>>1. How would I tie a set timescale to a button?
>>2. How can I make the soft transition between real- and "slow-time"?
>>3. How can I limit
>>
>> --
>> From: saul.renni...@gmail.com
>> Date: Sat, 16 Feb 2013 22:43:10 +
>> To: hlcoders@list.valvesoftware.com
>> Subject: Re: [hlcoders] Slow-Mo
>>
>> See the host_timescale ConVar. It sets a scalar on how game time passes
>> relative to real time. For example, with host_timescale 0.1, 1 game-world
>> second passes in 10 real-world seconds
>>
>>
>>
>> Kind regards,
>> Saul Rennison
>>
>>
>> On 16 February 2013 22:18, M B  wrote:
>>
>> I'm looking for a way to use a "slow motion" feature, similar to that of
>> F.E.A.R. 3/F.3.A.R., in a Source mod. Is there a way to do so?
>>
>> e.g. https://www.youtube.com/watch?v=T-aFt5QQls0
>> e.g. https://www.youtube.com/watch?v=ijjU0Z5A9G0
>>
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>>
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Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread Tony &quot;omega&quot; Sergi
change the hull so that the bounding box's min.z isn't 0..
ie: like goldsrc.

-16 -16 -32
16 16 32
or whatever.
I can't remember the size, but that will make the origin of the player in
the middle instead of at the bottom (feet).

-Tony



On Mon, Oct 8, 2012 at 10:34 PM, m...@tobiasbaumann.net 
wrote:

> **
>  I don't want to use a third-party tool to do this. I want to change the
> actual game code so it'll always work.
>
>  Best regards,
>  Tobias
>
>
> edman747  hat am 25. August 2012 um 05:49
> geschrieben:
> > I put that in the entity file for the map. Then used ripent -import
> >
> > the entity
> > "classname" "monster_generic"
> >
> > On 8/24/12, m...@tobiasbaumann.net  wrote:
> > > Care to elaborate on where you put that code?
> > >
> > > Thank you,
> > > Tobias
> > >
> > > edman747  hat am 24. August 2012 um 02:09
> geschrieben:
> > >> had a similar problem with a model on one map.
> > >>
> > >> "minhullsize" "-16.5 -16.5 -37"
> > >> "maxhullsize" "16.5 16.5 37"
> > >> "origin" "-1196 1080 -208"
> > >> "model" "models/holo.mdl"
> > >>
> > >> On 8/23/12, m...@tobiasbaumann.net  wrote:
> > >> > Hi everyone,
> > >> >
> > >> > over the last couple of days I've been trying to fix a problem I'm
> > >> > having.
> > >> > Something I thought would be quite easy to fix but alas as
> everything
> > >> > in
> > >> > game
> > >> > development turned out to be really complicated. :(
> > >> >
> > >> > So here is what I'm trying to do and what the reason is for it not
> > >> > working.
> > >> > In
> > >> > my Mod the mappers can define a custom player model. This model can
> > >> > basically be
> > >> > anything. Like lets say a couch, a chair or whatever. Now this
> works
> > >> > fine
> > >> > but no
> > >> > matter what model it gets positioned into the ground by half its
> > >> > height.
> > >> >
> > >> > Now I did some research and I think this is because the collision
> > >> > boundary
> > >> > of
> > >> > the player gets calculated using the $origin value defined in the
> QC
> > >> > file
> > >> > when
> > >> > compiling the model. Now this is fine for player models where the
> origin
> > >> > is
> > >> > at
> > >> > the bottom. But what I found out is that most other props have
> their
> > >> > $origin
> > >> > centered in the middle of the model. Which explains the offset by
> 50%
> > >> > of
> > >> > the
> > >> > height. Am I correct with this assumption?
> > >> >
> > >> > What I tried to was change the predefined player hull values in
> > >> > HL2MPViewVectors
> > >> > g_HL2MPViewVectors but this had an effect on viewports and player
> > >> > collisions
> > >> > but
> > >> > none on the actual positioning of the model in the world.
> > >> >
> > >> > I've also tried to modify the origin values using SetLocalOrigin.
> But
> > >> > again
> > >> > this
> > >> > didn't seem to have any effect whatsoever.
> > >> >
> > >> > Could anyone of you more experienced developers help me out here?
> > >> >
> > >> > How can I set an offset to the model before its collisions boxes
> get
> > >> > compiled?
> > >> > Is it even possible to change the $origin value before it gets
> accessed
> > >> > everywhere else in the code?
> > >> > Is that value even accessed or do I have to approach this some
> other
> > >> > way?
> > >> >
> > >> >
> > >> > Thank you for any light on this and best regards,
> > >> > Tobias
>
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Re: [hlcoders] Objective Entity (VGUI Help)

2012-09-24 Thread Tony &quot;omega&quot; Sergi
use the function ScreenTransform to convert world coordinates into screen
coordinates which you can use to draw an object on the hud.
-Tony



On Mon, Sep 24, 2012 at 10:42 PM,  wrote:

> Hey guys,
>
> I'm trying to make somewhat of a "objective entity" that displays a text,
> similar to many games such as BF2 (
> http://gamasutra.com/features/20061108/clip_image002_0001.jpg) the flags
> display there location through walls and such.
> I have an entity "info_objective" that shows a simple vgui box on the
> center of the screen. What's the best way to size / position it accordingly
> the the actual 3D coords of the entity?
>
>
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Re: [hlcoders] Plugin crash at ICollideable::GetCollisionOrigin().

2012-09-23 Thread Tony &quot;omega&quot; Sergi
the SDK Source code matches "Source SDK Base 2007", not any of the other
ones.
the "2006" source code matches "Source SDK Base", and no other game itself.

If you want to run as if it was purely hl2mp, you need to leave it using
AppiID 218, and then mount the hl2mp content.

-Tony


On Mon, Sep 24, 2012 at 3:51 AM, Asher Baker  wrote:

> The official SDK hasn't matched the game in several years.
>
> Sent from my iPhone
>
> On 23 Sep 2012, at 19:26, Borzh  wrote:
>
> > Hi there,
> >
> > I just compiled my bots plugin and tested it with a new mod I created
> from hl2dm 2007 engine version. All ok.
> > But when I put my plugin into real half-life 2 deathmatch folder and run
> it (with -insecure parameter) I got 2 problems:
> >
> >  - Cannot open interface FILESYSTEM_INTERFACE_VERSION IFileSystem
> pFileSystem.
> >I just was using it to get current directory, so it is not very
> important but why is this happenning?
> >
> >  - When a map is started, I read all map entities and choose some to
> store (so bots know where to look for health armor weapons and ammo).
> >But plugin crashes with access violation
> >
> >ICollideable* pCollidable = pEdict->GetCollideable();
> >const Vector& vItemOrigin = pCollidable->GetCollisionOrigin();
> >
> >   when I try to access vItemOrigin, say print out x, y, z. Obviously
> vItemOrigin is pointing at some bad memory area.
> >
> > Why this can be happening? All other plugin intefaces are working well,
> even ICvar and IVDebugOverlay (console commands are working and
> > also debug lines/boxes/beams).
> >
> > Thanks in advance,
> > Boris.
> >
> > ___
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> please visit:
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>
-
-Tony
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Re: [hlcoders] Do procedural materials still work in 2007?

2012-08-27 Thread Tony &quot;omega&quot; Sergi
They're both procedural.
either making a material proxy with a textureregenerator, or using
DrawSetTextureRGBA, which does the same thing.
-Tony


On Tue, Aug 28, 2012 at 2:25 AM, Saul Rennison wrote:

> Using DrawSetTextureRGBA for drawing is no problem for me with CEF. Why
> can't you use it exactly?
>
> On Sunday, August 26, 2012, Andrew McWatters wrote:
>
>> I wanted to write my own chromiumembedded implementation (because
>> Awesomium is for chumpiums) and so I checked out the procedural material
>> article here:
>> https://developer.valvesoftware.com/wiki/Procedural_Materials
>>
>> Unfortunately the example code doesn't seem to be working. Are procedural
>> textures broken in 2007? I can't really result to using DrawSetTextureRGBA,
>> so if this doesn't work, it's a bust.
>>
>> Andrew
>>
>
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
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Re: [hlcoders] Can't seem to modify Player Angles

2012-08-20 Thread Tony &quot;omega&quot; Sergi
gamemovement:

::CheckParameters

--snip--
if ( !IsDead() )
{
v_angle = mv->m_vecAngles;
v_angle = v_angle + player->m_Local.m_vecPunchAngle;

// Now adjust roll angle
if ( player->GetMoveType() != MOVETYPE_ISOMETRIC  &&
 player->GetMoveType() != MOVETYPE_NOCLIP )
{
mv->m_vecAngles[ROLL]  = CalcRoll( v_angle, mv->m_vecVelocity,
sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
}
else
{
mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
}
mv->m_vecAngles[PITCH] = v_angle[PITCH];
mv->m_vecAngles[YAW]   = v_angle[YAW];
}
--snip--


On Mon, Aug 20, 2012 at 11:23 AM, Michael Kramer wrote:

> Modifying it in the animstate does properly do what I'm wanting, I just
> didn't know if it was proper, it seems like modifying the roll values in
> gamemovement would carry over, but no where in the animstate does it
> overwrite the angles passed in by gamemovement, but doesn't seem to carry
> over ROLL.
>
> I think I'll just modify animstate to properly read the angles from
> gamemovement.
>
> Thanks everyone,
>
>
> On Sun, Aug 19, 2012 at 10:29 AM, Garry Newman wrote:
>
>> I might be missing something obvious, but can't you just override
>>
>> *Player::GetRenderAngles()
>>
>> or
>>
>> *PlayerAnimState::GetRenderAngles()
>>
>> or find out where it's fudging m_angRender in the playeranimstate
>>
>> // Rotate entire body into position
>> m_angRender[YAW] = m_flCurrentFeetYaw;
>>  m_angRender[PITCH] = m_angRender[ROLL] = 0;
>>
>> and make it do what you want there?
>>
>> garry
>>
>>
>>
>> On Sun, Aug 19, 2012 at 5:20 PM, Michael Kramer wrote:
>>
>>> If I attempt to modify the player angles in gamemovement, nothing
>>> changes, even though it is the last step pretty much, it should be able to
>>> overwrite everything else.
>>>
>>> Adjusting the angles in playermove, does work, even though it is called
>>> way before gamemovement.
>>>
>>> I can adjust the viewangles (engine->SetViewAngles()) in gamemovement,
>>> but can't adjust the player angles at all.
>>>
>>> Your hierarchy is very helpful though, so thank you for that, but it
>>> seems like finishmove does not use the angles from gamemovement, the code
>>> is in there (player->SetLocalAngles( move->m_vecAngles );) but no matter
>>> what m_vecAngles is set at, nothing changes even the slightest.
>>>
>>> I was hoping that animstate would update relative to the model/entities
>>> position, but it does seem like it is overwriting anything sent back from
>>> gamemovement in regards to angles. If I adjust the angles in animstate it
>>> properly updates.
>>>
>>> I can do this without updating angles at all, simply with a barrel roll
>>> animation, but was hoping I could do it all code wise easily.
>>>
>>> On Sun, Aug 19, 2012 at 1:54 AM, Tony "omega" Sergi >> > wrote:
>>>
>>>> It's not that it's "all over the place" but rather they are different
>>>> components of the entire process.
>>>> The majority of the actual movement is handled inside gamemovement.
>>>> the in_* (CInput) handles the raw input itself for the local client
>>>> (and by default the view angles as manipulated by the mouse) which puts it
>>>> into CUserCmd. CUserCmd is then transmitted every frame down to the server
>>>> which is used by playermove and finally into CGameMovement for the final
>>>> step, and CPrediction also uses it to predict locally.
>>>> Once all of that is done, animstate is called from postthink every
>>>> frame to take the final result of everything and then decides what
>>>> animations to play as well as the final rendering angles of the player.
>>>>
>>>> So to summarize the whole process (from memory here, I might be missing
>>>> something):
>>>>
>>>> Input - Create CUserCmd
>>>> CUserCmd is sent for each frame to the server, and processed locally
>>>> with prediction
>>>> CPlayerMove then does:
>>>>   some prelimilary copy like eyeangles and buttons
>>>>prethink (calls prethink on the player)
>>>>think (calls think on the player if set)
>>>>setupmove (copy usercmd -> CMoveData)
>>>>  gamemovement
>>>>finishmove (update th

Re: [hlcoders] Can't seem to modify Player Angles

2012-08-19 Thread Tony &quot;omega&quot; Sergi
It's not that it's "all over the place" but rather they are different
components of the entire process.
The majority of the actual movement is handled inside gamemovement.
the in_* (CInput) handles the raw input itself for the local client (and by
default the view angles as manipulated by the mouse) which puts it into
CUserCmd. CUserCmd is then transmitted every frame down to the server which
is used by playermove and finally into CGameMovement for the final step,
and CPrediction also uses it to predict locally.
Once all of that is done, animstate is called from postthink every frame to
take the final result of everything and then decides what animations to
play as well as the final rendering angles of the player.

So to summarize the whole process (from memory here, I might be missing
something):

Input - Create CUserCmd
CUserCmd is sent for each frame to the server, and processed locally with
prediction
CPlayerMove then does:
  some prelimilary copy like eyeangles and buttons
   prethink (calls prethink on the player)
   think (calls think on the player if set)
   setupmove (copy usercmd -> CMoveData)
 gamemovement
   finishmove (update the player origin, angles, etc from gamemovement
(CMoveData)
 postthink (run animstate)

the client-side is slightly different for networked players, but the local
player runs the same process (more or less, through CPrediction instead of
PlayerRunCommand.

and note, that it doesn't happen precisely in that order for every command,
as the client will run and transmit input/CUserCmd as fast as it can.

Gamemovement is where you should be handling your "barrel roll"; why that
it's not working for you, I cannot say as I cannot see your implementation.

-Tony



On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer wrote:

> Alright, I was able to modify the angles by adding some code into the
> multiplayer animstate, but I have a question for you.
>
> It seems that gamemovement adjusts only the origin, and not the
> viewangles/player angles at all, so I'm assuming adding anything in there
> would be wrong to do.
> It also seems like the movement code is all over the place, in player,
> gamemovement, in_mouse, playermove, etc is there a reason it is spread all
> over the place?
>
> It seems like ideally all player movement should be controlled in 1 place,
> and not 5 or 6 different areas...
>
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Re: [hlcoders] Is this possible ?

2012-05-29 Thread Tony &quot;omega&quot; Sergi
I didn't mean to imply that you did anything wrong ;) I was just making a
statement about it.
-Tony


On Tue, May 29, 2012 at 1:11 PM, Psy_Commando  wrote:

> @Tony: Didn't I did it that way too ? What did I do wrong ?
>
> @Nick:
> Well, first just who are you exactly, who is "we". Are you part of a mod
> team ?
>
> And secondly my source code will be available to anybody soon, once i can
> transfer to google projects. But I have to figure out the damn problem with
> my fighter entity first, because I'll probably just go back to orange box
> if I can't and change of repository altogether...
>
>
> On Mon, May 28, 2012 at 11:04 PM, Nick  wrote:
>
>> I find this code of yours to be quite interesting is there any chance
>> we could get a copy or sample of how to recreate?
>>
>> On Mon, May 28, 2012 at 4:02 AM, Tony "omega" Sergi 
>> wrote:
>> > I only create a client entity when it needs an effect. If it doesn't
>> need to
>> > render a particle or a model, it doesn't create one.
>> >
>> >
>> >
>> > On Mon, May 28, 2012 at 7:40 AM, Psy_Commando 
>> wrote:
>> >>
>> >> Just to add to this, I found out that Tony's suggestion of using
>> >> clientside only entities on the client to represent visually bullets,
>> is the
>> >> most viable. Since with the non-entity clientside bullets, you can't
>> attach
>> >> an effect, or have it follow the projectile... Or at least you can't
>> with
>> >> the new particle system.
>> >>
>> >> Here's the final result :
>> >> http://www.youtube.com/watch?v=xbeM9sg0DX0
>> >>
>> >>
>> >> On Tue, May 22, 2012 at 10:25 PM, Psy_Commando 
>> >> wrote:
>> >>>
>> >>> Nice. I wonder what other tricks you mean, it sounds pretty
>> interesting
>> >>> :)
>> >>>
>> >>> Anyways, here's the code I forgot to post in my last mail :
>> >>> http://pastebin.com/dcpppD3b
>> >>>
>> >>> Its called in the PostRender() method of the game system.
>> >>>
>> >>>
>> >>> On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi <
>> omegal...@gmail.com>
>> >>> wrote:
>> >>>>
>> >>>> http://youtu.be/Zl1K4Ep9jVg
>> >>>> That was mine. I'm sure i have the code laying around somewhere.
>> >>>> Also, I did an alien swarm implementation as well, i'll look around
>> for
>> >>>> it, if need be.
>> >>>> After thinking about this, I want to revise the whole thing some more
>> >>>> with some other tricks that I've learned over the past 2 years :->
>> >>>>
>> >>>>
>> >>>>
>> >>>> On Wed, May 23, 2012 at 6:13 AM, Psy_Commando > >
>> >>>> wrote:
>> >>>>>
>> >>>>> Woops, thanks, I didn't think about that ..
>> >>>>> Anyways, I converted it to an AutoGameSystemPerFrame, and it works.
>> The
>> >>>>> only think left to fix is the bullets appearing in weird places,
>> with weird
>> >>>>> sizes. :
>> >>>>> http://www.youtube.com/watch?v=xFKhODC1j34
>> >>>>> Its the blue wireframe mesh, that appears behind the player..
>> >>>>>
>> >>>>> Here's my rendering code, Its all bits from the C_BaseAnimating
>> code. I
>> >>>>> suspect its my transform that's wrong, because I don't really know
>> what that
>> >>>>> matrix is supposed to contain..
>> >>>>>
>> >>>>>
>> >>>>> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi
>> >>>>>  wrote:
>> >>>>>>
>> >>>>>> .. Make an AutoGameSystem.
>> >>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando <
>> psycomma...@gmail.com>
>> >>>>>> wrote:
>> >>>>>>>
>> >>>>>>> Finally got it to work, the server part at least. For some obscure
>> >>>>>>> reasons, my manager entity spawns only on the server, the
>> client-side part
>&

Re: [hlcoders] Is this possible ?

2012-05-28 Thread Tony &quot;omega&quot; Sergi
I only create a client entity when it needs an effect. If it doesn't need
to render a particle or a model, it doesn't create one.


On Mon, May 28, 2012 at 7:40 AM, Psy_Commando  wrote:

> Just to add to this, I found out that Tony's suggestion of using
> clientside only entities on the client to represent visually bullets, is
> the most viable. Since with the non-entity clientside bullets, you can't
> attach an effect, or have it follow the projectile... Or at least you can't
> with the new particle system.
>
> Here's the final result :
> http://www.youtube.com/watch?v=xbeM9sg0DX0
>
>
> On Tue, May 22, 2012 at 10:25 PM, Psy_Commando wrote:
>
>> Nice. I wonder what other tricks you mean, it sounds pretty interesting :)
>>
>> Anyways, here's the code I forgot to post in my last mail :
>> http://pastebin.com/dcpppD3b
>>
>> Its called in the PostRender() method of the game system.
>>
>>
>> On Tue, May 22, 2012 at 9:26 PM, Tony "omega" Sergi 
>> wrote:
>>
>>> http://youtu.be/Zl1K4Ep9jVg
>>> That was mine. I'm sure i have the code laying around somewhere.
>>> Also, I did an alien swarm implementation as well, i'll look around for
>>> it, if need be.
>>> After thinking about this, I want to revise the whole thing some more
>>> with some other tricks that I've learned over the past 2 years :->
>>>
>>>
>>>
>>> On Wed, May 23, 2012 at 6:13 AM, Psy_Commando wrote:
>>>
>>>> Woops, thanks, I didn't think about that ..
>>>> Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
>>>> only think left to fix is the bullets appearing in weird places, with weird
>>>> sizes. :
>>>> http://www.youtube.com/watch?v=xFKhODC1j34
>>>> Its the blue wireframe mesh, that appears behind the player..
>>>>
>>>> Here's my rendering code, Its all bits from the C_BaseAnimating code. I
>>>> suspect its my transform that's wrong, because I don't really know what
>>>> that matrix is supposed to contain..
>>>>
>>>>
>>>> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi <
>>>> omegal...@gmail.com> wrote:
>>>>
>>>>> .. Make an AutoGameSystem.
>>>>>
>>>>>
>>>>>
>>>>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando 
>>>>> wrote:
>>>>>
>>>>>> Finally got it to work, the server part at least. For some obscure
>>>>>> reasons, my manager entity spawns only on the server, the client-side 
>>>>>> part
>>>>>> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>>>>>>
>>>>>>
>>>>>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi <
>>>>>> omegal...@gmail.com> wrote:
>>>>>>
>>>>>>> The point of this system is so that you DON'T have to network
>>>>>>> anything.
>>>>>>> You don't create an entity, and you don't network any information.
>>>>>>> If you start doing that, you might as well just make entities, and
>>>>>>> do it the same as usual, as you then lose the whole point.
>>>>>>>
>>>>>>> In theory, you could just make one entity for using the render
>>>>>>> handle, it just becomes messy to maintain, but I had thought of doing 
>>>>>>> the
>>>>>>> same thing.
>>>>>>> -Tony
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando >>>>>> > wrote:
>>>>>>>
>>>>>>>> Thanks for the answer.
>>>>>>>>
>>>>>>>> But after looking at that solution, I have a few more questions:
>>>>>>>> Any ideas on how to network an array of structs with their own
>>>>>>>> sendtables ? I want to network the bullet info struct for each bullets 
>>>>>>>> from
>>>>>>>> the server to the client.
>>>>>>>>
>>>>>>>> And, instead of creating many client entities, can I just have one,
>>>>>>>> with multiple models ? I saw I could call the model renderer with 

[hlcoders] bug in c_basenetity

2012-05-24 Thread Tony &quot;omega&quot; Sergi
I sent this to the licensee list, and figured I could also post it here:



FYI::
Inside CalcAbsolutePosition()

The following...
if ( m_iParentAttachment != 0 && (m_pMoveParent->GetFlags() &
EFL_SETTING_UP_BONES) )

should be..
if ( m_iParentAttachment != 0 && (m_pMoveParent->GetEFlags() &
EFL_SETTING_UP_BONES) )


Otherwise, it's only valid When a player is On a train in default code. :->

(FL_ONTRAIN = (1<<3) and so is EFL_SETTING_UP_BONES)

-- 
-Tony
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Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony &quot;omega&quot; Sergi
http://youtu.be/Zl1K4Ep9jVg
That was mine. I'm sure i have the code laying around somewhere.
Also, I did an alien swarm implementation as well, i'll look around for it,
if need be.
After thinking about this, I want to revise the whole thing some more with
some other tricks that I've learned over the past 2 years :->


On Wed, May 23, 2012 at 6:13 AM, Psy_Commando  wrote:

> Woops, thanks, I didn't think about that ..
> Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The
> only think left to fix is the bullets appearing in weird places, with weird
> sizes. :
> http://www.youtube.com/watch?v=xFKhODC1j34
> Its the blue wireframe mesh, that appears behind the player..
>
> Here's my rendering code, Its all bits from the C_BaseAnimating code. I
> suspect its my transform that's wrong, because I don't really know what
> that matrix is supposed to contain..
>
>
> On Tue, May 22, 2012 at 4:34 AM, Tony "omega" Sergi 
> wrote:
>
>> .. Make an AutoGameSystem.
>>
>>
>>
>> On Tue, May 22, 2012 at 2:17 PM, Psy_Commando wrote:
>>
>>> Finally got it to work, the server part at least. For some obscure
>>> reasons, my manager entity spawns only on the server, the client-side part
>>> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>>>
>>>
>>> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi >> > wrote:
>>>
>>>> The point of this system is so that you DON'T have to network anything.
>>>> You don't create an entity, and you don't network any information.
>>>> If you start doing that, you might as well just make entities, and do
>>>> it the same as usual, as you then lose the whole point.
>>>>
>>>> In theory, you could just make one entity for using the render handle,
>>>> it just becomes messy to maintain, but I had thought of doing the same
>>>> thing.
>>>> -Tony
>>>>
>>>>
>>>>
>>>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando wrote:
>>>>
>>>>> Thanks for the answer.
>>>>>
>>>>> But after looking at that solution, I have a few more questions:
>>>>> Any ideas on how to network an array of structs with their own
>>>>> sendtables ? I want to network the bullet info struct for each bullets 
>>>>> from
>>>>> the server to the client.
>>>>>
>>>>> And, instead of creating many client entities, can I just have one,
>>>>> with multiple models ? I saw I could call the model renderer with model
>>>>> data.
>>>>>
>>>>> Also, what do you mean Adam by "assigning the sprites your particle
>>>>> manager"?
>>>>>
>>>>>
>>>>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi <
>>>>> omegal...@gmail.com> wrote:
>>>>>
>>>>>> I did something similar to this in Project Valkyrie for all
>>>>>> projectiles that don't need special functionality like seeking.
>>>>>> Essentailly I have a manager that runs on both the client and the
>>>>>> server, which handles the projectiles moving and doing traces for damage
>>>>>> etc, and the client handles the visual representation.
>>>>>> You still have to create a client-side entity for each projectile if
>>>>>> you want to display a model though.
>>>>>>
>>>>>> Additionally, I have a system in the gamerules that networks a
>>>>>> projectile index to keep them in sync; Every projectile when it's created
>>>>>> is then assigned the same ID ( ie: when a client projectile is created in
>>>>>> prediction, it gets the new ID from the networked gamerules list) which 
>>>>>> the
>>>>>> server also pulls from. Eventually this number gets cycled back down.
>>>>>> Then when the client receives an event from the server saying the
>>>>>> projectile has impacted, it has an ID so that it knows which one to
>>>>>> terminate.
>>>>>>
>>>>>> This system works really well, and if you're not using a lot of model
>>>>>> based projectiles, or insane particle effects, it's capable to have
>>>>>> thousands of projectiles active without any major perf hit.
>>>>>> Unfortunately, in 

Re: [hlcoders] Is this possible ?

2012-05-22 Thread Tony &quot;omega&quot; Sergi
.. Make an AutoGameSystem.


On Tue, May 22, 2012 at 2:17 PM, Psy_Commando  wrote:

> Finally got it to work, the server part at least. For some obscure
> reasons, my manager entity spawns only on the server, the client-side part
> doesn't spawn at all, even if I create it with CBaseEntity::Create ...
>
>
> On Sun, May 20, 2012 at 9:29 PM, Tony "omega" Sergi 
> wrote:
>
>> The point of this system is so that you DON'T have to network anything.
>> You don't create an entity, and you don't network any information.
>> If you start doing that, you might as well just make entities, and do it
>> the same as usual, as you then lose the whole point.
>>
>> In theory, you could just make one entity for using the render handle, it
>> just becomes messy to maintain, but I had thought of doing the same thing.
>> -Tony
>>
>>
>>
>> On Mon, May 21, 2012 at 9:44 AM, Psy_Commando wrote:
>>
>>> Thanks for the answer.
>>>
>>> But after looking at that solution, I have a few more questions:
>>> Any ideas on how to network an array of structs with their own
>>> sendtables ? I want to network the bullet info struct for each bullets from
>>> the server to the client.
>>>
>>> And, instead of creating many client entities, can I just have one, with
>>> multiple models ? I saw I could call the model renderer with model data.
>>>
>>> Also, what do you mean Adam by "assigning the sprites your particle
>>> manager"?
>>>
>>>
>>> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi >> > wrote:
>>>
>>>> I did something similar to this in Project Valkyrie for all projectiles
>>>> that don't need special functionality like seeking.
>>>> Essentailly I have a manager that runs on both the client and the
>>>> server, which handles the projectiles moving and doing traces for damage
>>>> etc, and the client handles the visual representation.
>>>> You still have to create a client-side entity for each projectile if
>>>> you want to display a model though.
>>>>
>>>> Additionally, I have a system in the gamerules that networks a
>>>> projectile index to keep them in sync; Every projectile when it's created
>>>> is then assigned the same ID ( ie: when a client projectile is created in
>>>> prediction, it gets the new ID from the networked gamerules list) which the
>>>> server also pulls from. Eventually this number gets cycled back down.
>>>> Then when the client receives an event from the server saying the
>>>> projectile has impacted, it has an ID so that it knows which one to
>>>> terminate.
>>>>
>>>> This system works really well, and if you're not using a lot of model
>>>> based projectiles, or insane particle effects, it's capable to have
>>>> thousands of projectiles active without any major perf hit.
>>>> Unfortunately, in Valkyrie, some of the effects are a little heavy, and
>>>> due to the development time taken, they were never really optimized, so
>>>> Valkyrie still hits a rendering bottleneck with them.
>>>>
>>>> I had done another test for simulating just "bullets" (only the impact
>>>> rendering, and occasionally a tracer if desired) for a properly simulated
>>>> ballistic system, it worked quite well, but I never rolled it out into any
>>>> production environment, as nothing I have ever worked on has really needed
>>>> it. It still has some issues with losing synchronization over drastic angle
>>>> changes, but it performs extremely well.
>>>> -Tony
>>>>
>>>>
>>>> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando wrote:
>>>>
>>>>> Hello, I was wondering if it was possible to use the technique the
>>>>> left4dead devs used for the infected, to handle non hitscan bullets ?
>>>>> The technique I'm talking about was referenced in an article on the
>>>>> vdc :
>>>>> "If you're creating lots of individual objects all the time, consider
>>>>> rolling them all into a single manager entity. This is how Left 4 Dead
>>>>> handles huge numbers of infected: they are all "finger puppets" of the
>>>>> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>>>>>
>>>>> Essentially I'd want to create simple "entiti

Re: [hlcoders] Is this possible ?

2012-05-20 Thread Tony &quot;omega&quot; Sergi
The point of this system is so that you DON'T have to network anything.
You don't create an entity, and you don't network any information.
If you start doing that, you might as well just make entities, and do it
the same as usual, as you then lose the whole point.

In theory, you could just make one entity for using the render handle, it
just becomes messy to maintain, but I had thought of doing the same thing.
-Tony


On Mon, May 21, 2012 at 9:44 AM, Psy_Commando  wrote:

> Thanks for the answer.
>
> But after looking at that solution, I have a few more questions:
> Any ideas on how to network an array of structs with their own sendtables
> ? I want to network the bullet info struct for each bullets from the server
> to the client.
>
> And, instead of creating many client entities, can I just have one, with
> multiple models ? I saw I could call the model renderer with model data.
>
> Also, what do you mean Adam by "assigning the sprites your particle
> manager"?
>
>
> On Sun, May 20, 2012 at 1:26 AM, Tony "omega" Sergi 
> wrote:
>
>> I did something similar to this in Project Valkyrie for all projectiles
>> that don't need special functionality like seeking.
>> Essentailly I have a manager that runs on both the client and the server,
>> which handles the projectiles moving and doing traces for damage etc, and
>> the client handles the visual representation.
>> You still have to create a client-side entity for each projectile if you
>> want to display a model though.
>>
>> Additionally, I have a system in the gamerules that networks a projectile
>> index to keep them in sync; Every projectile when it's created is then
>> assigned the same ID ( ie: when a client projectile is created in
>> prediction, it gets the new ID from the networked gamerules list) which the
>> server also pulls from. Eventually this number gets cycled back down.
>> Then when the client receives an event from the server saying the
>> projectile has impacted, it has an ID so that it knows which one to
>> terminate.
>>
>> This system works really well, and if you're not using a lot of model
>> based projectiles, or insane particle effects, it's capable to have
>> thousands of projectiles active without any major perf hit.
>> Unfortunately, in Valkyrie, some of the effects are a little heavy, and
>> due to the development time taken, they were never really optimized, so
>> Valkyrie still hits a rendering bottleneck with them.
>>
>> I had done another test for simulating just "bullets" (only the impact
>> rendering, and occasionally a tracer if desired) for a properly simulated
>> ballistic system, it worked quite well, but I never rolled it out into any
>> production environment, as nothing I have ever worked on has really needed
>> it. It still has some issues with losing synchronization over drastic angle
>> changes, but it performs extremely well.
>> -Tony
>>
>>
>> On Sun, May 20, 2012 at 1:35 PM, Psy_Commando wrote:
>>
>>> Hello, I was wondering if it was possible to use the technique the
>>> left4dead devs used for the infected, to handle non hitscan bullets ?
>>> The technique I'm talking about was referenced in an article on the vdc :
>>> "If you're creating lots of individual objects all the time, consider
>>> rolling them all into a single manager entity. This is how Left 4 Dead
>>> handles huge numbers of infected: they are all "finger puppets" of the
>>> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>>>
>>> Essentially I'd want to create simple "entities" for each bullets and
>>> have them handled by a manager entity. But I was also wondering how to get
>>> the simple entities to transmit to the client, along with their data ?
>>>
>>> The main reason I want to do this is because I have a lot of sprite
>>> based projectiles to handle.
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>
>>>
>>>
>>
>>
>> --
>> -Tony
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
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>
>
>


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Re: [hlcoders] Is this possible ?

2012-05-19 Thread Tony &quot;omega&quot; Sergi
I did something similar to this in Project Valkyrie for all projectiles
that don't need special functionality like seeking.
Essentailly I have a manager that runs on both the client and the server,
which handles the projectiles moving and doing traces for damage etc, and
the client handles the visual representation.
You still have to create a client-side entity for each projectile if you
want to display a model though.

Additionally, I have a system in the gamerules that networks a projectile
index to keep them in sync; Every projectile when it's created is then
assigned the same ID ( ie: when a client projectile is created in
prediction, it gets the new ID from the networked gamerules list) which the
server also pulls from. Eventually this number gets cycled back down.
Then when the client receives an event from the server saying the
projectile has impacted, it has an ID so that it knows which one to
terminate.

This system works really well, and if you're not using a lot of model based
projectiles, or insane particle effects, it's capable to have thousands of
projectiles active without any major perf hit.
Unfortunately, in Valkyrie, some of the effects are a little heavy, and due
to the development time taken, they were never really optimized, so
Valkyrie still hits a rendering bottleneck with them.

I had done another test for simulating just "bullets" (only the impact
rendering, and occasionally a tracer if desired) for a properly simulated
ballistic system, it worked quite well, but I never rolled it out into any
production environment, as nothing I have ever worked on has really needed
it. It still has some issues with losing synchronization over drastic angle
changes, but it performs extremely well.
-Tony


On Sun, May 20, 2012 at 1:35 PM, Psy_Commando  wrote:

> Hello, I was wondering if it was possible to use the technique the
> left4dead devs used for the infected, to handle non hitscan bullets ?
> The technique I'm talking about was referenced in an article on the vdc :
> "If you're creating lots of individual objects all the time, consider
> rolling them all into a single manager entity. This is how Left 4 Dead
> handles huge numbers of infected: they are all "finger puppets" of the
> director."(https://developer.valvesoftware.com/wiki/Entity_limit )
>
> Essentially I'd want to create simple "entities" for each bullets and have
> them handled by a manager entity. But I was also wondering how to get the
> simple entities to transmit to the client, along with their data ?
>
> The main reason I want to do this is because I have a lot of sprite based
> projectiles to handle.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-15 Thread Tony &quot;omega&quot; Sergi
It's probably your movement type.
If you're simulating with vphysics, then you've gotta use either
applyvelocityimpulse or make a motion controller to apply the velocity
properly.
if you're not using movetype_vphysics then SetAbsVelocity should work with
for example MOVETYPE_NOCLIP or MOVETYPE_FLY.


On Wed, May 16, 2012 at 1:31 PM, Psy_Commando  wrote:

> Alright, I think I fixed some of the problem. It still jitters from time
> to time, but if you're lucky it won't do it at all.. Thanks for the help
> this far guys.
>
> The problem was that the new origin and velocity weren't matching. on the
> server itself during the same frame.
>
> But I still don't get it ... For some reasons if I set a velocity and then
> change the origin, the velocity will be applied 2x times to the entity,
> making it move very fast :
>
>> SetAbsVelocity( Vel );
>>
> SetAbsOrigin( GetAbsOrigin() + Vel );
>>
>
> If I just set the velocity and not the origin, no movement at all:
>
>> SetAbsVelocity( Vel );
>
>
>  If I calculate my new origin, by adding a velocity I computed to the
> current origin, the plane move a the right speed but the velocity stays at
> 0 evidently, causing issue with any velocity based method ...
>
>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>
>
> Does anybody knows what's applying the velocity, and why it doesn't apply
> it when the vehicle origin isn't changed ?
>
>
>
> On Thu, May 3, 2012 at 11:59 PM, Nick  wrote:
>
>> Hard to believe a free sdk such as ALIEN SWARM is going to get any
>> complaints if the code is buggy to begin with..I feel sorry for
>> commando.because without him uploading aworking sdk with the
>> problem, there is no way for someone to help him fix it.
>>
>> On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk 
>> wrote:
>> > Nick, ppl only need that piece of specific code sometimes, the rest can
>> just
>> > be discussed on points of interest. Which is what this mailing list is
>> for.
>> > Nobody will upload a full working codebox to test it out, as the
>> snippet of
>> > relevant code is the only part thats interesting to the case.
>> >
>> > He's only looking for pointers and idea's. That way he finds new places
>> to
>> > explore in relation to the problem.
>> >
>> > Uploading the complete edited kit where he has a problem with solves
>> > nothing. For 99. % of all that is not relevant, not even
>> withstanding
>> > that uploading a SDK is against terms most probably of the SDK. He
>> stated
>> > that he used a certain SDK, and that his relevant snippet of code is on
>> a
>> > certain place. Thats all thats needed really.
>> >
>> > 
>> > From: Nick 
>> > To: Discussion of Half-Life Programming <
>> hlcoders@list.valvesoftware.com>
>> > Sent: Thursday, 3 May 2012, 6:34
>> >
>> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>> >
>> > Everything would be solved if there was a working demo of the problem.
>> > If a random person can't download and reproduce the problem in one or
>> > two clicks... then... not going to be solved.
>> >
>> > Please give us an exact copy of the sdk u are using. so there is no
>> > doubt we can reproduce the problem exactly. that is the only way it
>> > will be fixed, ever.
>> >
>> > On Wed, May 2, 2012 at 4:50 AM, Saul Rennison 
>> > wrote:
>> >> Don't worry Tony, he'll ignore you again, and ask for the next week
>> what's
>> >> still wrong.
>> >>
>> >>
>> >> On Wednesday, May 2, 2012, Tony "omega" Sergi wrote:
>> >>>
>> >>> Like i said in the first place.. it's only simulating properly on ONE
>> >>> SIDE. which is why you're jittering.
>> >>> I'm sorry I don't have time to actually play with it for you, but if
>> you
>> >>> listen to me that should get you on the right track.
>> >>> the client side is running it's update code as it should, but the
>> server
>> >>> is not moving. so the client is "fighting" with the networked values.
>> >>>
>> >>> On Wed, May 2, 2012 at 1:40 PM, Psy_Commando 
>> >>> wrote:
>> >>>
>> >>> *I meant in MP with predictions off
>> >>>
>> >>>
>> >>&

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-01 Thread Tony &quot;omega&quot; Sergi
gt;>>
>>>>>>>> You're sure about that ? you're the first person to tell me that.
>>>>>>>> Besides, I can't connect to a dedicated server on the same machine
>>>>>>>> for some reasons, it just timeouts, whether I use 127.0.0.1 or my local
>>>>>>>> network IP.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Sat, Apr 28, 2012 at 5:09 PM, Stephen Swires <
>>>>>>>> stephen.swi...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Like I said. Fake lag does not work properly on listen servers in
>>>>>>>>> ASW. You can check for any lag prediction issues by creating a local
>>>>>>>>> dedicated server and connecting to it, then fake lag works as 
>>>>>>>>> intended.
>>>>>>>>>  On Apr 28, 2012 8:32 PM, "Psy_Commando" 
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> I made some progress changing the base class's base class to
>>>>>>>>>> CBaseAnimating instead of CPhysicsPropMultiplayer, it fixed some of 
>>>>>>>>>> the
>>>>>>>>>> stuttering, but once you add lag with net_fakelag it does it again. 
>>>>>>>>>> I can't
>>>>>>>>>> find the reason why the origin differs between client and server 
>>>>>>>>>> though, at
>>>>>>>>>> a glance it looks like the client is slightly ahead in time compared 
>>>>>>>>>> to the
>>>>>>>>>> server.
>>>>>>>>>> If it can help, here's the base class :
>>>>>>>>>>
>>>>>>>>>> Client :
>>>>>>>>>> c_prop_sfr_vehicle.h - http://pastebin.com/tqUFNGQZ
>>>>>>>>>> c_prop_sfr_vehicle.cpp -http://pastebin.com/eCKcE3VX
>>>>>>>>>>
>>>>>>>>>> Server :
>>>>>>>>>> prop_sfr_vehicle.h - h <http://goog_156218657>
>>>>>>>>>> http://pastebin.com/zPb3HbEh
>>>>>>>>>> prop_sfr_vehicle.cpp - http://pastebin.com/5y1m0S89
>>>>>>>>>>
>>>>>>>>>> On Fri, Apr 27, 2012 at 11:18 AM, Joel R. wrote:
>>>>>>>>>>
>>>>>>>>>>> Nick, if you knew anything about coding, you'd be able to make
>>>>>>>>>>> it work fairly quickly.  He is not going to give you all the SDK 
>>>>>>>>>>> code
>>>>>>>>>>> prepped and ready.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Apr 26, 2012 at 11:17 PM, Nick wrote:
>>>>>>>>>>>
>>>>>>>>>>>> The code you posted certainly is impressive. I just can't find
>>>>>>>>>>>> an easy
>>>>>>>>>>>> way to put it in a sdk and run it? How to spawn the vech?
>>>>>>>>>>>>
>>>>>>>>>>>> Make an sdk with the files included that works, (with a working
>>>>>>>>>>>> copy
>>>>>>>>>>>> of the mod) and all of the code and send a link to valve.. I am
>>>>>>>>>>>> sure
>>>>>>>>>>>> they will help out.
>>>>>>>>>>>>
>>>>>>>>>>>> A single file isn't at all helpful compared to a working source
>>>>>>>>>>>> code
>>>>>>>>>>>> copy, and actual files and a 10 step list to "test" the exact
>>>>>>>>>>>> problem
>>>>>>>>>>>> you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE
>>>>>>>>>>>> IF U
>>>>>>>>>>>> WANT ANY HELP ON SUCH A MASSIVE "PROBLEM"..
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <
>>>>>>>>>>>> psycomma.

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-21 Thread Tony &quot;omega&quot; Sergi
As I said. looking at your prediction dump, it's not actually predicting
properly.
Either they're not updating at the same rate, or they're not running the
same code producing the same results.
see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg
notice in red, velocity is 0 0 0 that means
disabling VPhysicsUpdate is not the solution, as that means you break every
vphysics object. Look at what it's doing, it's getting it's position after
vphysics simulates and updating the entity.
so unless you're trying to make a purely client-authoritive ship, you can't
disable that without adding code to update the position from the client.



On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires wrote:

> It maybe worth mentioning that net_fakelag is broken on listen servers in
> Alien Swarm. It works on dedicated, however
>
>
> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando wrote:
>
>> I found what was causing the stuttering with 0 ping and in singleplayer.
>> I disabled this code in cbaseentity_shared :
>>
>>
>>>
>>> //-
>>> // Purpose: My physics object has been updated, react or extract data
>>>
>>> //-
>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics )
>>> {
>>> switch( GetMoveType() )
>>> {
>>> case MOVETYPE_VPHYSICS:
>>> {
>>> if ( GetMoveParent() )
>>> {
>>> Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating physics on
>>> object in hierarchy %s!\n", GetClassname());
>>> return;
>>> }
>>> Vector origin;
>>> QAngle angles;
>>>
>>> pPhysics->GetPosition( &origin, &angles );
>>>
>>> if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) ||
>>> !IsFinite( angles.x ) )
>>> {
>>> Msg( "Infinite angles from vphysics! (entity %s)\n",
>>> GetDebugName() );
>>> angles = vec3_angle;
>>> }
>>> #ifndef CLIENT_DLL
>>> Vector prevOrigin = GetAbsOrigin();
>>> #endif
>>>
>>> for ( int i = 0; i < 3; ++i )
>>> {
>>> angles[ i ] = AngleNormalize( angles[ i ] );
>>> }
>>>
>>> #ifndef CLIENT_DLL
>>> NetworkQuantize( origin, angles );
>>> #endif
>>>
>>> if ( origin.IsValid() )
>>> {
>>> SetAbsOrigin( origin );
>>> }
>>> else
>>> {
>>> Msg( "Infinite origin from vphysics! (entity %s)\n",
>>> GetDebugName() );
>>> }
>>> SetAbsAngles( angles );
>>>
>>> // Interactive debris converts back to debris when it comes
>>> to rest
>>> if ( pPhysics->IsAsleep() && GetCollisionGroup() ==
>>> COLLISION_GROUP_INTERACTIVE_DEBRIS )
>>> {
>>> SetCollisionGroup( COLLISION_GROUP_DEBRIS );
>>> }
>>>
>>> #ifndef CLIENT_DLL
>>> PhysicsTouchTriggers( &prevOrigin );
>>> PhysicsRelinkChildren(gpGlobals->frametime);
>>> #endif
>>> }
>>> break;
>>> .
>>> .
>>> .
>>> .
>>>
>>
>> However I still have stuttering when I set "net_fakelag" to anything > 0.
>> And its gets worst the higher the FPS...
>>
>
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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-20 Thread Tony &quot;omega&quot; Sergi
I haven't fully analyzed the code, but i was just thinking..
you're using alien swarm.. why use the sdk template for alien swarm for
what you want? use alien swarm itself, duplicate the marine and make the
duplicate a vehicle that flies instead of walks around.
alien swarm already has the 'predicted player controlled other entity'

-Tony


On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando  wrote:

> Predictions are on. Also I think this may not be entirely attributable to
> ASW. I found in one of my old vids that the stuttering in vehicles wasn't
> present in my early vids, the hl2 buggy worked before, I guess I must have
> broken something somewhere. I wonder what though...
> The template SDK for alien swarm by Doplhur seems to have the same
> problem, the jeep is doing the same thing.
>
> I printed the velocity of the client and server to the hud, and they're
> identical, cl_pclass isn't reporting the velocity correctly for some
> reasons...
> Also here's the full code, some of it is from Eternal Silence, its pretty
> messy though. : http://pastebin.com/eMcKh1YL
>
> I used a CPhysicsPropMultiplayer as the base prop, because the other prop
> types made even weirder stuff.
>
>
> On Thu, Apr 19, 2012 at 11:40 PM, Tony "omega" Sergi 
> wrote:
>
>> I can't remember by reading that output, without seeing your code, but
>> the prediction dump is showing that the entity is 0 0 0 on either the
>> server or client.
>> ie: it's only moving on one, and not both.
>>
>> That's your jitter.
>> -Tony
>>
>>
>>
>>
>> On Fri, Apr 20, 2012 at 9:41 AM, Joel R.  wrote:
>>
>>> Well, you have to make sure prediction is turned on.  If prediction is
>>> off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be
>>> updating the Origin/Angles/Velocity, and you end up having this struggle
>>> between server updating your position and you updating it on the
>>> clientside.
>>>
>>> On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando wrote:
>>>
>>>> Well its an entity that exist on both client and server. I'll use it in
>>>> mp so making it clientside isn't an option.
>>>>
>>>> On Thu, Apr 19, 2012 at 8:28 PM, Joel R.  wrote:
>>>>
>>>>> Did you create this entity on the server?
>>>>>
>>>>> There is a lot of code the client player class does to make prediction
>>>>> work.  I'd recommend just creating a clientside entity and manipulate 
>>>>> that,
>>>>> not the one from server.
>>>>>
>>>>>
>>>>> On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando 
>>>>> wrote:
>>>>>
>>>>>> Found out why, the server ent returned false for IsPredicted() .
>>>>>>
>>>>>> The plane is still jittery though, but here is the dump i get while
>>>>>> moving : http://dl.dropbox.com/u/13343993/abox0003.jpg
>>>>>> It would seem velocity differs, along with a few others.
>>>>>>
>>>>>>
>>>>>> On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando 
>>>>>> wrote:
>>>>>>
>>>>>>> Wait, it worked with "weapon_smg1" but it doesn't work with my
>>>>>>> entity..
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris <
>>>>>>> char...@resrchnet.com> wrote:
>>>>>>>
>>>>>>>> It should be like for instance
>>>>>>>>
>>>>>>>> ** **
>>>>>>>>
>>>>>>>> **-  **cl_pclass prop_physics or cl_pclass weapon_crossbow*
>>>>>>>> ***
>>>>>>>>
>>>>>>>> ** **
>>>>>>>>
>>>>>>>> Also make sure that developer convar is set to at least 1. 
>>>>>>>>
>>>>>>>> ** **
>>>>>>>>
>>>>>>>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>>>>>>>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *
>>>>>>>> Psy_Commando
>>>>>>>> *Sent:* Thursday, April 19, 2012 4:15 PM
>>>>>>>>
>>>>>>>> *To:* Discussion of Half-Life Programming
>>>>>>>> *Subjec

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Tony &quot;omega&quot; Sergi
I can't remember by reading that output, without seeing your code, but the
prediction dump is showing that the entity is 0 0 0 on either the server or
client.
ie: it's only moving on one, and not both.

That's your jitter.
-Tony



On Fri, Apr 20, 2012 at 9:41 AM, Joel R.  wrote:

> Well, you have to make sure prediction is turned on.  If prediction is
> off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be
> updating the Origin/Angles/Velocity, and you end up having this struggle
> between server updating your position and you updating it on the
> clientside.
>
> On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando wrote:
>
>> Well its an entity that exist on both client and server. I'll use it in
>> mp so making it clientside isn't an option.
>>
>> On Thu, Apr 19, 2012 at 8:28 PM, Joel R.  wrote:
>>
>>> Did you create this entity on the server?
>>>
>>> There is a lot of code the client player class does to make prediction
>>> work.  I'd recommend just creating a clientside entity and manipulate that,
>>> not the one from server.
>>>
>>>
>>> On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando wrote:
>>>
 Found out why, the server ent returned false for IsPredicted() .

 The plane is still jittery though, but here is the dump i get while
 moving : http://dl.dropbox.com/u/13343993/abox0003.jpg
 It would seem velocity differs, along with a few others.


 On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando wrote:

> Wait, it worked with "weapon_smg1" but it doesn't work with my entity..
>
>
> On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris <
> char...@resrchnet.com> wrote:
>
>> It should be like for instance
>>
>> ** **
>>
>> **-  **cl_pclass prop_physics or cl_pclass weapon_crossbow***
>> *
>>
>> ** **
>>
>> Also make sure that developer convar is set to at least 1. 
>>
>> ** **
>>
>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
>> *Sent:* Thursday, April 19, 2012 4:15 PM
>>
>> *To:* Discussion of Half-Life Programming
>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
>>
>> ** **
>>
>> I tried cl_pclass with the class name, but nothing happens.
>>
>> Also, after a few minutes of messing around I get this assert :
>> src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
>> CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) <
>> cellEpsilon
>> swarm.exe has triggered a breakpoint
>>
>> On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris <
>> char...@resrchnet.com> wrote:
>>
>> cl_pclass classname
>>
>>  
>>
>> run that with your ship classname and you get a nice easy to read
>> debug gui to see what predicted variables are off for all predicted parts
>> of that entitytype. I only used it on an entity type I have 1 instance of
>> so not sure what behavior occurs if you have many of em.
>>
>>  
>>
>> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
>> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
>> *Sent:* Thursday, April 19, 2012 12:37 PM
>> *To:* Discussion of Half-Life Programming
>> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
>>
>>  
>>
>> Well, it would seem this is a Alien Swarm related issue.. Even the
>> hl2 jeep is having the same problem.
>>
>> On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando 
>> wrote:
>>
>> Its called in the shared ProcessMovement method.I assume that method
>> is called at the same time on client and server..
>>
>>  
>>
>> On Tue, Apr 17, 2012 at 5:40 PM, Joel R.  wrote:
>> 
>>
>> Where are you running this simulation code?  You need to make sure
>> it's in a location that is sync'd with the server.
>>
>> Also, I would not use GetNetworkOrigin, as I have seen it can become
>> too jittery, use GetLocalOrigin instead.  
>>
>> ** **
>>
>> On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando 
>> wrote:
>>
>> Doesn't the client interpolate automatically ? I thought that was
>> what the Network origin was for.
>> Anyways, I'm not really sure what they did but here's the handling
>> code I'm using, its mostly code made by the Eternal Silence guys modified
>> to fit.
>> http://pastebin.com/6kVZJxiD
>>
>> I think they basically just use vphysics for collisions, they rotate
>> the angles and velocity directly to steer the craft.
>>
>> And also FakeJitter should be 0, I never changed it.
>>
>>  
>>
>> On Tue, Apr 17, 2012 at 4:58 PM, Joel R.  wrote:
>> 
>>
>> Also, when you added fakelag to reach about 300 pi

[hlcoders] Bug with BloomScale

2012-03-29 Thread Tony &quot;omega&quot; Sergi
Minh discovered a *really silly* copy and paste mistake that I made in 2008:

inside *viewpostprocess.cpp* --
static float GetCurrentBloomScale( void )
{
*--snip--*
//Tony; in multiplayer, get the local player etc.
if ( (pLocalPlayer != NULL && pLocalPlayer->m_Local.m_
TonemapParams.m_flAutoExposureMin > 0.0f) )
{
flCurrentBloomScale =
pLocalPlayer->m_Local.m_TonemapParams.m_flAutoExposureMin;
}
*--snip--*
}

that should be using *m_TonemapParams.m_flBloomScale* not autoexposure ;(

Sorry guys.


-- 
-Tony
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Re: [hlcoders] Rotation on the player's local axes

2012-03-04 Thread Tony &quot;omega&quot; Sergi
 a result of the player's orientation twisting
>>>> at the instant the player looks straight up/down.
>>>>
>>>> Below is a part of a log showing the changes in viewangle as I pitch
>>>> down through pitch=90 (as shown in my youtube video).
>>>>
>>>> 88.025864 0.00 0.00
>>>> 88.136208 0.00 0.00
>>>> 88.278770 0.00 0.00
>>>> 88.421890 0.00 0.00
>>>> 88.531670 0.00 0.00
>>>> 88.683762 0.00 0.00
>>>> 88.784576 0.00 0.00
>>>> 88.976646 0.00 0.00
>>>> 89.037476 0.00 0.00
>>>> 89.261894 0.00 0.00
>>>> 89.290375 0.00 0.00
>>>> 89.522987 0.00 0.00
>>>> 89.543274 0.00 0.00
>>>> 89.787949 0.00 0.00
>>>> 89.796173 0.00 0.00
>>>> 89.950935 -0.00 0.00
>>>> 89.989258 -0.00 0.00
>>>> 89.796158 180.00 180.00
>>>> 89.639793 -180.00 -180.00
>>>> 89.543274 180.00 180.00
>>>> 89.290382 -180.00 -180.00
>>>> 89.266182 180.00 180.00
>>>> 89.037491 -180.00 -180.00
>>>> 88.784592 180.00 180.00
>>>> 88.531693 -180.00 -180.00
>>>> 88.334381 180.00 180.00
>>>> 88.278809 -180.00 -180.00
>>>> 88.025909 180.00 180.00
>>>>
>>>> The sudden yaw and roll change to +/-180 is probably what is causing
>>>> the hitch. The motion blur is creating a blur effect as if the player is
>>>> spinning for an instant. How to get around this, I am not sure.
>>>>
>>>>
>>>> Here's my current code in in_joystick.cpp's JoyStickMove() function:
>>>>
>>>> //###
>>>>
>>>> Vector vec_for, vec_rt, vec_up, vec_for_out, vec_rt_out, vec_up_out;
>>>>  Quaternion viewangles_q, turn_q, look_q, roll_q, qTemp, qDelta,
>>>> qResult, viewangles_q_out;
>>>>
>>>> AngleVectors(viewangles, &vec_for, &vec_rt, &vec_up);
>>>>
>>>> //Converting the current viewangles to a Quaternion (viewangles_q).
>>>> RadianEuler viewangles_euler(viewangles);
>>>> AngleQuaternion(viewangles_euler, viewangles_q);
>>>>
>>>> //Build a set of quaternion transforms that rotate around
>>>> corresponding axes in local space by corresponding angles.
>>>> // NOTE: non-unit vectors will bias the resulting rotation angle
>>>> (but not the axis)
>>>>
>>>> VectorNormalize(vec_up);
>>>> AxisAngleQuaternion(vec_up, turn_angle, turn_q);
>>>> VectorNormalize(vec_rt);
>>>> AxisAngleQuaternion(vec_rt, look_angle, look_q);
>>>> VectorNormalize(vec_for);
>>>> AxisAngleQuaternion(vec_for, roll_angle, roll_q);
>>>>
>>>> //Combine Quaternions.
>>>> QuaternionMult(look_q, turn_q, qTemp);
>>>> QuaternionMult(qTemp, roll_q, qDelta);
>>>>
>>>> //Slerp
>>>> QuaternionSlerp(viewangles_q, qDelta, 1.0, qResult);
>>>>
>>>> //Applying the Quaternion rotation.
>>>> QuaternionMult(qResult, viewangles_q, viewangles_q_out);
>>>>
>>>> //Converting Quaternion into a QAngle for
>>>> engine->SetViewAngles(viewangles_out)
>>>> QAngle viewangles_out;
>>>> QuaternionAngles(viewangles_q_out, viewangles_out);
>>>>
>>>> COM_Log("viewangle_hitch.txt", "%2f %2f %2f \n", viewangles_out.x,
>>>> viewangles_out.y, viewangles_out.z);
>>>>
>>>> if (viewangles_out[PITCH] > 180)
>>>> {
>>>> viewangles_out[PITCH] -= 360;
>>>> }
>>>> else if (viewangles_out[PITCH] < -180)
>>>> {
>>>> viewangles_out[PITCH] += 360;
>>>> }
>>>>
>>>> if (viewangles_out[YAW] > 180)
>>>> {
>>>> viewangles_out[YAW] -= 360;
>>>> }
>>>> else if (viewangles_out[YAW] < -180)
>>>> {
>>>> viewangles_out[YAW] += 360;
>>>> }
>>>>
>>>> if (viewangles_out[ROL

Re: [hlcoders] Rotation on the player's local axes

2012-03-01 Thread Tony &quot;omega&quot; Sergi
This actually will work in Source, as the input/view stuff is basically
identical:
http://articles.thewavelength.net/269/
-Tony


On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie  wrote:

> Thanks Joel! I'll also try out your method when I get home. I'll keep
> everyone posted on my results.
>
> Thanks!
>
>
>
> On Thu, Mar 1, 2012 at 11:12 AM, Joel R.  wrote:
>
>> Quaternion.h
>> http://pastebin.com/hxTBab3T
>>
>> Quaternion.cpp
>> http://pastebin.com/2WizAewD
>>
>> Quaternion Rotation Formulas (Yaw/Pitch/Roll)
>> http://pastebin.com/BHRvcbCG
>>
>> I got most of the quaternion stuff from Ogre engine and converted to work
>> on Source Engine.  The functions you will be interested in using are
>> FromRotationMatrix, ToRotationMatrix, AxisAngle, ToAxisAngle,
>> GetRotationTo, ToAxes, Slerp, GetAngles, GetMatrix
>>
>> So basically you'll do what's below: (this is psuedocode, function names
>> are not exact!)
>>
>>
>> Quat current, target;
>> current.FromRotationMatrix( ent->EntityWorldTransform() );
>>
>> target = current;
>> target = yaw( target, 10 ); //10 degrees to the right, this function is
>> not part of Quat class for some reason
>>
>> current = Slerp( current, target, 0.2 ); //This is only 20%, you'll need
>> to calculate the angle difference between current/target, and then move
>> based on your angles per second speed.
>>
>> matrix3x4_t newRot;
>> current.ToRotationMatrix( newRot );
>> ent->SetWorldTransform( newRot );
>>
>>
>>
>> Enjoy!
>>
>>
>>
>>
>>
>>
>> On Thu, Mar 1, 2012 at 12:46 PM, Joel R.  wrote:
>>
>>> The quaternion calculations you're doing are similar to just
>>> manipulating the Euler Angles, which cause Gimbal Lock.
>>>
>>> The way I did it in my flight simulation is to create a Current
>>> Quaternion (from the starting Matrix Transformation when user spawns) and
>>> Target Quaternion (where they want to rotate to).  I also used some
>>> formulas to rotate the quaternion in the individual yaw/pitch/roll
>>> orientations, I recommend googling for these formulas.  I then used the
>>> Slerp formula to animate from the Current quaternion to the Target
>>> quaternion. Slerp will avoid Gimbal-Lock entirely, which is very neat.
>>>
>>> After you do those calculations, just convert the new Current Quaternion
>>> into a Matrix Transformation and set the Entity to take that transform.
>>>
>>> I've used this to control the entity rotation as well as the camera, it
>>> allows you to do some pretty nifty tricks.
>>>
>>> I'll look for the code, if I still have it, and I'll post it here for
>>> you.  Or if you figure out, please post a video =D
>>>
>>> Regards,
>>>
>>> Joel
>>>
>>>
>>>
>>> On Thu, Mar 1, 2012 at 11:55 AM, Minh  wrote:
>>>
  You can try spitting out the results to a file so you can observe the
 hitch more closely.
 Look for a function called COM_Log

 COM_Log ( "viewangle_hitch.txt", "%.2f  %.2f  %.2f  \n",
 viewangles.x, viewangles.y, viewangles.z );

 On 3/1/2012 3:55 AM, Craig Louie wrote:

 Thanks for the reply Saul. I hadn't thought of disabling prediction. I
 just gave it a shot. I changed to "engine->ClientCmd( "cl_predict 0" );" in
 cdll_client_int.cpp. With another test, the unsmooth rotation when looking
 straight up/down still occurs.

 My main theories at this point:
 1) Something is occurring in VectorAngles(vec_for_out, vec_up_out,
 viewangles) to cause this. VectorAngles() might not produce straight
 up/down Euler angles properly - choking because of aliasing perhaps? This
 is a big guess because I don't know the inner workings of VectorAngles().
 2) There is some code somewhere else that is conflicting with the full,
 unclamped rotation I've implemented. I've tried to remove all instances of
 pitch clamping, for example. But I may have missed something. Also, it's
 possible mouse rotation is somehow conflicting with my changes to joystick
 rotation.

 Here's a video of the issue I'm seeing. It happens a few times in the
 video. You'll see it happen the first time at about 11 seconds in when the
 text on the floor twists/shakes.
 http://www.youtube.com/watch?v=PLN641Qsn08

 Thanks!



 On Wed, Feb 29, 2012 at 11:34 PM, Saul Rennison <
 saul.renni...@gmail.com> wrote:

> The hitching is most likely something trying to revert your angle
> changes (I.e. in prediction). Have you tried disabling prediction?
>
>
> On Thursday, March 1, 2012, Craig Louie wrote:
>
>> Hello Coders,
>>
>> I'm trying to create a space flight combat game with the Source SDK.
>> Currently, I am trying to achieve rotation around the player's local axes
>> for airplane-like pitch, yaw and roll. Below is the code I'm using to try
>> to implement full 3D rotation. I'm running into a problem where the
>> player's view twists and hitches unsmoothly when the player looks 
>> straight
>> up or straight dow

Re: [hlcoders] npcs not shooting their guns

2011-11-27 Thread Tony &quot;omega&quot; Sergi
and i'm pretty sure both of them are by the soldier trying to fire the gun.


On Mon, Nov 28, 2011 at 7:37 AM, Psy_Commando  wrote:

> They are holding a weapon, its just underground.
>
> About the errors, I don't know, those are asserts mostly having to do with
> the stunstick and the combine soldier model.
>
> These 2 are repeated infinitely :
> "
> e:\project sfr local\asw_sfr\src\game\client\clientleafsystem.cpp (2315) :
> Assertion Failed: VectorsAreEqual( vecTestMaxs, pInfo->m_vecAbsMaxs, 1e-3 )
> e:\project sfr local\asw_sfr\src\game\server\baseanimating.cpp (1960) :
> Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object
> comb1
> "
> But I'm pretty sure its some kind of conflict in the ai or weapon.
>
> On Sun, Nov 27, 2011 at 4:43 PM, Tony "omega" Sergi 
> wrote:
>
>> I'm not entirely sure because it was hard to read, but if you fix all of
>> the errors in the console spam, you might solve your issue...
>>
>>
>>
>> On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando wrote:
>>
>>> yeah, they have smg1
>>>
>>>
>>> On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison 
>>> wrote:
>>>
>>>> Do they even have their weapon equipped?
>>>>
>>>>
>>>> Kind regards,
>>>> *Saul Rennison*
>>>>
>>>
>>
>> ___
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>> please visit:
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>>
>>
>>
>
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>
>
>


-- 
-Tony
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Re: [hlcoders] npcs not shooting their guns

2011-11-27 Thread Tony &quot;omega&quot; Sergi
I'm not entirely sure because it was hard to read, but if you fix all of
the errors in the console spam, you might solve your issue...


On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando  wrote:

> yeah, they have smg1
>
>
> On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison wrote:
>
>> Do they even have their weapon equipped?
>>
>>
>> Kind regards,
>> *Saul Rennison*
>>
>
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Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Tony &quot;omega&quot; Sergi
Thought of that too, but if you look at his "blog" for his "space racer"
game, he talks similar to how he does here.

On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando wrote:

> Its a chatterbot.
> It probably parsed the hlcoder archives and is spewing semi cohesive
> sentences related to the discussions. Like Jan said.
>
> Could be useful for brainstorming though...
>
> On Sat, Oct 29, 2011 at 10:53 PM, Tony "omega" Sergi 
> wrote:
>
>> This is the one and only time that i'm going to reply to anything you've
>> said,
>>
>> *Pro-Tip*: Don't Post here when you're High.
>> You make no sense 100% of the time.
>>
>> -Tony
>>
>>
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Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-29 Thread Tony &quot;omega&quot; Sergi
This is the one and only time that i'm going to reply to anything you've
said,

*Pro-Tip*: Don't Post here when you're High.
You make no sense 100% of the time.

-Tony


On Sun, Oct 30, 2011 at 5:11 AM, Sam  wrote:

> just thought of this...one 'new' game based on tf2 might be simply modding
> the #s for the user.
>
> One option is increasing hitpoints and decreasing dmg for longer battles
>
>
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Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Tony &quot;omega&quot; Sergi
And to be clear, that's right click -:> Run As administrator.

Mflux had the same problem, and this was what fixed it.
Of course this is all under the assumption that you're running a version of
windows that has UAC.


On Sat, Sep 17, 2011 at 6:24 PM, Tony "omega" Sergi wrote:

> Did you even try it?
>
> On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White  > wrote:
>
>> Not only is that the worst response known to mankind….. but it doesn’t fix
>> anything.
>>
>> ** **
>>
>> Sorry to be blunt, but this is clearly something wrong with the .dll
>> recently updated by Valve and it is an assertion which (shouldn’t) have
>> anything to do with what permissions I am running visual studio with.
>>
>> ** **
>>
>> Thanks,
>>
>> Jon
>>
>> ** **
>>
>>
>


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Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Tony &quot;omega&quot; Sergi
Did you even try it?

On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White
wrote:

> Not only is that the worst response known to mankind….. but it doesn’t fix
> anything.
>
> ** **
>
> Sorry to be blunt, but this is clearly something wrong with the .dll
> recently updated by Valve and it is an assertion which (shouldn’t) have
> anything to do with what permissions I am running visual studio with.
>
> ** **
>
> Thanks,
>
> Jon
>
> ** **
>
>
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Re: [hlcoders] ATTN Valve: You broke something...

2011-09-16 Thread Tony &quot;omega&quot; Sergi
Run visual studio as administrator.


On Sat, Sep 17, 2011 at 10:10 AM, Jonathan White
wrote:

> http://forums.steampowered.com/forums/showthread.php?t=2110439
>
> A recent update introduced a very annoying bug when running a mod through
> visual studio... You get prompted with a break in tier0.dll arising from an
> assertion failure in gameserver.cpp (line 111).
>
> Please fix this ASAP, kthxby
>
> Jonathan White
> KillerMonkey
> GoldenEye: Source
>
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Re: [hlcoders] Model entity attachment on weapon viewmodel

2011-08-21 Thread Tony &quot;omega&quot; Sergi
Do it on the client in CBaseViewModel. Create a client side entity and
attach it to the view model.


2011/8/22 Arthur Blizzard 

>  Hello.
>
> I'm trying to create another model entity on the viewmodel which to be
> attached to the weapon. Basicly, what I'm trying to do is to use the hands
> model as a separate model entity instead of having them attached to the
> weapon model, because it's not really ideal to use different type of hands
> with different set of animations for each as submodels.
> I am uncertain of where exactly the other model entity needs to be spawn
> and set the specific hands model's activity based on the weapon's activity,
> like reloading or shooting and to attach the model to the weapon viewmodel.
> I believe this would be the best approach, unlike including 4 hands models
> to each weapon model.
>
> Thanks in advance.
>
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Re: [hlcoders] Counter Strike SDK

2011-08-18 Thread Tony &quot;omega&quot; Sergi
You have to make a mod folder underneath
c:\steam\steamapps\youraccount\half-life (or wherever you have steam
installed), put the server dll in dlls, and the client dll in cl_dlls, and
setup the liblist.gam.
and restart steam so your mod shows up in the list.

Look at other mods.

-Tony



On Thu, Aug 18, 2011 at 8:21 PM, Daku dawid  wrote:

> but i try it on original hl and there it doesn't work too
>
>
> 2011/8/18 Tobias Kammersgaard 
>
>> The Counter-Strie 1.6 engine is most likely different from the Half-Life 1
>> engine. Or its trying to load the client.dll and your custom DLL vise versa.
>>
>> - ScarT
>>
>>
>>
>> On 18 August 2011 12:59, Daku dawid  wrote:
>>
>>> I build the SDK 2.3 version everything is fine RELEASE and DEBUG compiles
>>> but after uploading the files to appropriate folders in the game at
>>> startowaniu valve at the end of the server throws an error
>>> just tried to upload the files to the folders in cstrike
>>> when I start server in cs 1.6 i got an error
>>> " User Msg 'ResetHUD': 1bytes written, excepted 0 "
>>>
>>>  2011/8/18 Tony "omega" Sergi 
>>>
>>>>  SDK 2.3 absolutely works on steam. What makes you think it doesn't?
>>>>
>>>>
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Re: [hlcoders] Counter Strike SDK

2011-08-17 Thread Tony &quot;omega&quot; Sergi
SDK 2.3 absolutely works on steam. What makes you think it doesn't?

On Thu, Aug 18, 2011 at 1:19 AM, Daku dawid  wrote:

> i have SDK 2.3 but it doesn't work on steam ;/ if i had running source
>
> I was able to write their own very similar modification to CS.
> I am a disciple of technical information does not depend on earning me
> money, I want to check only their skills
> I know it is difficult to understand me, because my English is not the
> best
> I also have a partial source of the CS eg ak47 m4a1 aug etc but i can
> compile only MP.dll  but not client.dll and them in dot
> if I could find or get from your source code for Half-Life running on
> steam and is used with CS I was in heaven but it's taken afew possible
>
> 2011/8/17 Stephen Micheals 
>
>> the source code for CS1.6 was never released and i doubt it ever will be.
>>
>> We may someday see the source code for Half-life1 released, Maybe. but
>> not cs 1.6.
>>
>> If you want to create a CS 1.6 clone you are going to have to do it
>> from scratch.
>>
>> On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid  wrote:
>> > Wellcome
>> > I wanted to ask whether it is possible to
>> > obtain sources of mod Counter-Strike 1.6
>> > I know it's silly to ask, and that at such a moment when comes a new mod
>> > I wanted to write his own version of CS 1.6, of course, for
>> > your approval, that it was not commercial use
>> > only the public unlessprohibited by your company
>> > please quick response even in the event of refusal
>> >
>> > Thanks and best regards Daku
>>
>

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Re: [hlcoders] hlcoders Digest, Vol 5, Issue 17

2011-08-16 Thread Tony &quot;omega&quot; Sergi
Why are you on this list?
This is not a blog.


You don't want help obviously, and if you're going to post, please for the
love of god edit out all of the previous emails.

Secondly, You don't need to buy Sketchup, the free version has everything
you'd need to make something for source, and there are both the valve
plugins, and community created plugins that work fantastically.


On Wed, Aug 17, 2011 at 11:20 AM, Sam  wrote:

> I'm learning to 3d model now, i bet source sdk or source engine could
> make a really good 3d modeler.
>
> Along with placing textured quads and/or 3d 'material' objects, maybe
> code in a 'carve' or other processing options
>
> Not a lot of modeling options, there's blender , i'm gettin google
> sketchup now ($500 :( ), would love to see a 'user friendly' 3d
> modeling program or game
>
> Also other toolsi'm lookin at throwing together a little 2d
> airplane or other game in XNA or C#, less breaky , also not sure how
> 'soruce' is also not lovin c++ now, also no good tool terms like
> microsoft
>
> One thing might be to make lots of simple stuffalthough i'd love
> to see a tool to make the pople not in companies build games, i think
> i will get visual web, maybe make a 'company' thats also tutorials,
> tools, shared resources, schooling, credentialsmaybe start with
> facebook-like, put tons of code there, maybe do some 'object' style
> code so you can get kodu-style 'spaceships' or 'planes' to copy into
> your code, along with a mix ofpeer 2 peer, and a normal 'company'
> that coordinates lots of people into making profitable products
>
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Re: [hlcoders] Adding aiming to ASW animstates

2011-08-06 Thread Tony &quot;omega&quot; Sergi
don't use the asw animstates. just replace it entirely.
unless you're planning on keeping "marines" as separate entities.


On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando  wrote:

> Yet another question. This time about animstates. I'm trying to
> re-integrate parts of the hl2mp animstates into alien swarm. The reason I'm
> doing this is because, in alien swarm, there is no aiming anims. The
> marine's hands are IK-ed onto the gun model And also marines don't turn
> their heads or torso.
> The pose parameters for the torso and head, aren't even initialised by
> default, so any other char models than the marine chars will look all
> twisted on itself and weird, but that's not my question.
>
> ASW uses 9-way leg anims and it would seem the hl2mp code doesn't. As far
> as I understand it, 9Way anims use a x and y move parameter for leg pos,
> while the hl2mp has a move_yaw parameter instead. How can I integrate the
> hl2mp aiming into the ASW player animstates without screwing up leg anims or
> anything ?
>
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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tony &quot;omega&quot; Sergi
Oh, and when I say there are no significant changes in the code, i mean the
publically available mod code. not engine, and stuff only valve + licensee's
get.


On Sat, Jul 30, 2011 at 11:45 PM, Tony "omega" Sergi wrote:

> btw, there *really* aren't *that many* differences between 2007 and 2009,
> granted, it probably would be nicer to have an SDK for it, just so that it's
> the latest and greatest, but there are no significant changes in the code.
> and last i looked, it should have no problem loading 2007 compiled mods, as
> the interfaces required haven't changed from what I can see. (TF2 is running
> 2009, and you run mods from that engine, at least where the DS is
> concerned..)
>
> I suppose the next best thing would be just to update "source sdk base
> 2007" up to "source sdk base 2009".
>
> - Tony
>
>
>
> On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard <
> tobias.kammersga...@gmail.com> wrote:
>
>> The biggest problem with using the ASW code is really the lack of
>> Half-Life 2 content. The singleplayer mod I'm working on would love to have
>> features from the ASW code base, however lack of HL2 stops us from going
>> there. Granted we should replace all the HL2 content with out own, but I
>> don't see that happening with a team of 5 people.
>>
>> However I will checkout your skeleton Tom :)!
>>
>> - ScarT
>>
>>
>>
>> On 30 July 2011 14:57, Tom Edwards  wrote:
>>
>>> Don't expect any more significant updates to 2007/9, if for no other
>>> reason than the move from GCF to NCF. Alien Swarm is from the main codeline
>>> and is much more recent than 2007/9 so is clearly the best choice for new
>>> mods.
>>>
>>> Since you probably aren't making a top-down shooter here is an alpha for
>>> the Alien Swarm Skeleton, which is a simple first-person game. Hopefully
>>> having something public will encourage me to spend more time on its
>>> remaining problems. :)
>>>
>>> http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.zip<http://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip>
>>>
>>>
>>> On 30/07/2011 12:24, Psy_Commando wrote:
>>>
>>>> Sorry, for the previous message, forgot to put a subject...
>>>>
>>>> Hi,this time I'm having a more complicated question. Me and my team were
>>>> about to switch from Source 2007 to Alien Swarm Source, to make our mod
>>>> free, and to have access to the menu and loading UI and the Alien Swarm
>>>> assets. However, Source 2007 is now free, so that removed one of the big
>>>> advantages of ASW. Beside ASW, has tons of references directly to member
>>>> variables of other classes, which makes it very hard to make significant
>>>> changes.
>>>>
>>>> What I'm wondering is, is this a good move in the long term ? I mean
>>>> ASW, and the ASW SDK are pretty much left to die by its devs, and there are
>>>> about two active mods... Unlike with ASW I can expect that there will be a
>>>> Source 2009 update at some point with the Source SDK. Any suggestions or
>>>> comments ?
>>>>
>>>>
>>>> __**_
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>>>> please visit:
>>>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders<http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>>>>
>>>>
>>> __**_
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>>> please visit:
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>>>
>>>
>>
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>>
>
>
> --
> -Tony
>
>


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-07-30 Thread Tony &quot;omega&quot; Sergi
btw, there *really* aren't *that many* differences between 2007 and 2009,
granted, it probably would be nicer to have an SDK for it, just so that it's
the latest and greatest, but there are no significant changes in the code.
and last i looked, it should have no problem loading 2007 compiled mods, as
the interfaces required haven't changed from what I can see. (TF2 is running
2009, and you run mods from that engine, at least where the DS is
concerned..)

I suppose the next best thing would be just to update "source sdk base 2007"
up to "source sdk base 2009".

- Tony


On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard <
tobias.kammersga...@gmail.com> wrote:

> The biggest problem with using the ASW code is really the lack of Half-Life
> 2 content. The singleplayer mod I'm working on would love to have features
> from the ASW code base, however lack of HL2 stops us from going there.
> Granted we should replace all the HL2 content with out own, but I don't see
> that happening with a team of 5 people.
>
> However I will checkout your skeleton Tom :)!
>
> - ScarT
>
>
>
> On 30 July 2011 14:57, Tom Edwards  wrote:
>
>> Don't expect any more significant updates to 2007/9, if for no other
>> reason than the move from GCF to NCF. Alien Swarm is from the main codeline
>> and is much more recent than 2007/9 so is clearly the best choice for new
>> mods.
>>
>> Since you probably aren't making a top-down shooter here is an alpha for
>> the Alien Swarm Skeleton, which is a simple first-person game. Hopefully
>> having something public will encourage me to spend more time on its
>> remaining problems. :)
>>
>> http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.zip
>>
>>
>> On 30/07/2011 12:24, Psy_Commando wrote:
>>
>>> Sorry, for the previous message, forgot to put a subject...
>>>
>>> Hi,this time I'm having a more complicated question. Me and my team were
>>> about to switch from Source 2007 to Alien Swarm Source, to make our mod
>>> free, and to have access to the menu and loading UI and the Alien Swarm
>>> assets. However, Source 2007 is now free, so that removed one of the big
>>> advantages of ASW. Beside ASW, has tons of references directly to member
>>> variables of other classes, which makes it very hard to make significant
>>> changes.
>>>
>>> What I'm wondering is, is this a good move in the long term ? I mean ASW,
>>> and the ASW SDK are pretty much left to die by its devs, and there are about
>>> two active mods... Unlike with ASW I can expect that there will be a Source
>>> 2009 update at some point with the Source SDK. Any suggestions or comments ?
>>>
>>>
>>> __**_
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/**mailman/listinfo/hlcoders
>>>
>>>
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>> please visit:
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>
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Re: [hlcoders] hlcoders Digest, Vol 4, Issue 16

2011-07-16 Thread Tony &quot;omega&quot; Sergi
I swear this guy is a bot.


On Sat, Jul 16, 2011 at 5:13 PM, Sam  wrote:

> How about making a game or toolkit around the SDK that's easier to learn or
> use?
>
> Maybe something that's useful for the people here, why are you all
> here now, and not working for a games company?
>
> How about something like an MMO made inside the game, except instead
> of leveling up by killing monsters, you level up by learning and
> writing and using code?
> Maybe with grouping and guilding options too...
>
> Are you all here to learn, or perhaps to make money, but not at a
> normal programming job?
>
> Are you companies?
>
>
>
> ANyways i'm good at coordination and am a general (ist too), I bet the
> easiest way for us all to win really fast now? Tell me what you have,
> and what you want, and if you all go I can link all you into a team
> and build what is already quickly? :) Right here on this list. How
> many are there, and who wants what?
>
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Re: [hlcoders] Surfaceprop from trace on dedicated server fails (VALVE READ ME)

2011-05-26 Thread Tony &quot;omega&quot; Sergi
--
oh wow, this has been in my drafts for months unsent. Oops.
--
does your dedicated server have all of the vmts? as most people know, you
don't need to include vtfs in a DS package, but the DS still needs vmts and
models for vcollide and material system to read surface props.

On Sun, Aug 29, 2010 at 12:37 PM, Jonathan White
wrote:

> BTW, we are using the Orange Box engine (Source SDK 2007).
>
> Jon
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Re: [hlcoders] Alive?

2011-05-10 Thread Tony &quot;omega&quot; Sergi
As do I. I rarely ever reply however.


On Tue, May 10, 2011 at 7:01 PM, Rodrigo 'r2d2rigo' Diaz  wrote:

> I still read it, too...
>
>
> 2011/5/10 Jonathan Murphy 
>
>> I still read everything.. :p
>>
>>
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Re: [hlcoders] Scaleform in Source?

2011-04-05 Thread Tony &quot;omega&quot; Sergi
I would think, given that scaleform requires a license to use, and to attain
their SDK, that noone would be implementing scaleform into SDK code, but
would rather do it as a licensee, and into the engine properly.

Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap  wrote:

> This is probably a long-shot, but I thought I might ask before I embark on
> this journey... has anybody made any sort of attempt at implementing
> Scaleform into the Source SDK? I assume that since without the code to the
> material system interface this is nearly impossible, short of injecting
> assembly jumps into Direct3D after it's been loaded into memory and
> hijacking the render loop. I also assume this would get an account
> VAC-banned pretty quick?
>
> Any input/feedback is appreciated.
>
> -Cale
>
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Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony &quot;omega&quot; Sergi
did you make any changes to screenshakes?


On Fri, Apr 1, 2011 at 1:14 PM, Maarten De Meyer wrote:

>  No, both windows and linux. I suspected it was a valid construction.
> Still, that leaves me out of ideas :P
> --
>
>
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Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Tony &quot;omega&quot; Sergi
It's destructing the container the pointer to your object is stored in, not
the object itself.
PurgeAndDelete on the other hand will destroy the object itself as well.




On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma  wrote:

> Your point about #3 does indeed look fishy. I'm not sure why they're
> calling
> the destructor on their own anyways.
>
> Try this:
> // Retire this shake.
> void *shake = m_ShakeList.Element( nShake );
> m_ShakeList.FastRemove( nShake );
> delete shake;
> continue;
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De
> Meyer
> Sent: Thursday, March 31, 2011 11:38 AM
> To: Discussion of Half-Life Programming
> Subject: [hlcoders] CUtlVector crash ( screenshake )
>
> Hi List!
>
> So, we're finally out there in closed beta. One of the most annyoing issues
> is a client side crash. The call stack doesn't say all that much, but
> still:
> it always happens in the Purge command in the destructor of
> CUtlVector:
>
> template< typename T, class A >
> inline CUtlVector::~CUtlVector()
> {
> Purge();
> }
>
> more precisely, in the CUtlVector< screenshake_t * > . [ There's only one
> of
> those, in CViewEffects ].
>
> Now, some questions:
>
> 1) any idea why this happens? [ had to ask :D ]
> 2) if no, any idea on how to debug?
> 3) Is the following normal? :
>
> // Retire this shake.
> delete m_ShakeList.Element( nShake );
> m_ShakeList.FastRemove( nShake );
> continue;
>
> where:
>
> template< typename T, class A >
> void CUtlVector::FastRemove( int elem ) {
> Assert( IsValidIndex(elem) );
>
> Destruct( &Element(elem) );
> if (m_Size > 0)
> {
> memcpy( &Element(elem), &Element(m_Size-1), sizeof(T) );
> --m_Size;
> }
> }
>
> and
>
> template 
> inline void Destruct( T* pMemory )
> {
> pMemory->~T();
>
> #ifdef _DEBUG
> memset( pMemory, 0xDD, sizeof(T) ); #endif }
>
> Concretely: how come it is allowed to first delete a pointer, and
> afterwards
> still call the destructor on it? Is that not dangerous? [ Probably a c++
> finesse I'm missing ] Shake works fine most of the time though ( I tried
> with the console cheat command ), so it's not a reproducible crash yet -
> but
> happens very often in online games.
>
> Thanks in advance for any lights shed in the darkness!
>
> -- Maarten
>
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Re: [hlcoders] Teleportation AMX Mod?

2011-03-02 Thread Tony &quot;omega&quot; Sergi
*sigh*
okay there's two ways to do this, i've done it before back when i was making
a top down contra clone, it's ridiculously easy.

Method #1:
Store the position they died, if you want to protect from falling deaths,
you need to keep track of the position they were when they were onground,
this is the tricky part.
additionally if you generate a nav mesh (which i think you can still do even
if you're not building a map for CSS..) you can use the
nearestpointonnavmesh to give you a save spot near the point that you saved
to place them.
Then, after they respawn, move them to desired place, activate spawn
protection or something so people don't insta kill them.\

Method #2:
easier, because it involves NOT executing code rather than writing new code
when respawning... (not initial spawn!) don't call the EntSelectSpawnpoint
code! your position will remain unchanged and you will just "spawn" right
where you were, asuming you don't move into spectator or anything, otherwise
you WILL have to store the position.



On Thu, Mar 3, 2011 at 9:21 AM, Adam "amckern" McKern wrote:

> Cool, i might hack around with trigger teleport - did not think of it like
> that.
>
> As for the fire fight, you will spawn with full health, and basic weapons,
> and then will need to salvage any thing from your old corpse, such as
> weapons, and memorys (weapon upgrades, mission log etc).
>
> As for its a bad idea, i'm going to need to play test it, i do have an
> additonal part to the death where you would use a quick save point as a safe
> house - some where far enough away from the fire fight for you to be able to
> hopfuly get back to your corpse.
>
> The player is basicly a set of memorys and uses clones in storage to that
> they use as there means to battle the NPC's.
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Thu, 3/3/11, Yannick - QSDev * wrote:
>
>
> From: Yannick - QSDev 
>
> Subject: Re: [hlcoders] Teleportation AMX Mod?
> To: "Discussion of Half-Life Programming"  >
> Received: Thursday, 3 March, 2011, 3:27 AM
>
>
> But, if the player dies in a fight(befor the last hit he had 8 hp left). He
> is respawning (with the same health) on the same location and the enemys
> still there, they will shoot again and you are in a deadloop.
>
> Or you will respawn with 100 hp but spawn right in the battle, I dunno if
> this is a nice idea. :/
>
> What's wrong with Tony's idea though? Just add a new vector variable to the
> player class, record the coords to it when the player dies, then move them
> to those coords when they touch the trigger.
>
> On Wed, Mar 2, 2011 at 12:36 PM, Adam "amckern" McKern 
> http://au.mc335.mail.yahoo.com/mc/compose?to=amck...@yahoo.com>
> > wrote:
>
>   Check the attachment for my idea in a nut shell.
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Wed, 2/3/11, Tony "omega" Sergi 
> http://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com>
> >* wrote:
>
>
> From: Tony "omega" Sergi 
> http://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com>>
>
>
> Subject: Re: [hlcoders] Teleportation AMX Mod?
> To: "Discussion of Half-Life Programming" 
> http://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders@list.valvesoftware.com>
> >
> Received: Wednesday, 2 March, 2011, 7:57 PM
>
>
> when they die, put their position into a vector.
> when they spawn, move them to the vector.
> -Tony
>
>
> On Wed, Mar 2, 2011 at 5:27 PM, Adam "amckern" McKern 
> http://mc/compose?to=amck...@yahoo.com>
> > wrote:
>
>   Its for a source mod
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Wed, 2/3/11, QSDev 
> http://mc/compose?to=yann...@qsdev.de>
> >* wrote:
>
>
> From: QSDev http://mc/compose?to=yann...@qsdev.de>>
> Subject: Re: [hlcoders] Teleportation AMX Mod?
> To: "Discussion of Half-Life Programming" 
> http://mc/compose?to=hlcoders@list.valvesoftware.com>
> >
> Received: Wednesday, 2 March, 2011, 2:05 AM
>
>
>  So you want to do this in a source mod? Or with a amx plugin, too?
>
> On 01.03.2011, at 07:50, "Adam \"amckern\" McKern" 
> http://mc/compose?to=amck...@yahoo.com>>
> wrote:
>
>Hey,
>
> This is for source, however the proof of concept i want to hack is in gold
> src.
>
> When my player dies i want to save there location as on respawn they will
> spawn at a common point, and return to the 'world' at the place the died in
> order to continue the game.
>
&

Re: [hlcoders] Teleportation AMX Mod?

2011-03-02 Thread Tony &quot;omega&quot; Sergi
when they die, put their position into a vector.
when they spawn, move them to the vector.
-Tony


On Wed, Mar 2, 2011 at 5:27 PM, Adam "amckern" McKern wrote:

> Its for a source mod
>
>
> 
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On *Wed, 2/3/11, QSDev * wrote:
>
>
> From: QSDev 
> Subject: Re: [hlcoders] Teleportation AMX Mod?
> To: "Discussion of Half-Life Programming"  >
> Received: Wednesday, 2 March, 2011, 2:05 AM
>
>
> So you want to do this in a source mod? Or with a amx plugin, too?
>
> On 01.03.2011, at 07:50, "Adam \"amckern\" McKern" 
> http://mc/compose?to=amck...@yahoo.com>>
> wrote:
>
> Hey,
>
> This is for source, however the proof of concept i want to hack is in gold
> src.
>
> When my player dies i want to save there location as on respawn they will
> spawn at a common point, and return to the 'world' at the place the died in
> order to continue the game.
>
> How would i save the XYZ location of my player when they die in order to
> teleport them to this location once they respawn? (such as savepos loadpos
> commands in the amx mod)
>
> 
> Owner Nigredo Studios 
> http://www.nigredostudios.com
>
>
> ___
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>
> -Inline Attachment Follows-
>
>
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>


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Re: [hlcoders] V_Model Drawing after RemoveAllWeapons() on Server

2011-01-22 Thread Tony &quot;omega&quot; Sergi
player_weaponstrip just uses RemoveAllItems. but it still does't set the
boolean to false.
you have to actually do "ShowViewModel( false );" in order to set the
boolean.
I don't have unmodified code here, but I don't believe it is ever actually
used in unmodified code, it just exists.
-Tony



On Sat, Jan 22, 2011 at 7:05 PM, Tom Edwards wrote:

> Look at what player_weaponstrip does.
>
>
> On 22/01/2011 1:19, Bryan Abrams wrote:
>
>> Whether or not a player can have weapons is based upon a boolean value in
>> SDK_Player. However, after using the function RemoveAllWeapons(), the player
>> no longer has the weapon but the view model still draws. I've traced it to
>> viewrender DrawViewModels and the bool value drawViewmodel is staying true
>> even after everything being removed. When I look for places where this
>> function is referenced however, it's only found inside viewrender class so
>> I'm having trouble tracing it's origins further. Can anybody give me a hint
>> as to where to look or why this is happening? Thank you.
>>
>> - Bryan
>>
>>
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Re: [hlcoders] Tony's Rain Splash tutorial on VDC

2010-12-01 Thread Tony &quot;omega&quot; Sergi
Yeah, he's just not precaching it in the correct spot.
move the precache to a normal precaching place.
wow so cryptic, but i don't remember right now what the default locations
are besides the player precache.


On Wed, Dec 1, 2010 at 4:04 PM, Matt Hoffman wrote:

> I think he's trying to precache the particle system in his code via:
> CClient_Precipitation::ClientThink()
> {
> Simulate( gpGlobals->frametime );
>  PrecacheParticleSystem("Rain_01_impact");
> }
>
> Which seems odd to me, shouldn't there be a initialize/precache section
> that
> he could do it in there?
>
> I also don't know if he's trying to precache the right particle name. And
> then I think they don't show up in his code because they aren't precached?
>
> Here's the tutorial he followed:
> http://developer.valvesoftware.com/wiki/Rain_splashes
>
> *finishes guessing*
>
>
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Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread Tony &quot;omega&quot; Sergi
... The particle system in 2007 is nearly identical to L4D's.
The system was created for Orange Box.
Now, if you're referring to the "code based" particle system.. that's been
there since HL2 shipped.
-Tony



On Wed, Nov 17, 2010 at 6:08 AM, nick seavert  wrote:

> This is pretty much what i figured.. Well I guess I will just wait for 2009
> or portal 2 engine.. :/
>
> --- On Tue, 11/16/10, hlcoders-requ...@list.valvesoftware.com <
> hlcoders-requ...@list.valvesoftware.com> wrote:
>
> From: hlcoders-requ...@list.valvesoftware.com <
> hlcoders-requ...@list.valvesoftware.com>
> Subject: hlcoders Digest, Vol 33, Issue 18
> To: hlcoders@list.valvesoftware.com
> Date: Tuesday, November 16, 2010, 3:00 PM
>
> Send hlcoders mailing list submissions to
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>
>1. Duplicate Keys with KeyValues (Trevor 'Drak')
>2. Re: Duplicate Keys with KeyValues (Andrew Ritchie)
>3. Re: Replacing Source Engine 2007 Rain with Rain like L4D2
>   (Cory de La Torre)
>
>
> --
>
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Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Tony &quot;omega&quot; Sergi
PropertyDialog.
you create inherit PropertyPage for your panel, and add them to a
PropertyDialog.
-Tony



On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak'  wrote:

> That's correct, it's used in the MP3 Player example. My bad, thank you! :D
> -Original Message- From: Saul Rennison
> Sent: Friday, November 12, 2010 5:32 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Creating VGUI Menus with tabs?
>
>
> It's a VGUI control called PropertySheet I think :D
>
> Thanks,
> - Saul.
>
>
> On 12 November 2010 22:20, Trevor 'Drak'  wrote:
>
>  Simple question. I want to create a VGUI Panel with a list of tabs at the
>> top.
>> Example: http://img2.imageshack.us/img2/8057/sfasd.jpg
>>
>> Thanks
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Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)

2010-11-10 Thread Tony &quot;omega&quot; Sergi
half-correct.
they reside in their own lump, the static prop lump.
the engine loads them -like- entities (they have a client-side render handle
etc, and are pretty much identical to entities in that regard) and they do
have a serialized index so decals created on the server can be applied to
them on the client.
but no, they're not "real" entities in that they have no edict;)


as for ignoring the lump; it ignores everything other than client-side map
defined stuff, which off the top of my head, i can't remember if there are
any by default; i think there is the client side physics props though.
the project i'm working on however has a bunch of map specified, client-side
only things though (i ignore them during parse on the server, and only parse
them on the client)
-Tony


On Thu, Nov 11, 2010 at 7:49 AM, Tom Edwards wrote:

> Those aren't real entities. They are absorbed into the world at compile
> time.
>
>
> On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote:
>
>> Well, doesn't the client load the prop_static entities and the like?
>>
>>
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Re: [hlcoders] Source SDK Skeleton

2010-11-08 Thread Tony &quot;omega&quot; Sergi
I originally used your skeleton, but deleted all of it and went with my
template because it was easier. hehe
I have the modified skeleton stuff though if you want it at some point, but
because of gameui, it ends up not being much of a skeleton, and you end up
having to re-implement a lot.


On Mon, Nov 8, 2010 at 9:46 AM, Tom Edwards  wrote:

> 2007. I might attempt AS one day, but given the difficulties Tony has had I
> may wait until he releases the ported Template mod.
>
>
> On 08/11/2010 4:58, Harry Jeffery wrote:
>
>> Is this Source2007 or alien swarm?
>>
>> On 8 November 2010 16:04, Jeffrey "botman" Broome
>>   wrote:
>>
>>> That's what she said.  :)
>>>
>>> On 11/8/2010 9:38 AM, Tom Edwards wrote:
>>>
 Precisely. It's what it doesn't provide that matters. :-)


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