Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Tony Sergi
I'm going to answer one of the things directly right now;
I already made it super easy to add new weapons as it is (with the template)
You copy and paste 2 files, rename the class and edit the attributes in the 
.txt file, edit the enum and the alias table.

And if you want a custom ammo type, you just copy and paste another ammo type 
in sdk_gamerules.cpp and you're done.

It's kind of faster to add 5 new weapons at once than it is to just add one, 
too actually.

-Tony

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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Tony Sergi
No it was my fault. In basegrenade_shared.h I was making changes purely for the 
SDK because I didn't want the scratch SDK to have grenades as 
basecombatcharacter. But HL2MP needs it for the tripmines, and singleplayer 
needs it for the barnacles.

If you change the declaration in game\shared\basegrenade_shared.h to this (it's 
kind of messy because of the #ifdefs) it'll work.

//Tony; Compromise! in episodic single player, inherit CBaseCombatCharacter for 
the barnacle interaction, otherwise this will never get called.
class CBaseGrenade : 
#if defined( HL2_EPISODIC ) || defined ( HL2MP )//Tony; HL2MP 
needs this too for tripmine grenades.
public CBaseCombatCharacter
#else
public CBaseAnimating
#endif
#if defined( GAME_DLL )
, public CDefaultPlayerPickupVPhysics
#endif
{
DECLARE_CLASS( CBaseGrenade, CBaseAnimating );
public:



-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
Sent: August-25-09 12:34 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Erour in OB Mod

You have a function definition, looking similar to:

void CBaseGrenade::HandleInteraction()
{
// ... blah blah
}

You must have copied a function from CBaseGrenade and tried to add it to
grenade_frag.cpp because the compiler is complaining. The function is
declared as a member of CBaseGrenade when it needs to be CHL2GrenadeFrag or
whatever.

This is a pretty simply C++ syntax problem. If you're getting in over your
head with the (complicated) C++ syntax, I recommend starting with something
simpler than what you're doing, and reading more about how C++ works.

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-20 Thread Tony Sergi
I always used to have the problem of being a coder, and not being able to get 
people to help me for art on my projects.

But I guess it works the same way, I didn't want to spend my spare time working 
on someone elses ideas when I had plenty of my own.. so maybe the whole 'not 
enough coders going around' thing should be changed to:

There are not enough coders who WANT to work on someone elses project
That's my IMO though (same goes for the artists! Though, there's a lot more of 
you guys period, wink wink nudge nudge)


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: August-19-09 10:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of 
data.

@ Richard

I learn by reading through the code and experimenting. Sometimes there
are previous implementations I can use for reference. If someone wants
to help a newbie by mentoring them that's great. I just feel that
while being mentored the newbie should concentrate on becoming
competent with the engine by prehaps making a smaller experimental mod
rather than tagging along with a mod team that already has a coder.
Learning by doing is far better than watching.

@ Adam

Sure, they would. That's how I started working for Nightmare House 2.
It was on the verge of death because Hen couldn't get a coder to
finish the work he needed done who wasn't asking for money. While
working on that mod I learnt a lot.

I'm also working on a fully fledged surf mod (CSS style surfing) It
uses a point system similar to those found in skateboarding games.
Implementing something like that only took me a couple of days at most
on my own and I'm not exactly a highly skilled coder.

Anyway, my point is all these new mods start asking for 2-3 coders
right off the bat and trying to pull a big team together. From
experience it's far better to have just 1 coder to get the gameplay
working and then maybe bring in a second for bugfixing and polish if
necessary.

I just feel mods having several unnecessary coders sets a bad example
to newbies and is a bit unfair on mods with a great team that just
cannot get hold of a coder to do some simple changes to the game. By
having each mod take only what it needs from the hl2 modding community
it would give other mods with lots of potential a better chance of
being completed and released.

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-20 Thread Tony Sergi
Final data is ridiculously good for that.

We had an issue where that my harddrive crashed before I'd added a number of 
new files to our SVN repository, and had to use final data to get them. 

I would have cried if final data hadn't worked.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Doeke Wartena
Sent: August-20-09 8:51 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of 
data.

I didn't read all but there are companies that can restore data from broken
harddrives, almost no matter how broken the harddrive is.
It costs around 125euros or more but in some cases it's worth everything.

just so you know.

clankill3r
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Re: [hlcoders] World not rendered when launching with debugger

2009-08-03 Thread Tony Sergi
Are you perhaps rendering something to the screen post process, that is drawing 
black?


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
Sent: August-03-09 6:23 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] World not rendered when launching with debugger

You mean within an #ifdef? Nothing so obvious I'm afraid. Besides, the 
GUI is the only thing that DOES render! :-P

Adam amckern McKern wrote:
 Do you have a GUI element set in debug code?

 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On Mon, 3/8/09, Tom Edwards t_edwa...@btinternet.com wrote:


 From: Tom Edwards t_edwa...@btinternet.com
 Subject: [hlcoders] World not rendered when launching with debugger
 To: hlcoders hlcoders@list.valvesoftware.com
 Received: Monday, 3 August, 2009, 7:17 AM


 If launch my mod with a debugger attached, the world is not rendered. 
 The server is working fine and I can hear myself walking about, but 
 apart from UI elements the screen is completely black. The mouse is also 
 permanently captured in the middle of the screen even after I disconnect 
 and if the map doesn't load.

 Yet when I launch normally, there isn't a problem! I have no idea at all 
 what's causing this to happen. Has anyone seen it before?


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Re: [hlcoders] Disable Warning

2009-08-01 Thread Tony Sergi
It's not the warning that you want to get rid of, you need to fix the actual 
entry. m_VecBaseVelocity is clamped to -1000, 1000 by default. So during 
network transmission, it's clamping to -1000 or 1000 and then spitting out the 
warning because you're exceeding the limits.
 
Fix it in DT_LocalPlayerExclusive in player.cpp.



-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
Sent: August-02-09 5:29 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Disable Warning

It gets mixed up because it seems much more logical to most people for
it to be called func_push because it's not a trigger. It affects the
player itself.

2009/8/1 Tobias Kammersgaard tobias.kammersga...@gmail.com:
 I'd search for the warning tbh. Pretty sure you'd be able to find it.

 /ScarT


 2009/8/1 Matt Hoffman lord.matt.hoff...@gmail.com

 I don't see why people mix that up. 95% of the time I see trigger_push
 mentioned, they type func_push. :s

 On Sat, Aug 1, 2009 at 9:31 AM, Tom Edwards t_edwa...@btinternet.com
 wrote:

  BTW, it's trigger_push not func_push.
 
  Harry Jeffery wrote:
   Is it possible to disable this warning from within the SDK or would I
   need engine access? My mod will involve players travelling at somewhat
   high speeds and being pushed around by func_push brush entities. I
   cannot find func_push in the SDK either so I cant edit that. It'd be
   really nice if my console wasn't spammed like this as I use the
   console a lot.
  
   If this warning is in the engine could it be possible in future for
   specific warnings to be disabled, like in visual studio?
  
   The out of range value varies depending on the velocity with which the
   func_push, pushes the player.
   DataTable warning: (class player): Out-of-range value (-2000.00)
   in SendPropFloat 'm_vecBaseVelocity', clamping.
  
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Re: [hlcoders] Particle Tracers

2009-07-22 Thread Tony Sergi
Look up UTIL_ParticleTracer.


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John
Sent: July-22-09 6:32 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle Tracers

Yea? Its meshbuilder stuff, As I've said I want particle stuff

On Tue, Jul 21, 2009 at 11:33 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Check for references of the current tracer material in the codebase and see
 where it leads you?

 Thanks,
 - Saul.


 2009/7/21 John john6...@gmail.com

  Does anyone know how to use custom particle tracers for weapon fire?
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Re: [hlcoders] Getting self-shadowing models in OB?

2009-07-13 Thread Tony Sergi
Boxrocket is the scheme that all of the ingame tools use. (particle editor, 
filmmaker, etc)


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: July-14-09 1:28 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Getting self-shadowing models in OB?

Search it up on youtube. There's still a res file called BoxRocket which
was Valve's internal name for it in L4D. (\Resource)

I can't get env_projectedtexture to work in TF2. Not sure if I'm doing it
wrong or what. Will continue to tinker with it.

However, using dynamic_light, I can get this:
http://hailaeros.com/ZScreen_Uploads/SS-2009.07.12-22.21.14.png

Which looks pretty good. However if you get too close to the light source
you see it lighting per-vertex (Triangle face?) and becomes really jagged.
Probably a setting.

Also anyone know what mat_softwarelighting 1 does? It makes the model not be
lit by my dynamic light, and makes other lights only effect it to some
extent.

On Mon, Jul 13, 2009 at 1:03 AM, Kohan Venets idr...@hotmail.com wrote:


 How exciting!  I would love to tinker with those tools.  Thanks for that
 image, I had no idea there was any public info on it.

 -Kohan



  From: lord.matt.hoff...@gmail.com
  Date: Sun, 12 Jul 2009 22:09:14 -0700
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Getting self-shadowing models in OB?
 
  Well I wager they need to release it. I know it exists:
  http://img80.imageshack.us/img80/3809/sourcefilmmakerdg3.jpg
 
  It was in the TF2 beta I think, there's youtube videos of people claiming
 to
  use it.
 
  A steampost by Eram (Steam forums Moderator) claims that ...The tools
 will
  be released after the final meet the team video.
 
  However, this doesn't take Valve time into it's account... And I like my
 own
  ways.
 
  I'm looking into both the light_dynamic entity (Looks pretty broken) and
 the
  EP2 scene.
 
  On Sun, Jul 12, 2009 at 9:58 PM, Kohan Venets idr...@hotmail.com
 wrote:
 
  
   Episode 2 does have self-shadowing, so it's definitely possible.
Nevertheless, I'm just about positive that none of the Meet the Team
 videos
   were done using the conventional Source engine.  I wager that they have
   their own special utility for making such high-quality videos.
  
   -Kohan
  
  
  
From: lord.matt.hoff...@gmail.com
Date: Sun, 12 Jul 2009 21:40:05 -0700
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Getting self-shadowing models in OB?
   
I've noticed that none of the models in the Source engine self
 shadow.
   (As
in cast a shadow on themselves,  caused by themselves)
   
A good example of this would be from Meet the Spy:
   
  
 https://files.getdropbox.com/u/586461/vlcsnap-2009-07-11-15h57m36s184.png
   
As you can see the soldiers arms are shadowing on him, so is his
 shotgun.
Even his collar casts a shadow (And it doesn't suck).
   
Is there anyway we can do something like this? Preferably without any
 new
code or shaders (Eg. So it will work in TF2)
   
I don't want them for anything realtime or player models running
 around,
   so
preformance isn't an issue.
   
Thanks!
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Re: [hlcoders] NPC Model Scaling

2009-07-12 Thread Tony Sergi
Look  up 'modelwidthscale'.
You can dynamically scale the visual representation just by setting this value.

Note, that collision remains unaffected.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann
Sent: July-13-09 11:59 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] NPC Model Scaling

You will need different models, then set the model accordingly.

On 7/12/09, Brent Lewis coder0...@hotmail.com wrote:

 I need to programmatically alter the size of an NPCs model. I was at first
 looking at int C_BaseAnimating::InternalDrawModel( int flags ) and thinking
 I might be able to multiply in a scaling matrix around:

 Assert( !pInfo-pModelToWorld);
 if ( !pInfo-pModelToWorld )
 {
 pInfo-pModelToWorld = pInfo-modelToWorld;

 // Turns the origin + angles into a matrix
 AngleMatrix( pInfo-angles, pInfo-origin, pInfo-modelToWorld );

 }

 Hoping that the model to world matrix might be the place to do it. Course
 when it came to have the function check if it was an instance of my NPC
 class, I realized that CNPC_PlayerCompanion doesn't inherit from
 C_BaseAnimating. So is there a place where transforms are taking place that
 I can access? I know down the road I'll need to be able to manipulate
 bounding boxes, hit boxes, etc. Will I be able to do this? If so how? Is
 there a simple way to do all of this? I know gmod supports a prop resizer
 tool, but again that's a prop and not an NPC.

 Thanks,
 coder0xff
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Re: [hlcoders] G-15 Support?

2009-07-11 Thread Tony Sergi
You just have to launch your mod with -g15 on the command line, and add the 
code to all of your hud elements (or any other place you want to print text to 
it, as by default it's only health and ammo) and it'll work.



-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann
Sent: July-11-09 3:10 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] G-15 Support?

Well, if it doesn't work, do it yourself.

On Sat, Jul 11, 2009 at 7:23 AM, Christopher
Harrischar...@resrchnet.com wrote:
 Will we ever get the g15.dll to implement direct in-game lcd functionality,
 or should we just create our own dll from the sdk and use it in place of the
 one referenced in ig15.h?



 Thanks

 Chris

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Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Tony Sergi
Perforce actually is a lot better, but because I don't wanna pay for it, I 
wouldn't use it for my personal team projects.
It's also got a much higher learning curve.

So tbh, svn is best for small projects, p4 is way better for huge ones, 
especially ones with multiple sub projects.
 


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: June-26-09 12:38 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Sharing a depot in perforce

Slightly off topic, but why do people use Perforce over SVN (besides 'cuz Valve 
does')?
garry

On Thu, Jun 25, 2009 at 4:25 PM, botman botman.hlcod...@gmail.com wrote:

 Ben Tucker wrote:
  im having some perforce troubles I have two computers on the 
  same
 network, and both have perforce installed. I also have them sharing a 
 netfolder ( a hard drive shared on the network ). I cant install 
 perforce server on the netfolder because it isnt actually a server. Id 
 like to store a perforce depot on there that both the computers can access 
 and use.
 
  I have attempted this by defining a depot on both of the comps. I 
  did
 this with MSDOS:
  p4 depot lido
  and then changed the map: field to the netfolder's path and where I 
  had
 the depot folder. This half worked, as they both could put files up 
 there and do things with them. however, they could not detect the 
 other computers files, so they could not collaborate.
 
  anyone know how to fix this so they can collaborate on the same files?
 
 You shouldn't be sharing files anywhere.  You install Perforce on 
 one machine and run it as the server...


 http://www.perforce.com/perforce/doc.082/manuals/p4sag/01_install.html
 #1049719

 You install Perforce on the other machine (the client) and run it as a 
 client.

 The server creates a depot using p4 depot SomeDepotName...


 http://www.perforce.com/perforce/doc.082/manuals/p4sag/03_superuser.ht
 ml#1044923

 ...and the client(s) access those files by creating a ClientSpec (or
 Workspace) that contains that depot.

 The client can then add new files to the depot or sync to revisions of 
 files in the depot.  The P4 server keeps track of which version of 
 each file a client has.  At no point should you share a file between 
 the server and client by putting on a shared network resource where 
 either machine can modify that file.

 --
 Jeffrey botman Broome


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Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread Tony Sergi
When it comes to the source code.. No, I haven't submitted any of my fixes yet. 
I haven't had time to finish that off.  


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Joel R.
Sent: June-16-09 6:41 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source SDK Beta Concluded

Is there a changelog of changes to the SDK? I'm sure something was changed?

On Mon, Jun 15, 2009 at 4:31 PM, Matt Hoffman
lord.matt.hoff...@gmail.comwrote:

 Am I the only one that finds it ironic that you hate that the map 
 sources are being released because people will fix them, but in 
 the same email ask when the model sources will get releases so you can fix
 them?  :)

 There is a difference between fixing the maps
 (arena_2fort_night_fixed_pro_b3) and my fixing of the characters. As 
 it stands, the scout has been fixed. This fixing is not editing the 
 model reference, It's re-compiling the characters with facial flexes 
 so that I can do custom animations, *cough* machinima *cough* etc.

 The price I pay to not make 2bit machinima.

 On Mon, Jun 15, 2009 at 2:09 PM, Mike Durand mik...@valvesoftware.com
 wrote:

  Don't forget to do a 'Refresh SDK Content' from the SDK launcher. 
  Once
 you
  do that they should show up for you.
 
  -Mike
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
  hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery
  Sent: Monday, June 15, 2009 1:53 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Source SDK Beta Concluded
 
  Yeah, I'm loving the idea of releasing official map sources. =]
 
  Just cant find them. They're not in the mapsrc folder and the search 
  for .vmf returns nothing but prefabs.
 
  2009/6/15 Saul Rennison saul.renni...@gmail.com:
   *shock horror*
  
   That's going to be absolutely amazing for all the TF2 mappers out
 there!
   Grats to the Valve team :)
  
   2009/6/15 Mike Durand mik...@valvesoftware.com
  
   Hi All-
  
   Just wanted to give you a heads-up that the SDK Beta is over and 
   has
  been
   rolled into the Source SDK. Here are the release notes:
  
  -Added source files for ten shipping TF2 maps:
  arena_lumberyard
  arena_ravine
  cp_badlands
  cp_dustbowl
  cp_granary
  cp_gravelpit
  ctf_2fort
  pl_badwater
  pl_goldrush
  tc_hydro
  
  -Updated shadercompile binaries and added missing 
   DLL
  needed
   for shader compilation.
  
   -Mike
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   --
   Thanks,
   - Saul.
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Re: [hlcoders] Hint to new feature?

2009-06-13 Thread Tony Sergi
It's not new.

But it should have actually said 'third party mods' or simply 'in the installed 
games list' as that's what it's always said in the games list under status for 
mods since it came out ;)
 


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: June-13-09 7:28 PM
To: 'Discussion of Half-Life Programming'
Subject: [hlcoders] Hint to new feature?

From SDK Beta Gameinfo.txt (Scratch mod):

 

GameInfo

{

// This is what shows up in the 'Third Party Games' area of the 
Steam games list.

 

Is this a hint to new organisational features for steam?

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-06-11 Thread Tony Sergi
Yes.
 


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: June-12-09 7:08 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

You mean the entire function?

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Re: [hlcoders] Death and Hurt Events

2009-05-17 Thread Tony Sergi
Turning the player into a shader system? What?


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean Marcel Knapp 
dos Santos
Sent: May-17-09 1:03 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Death and Hurt Events

Hi,

I'm implanting a shader system in my mod that is going to replace the
player. But I can't find the death and hurt functions. Does anyone
know where are them?

thanks.

--
__
Jean Marcel Knapp dos Santos
changremi...@gmail.com

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Re: [hlcoders] linux server : +map not loading map on startup?

2009-05-06 Thread Tony Sergi
Means you don't have valve.rc with 'stuffcmds'.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Sykes
Sent: May-06-09 8:00 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] linux server : +map not loading map on startup?

For our MOD the linux srcds +map commandline option is NOT starting
the map when the server loads.

I've check with -game hl2mp and +map works fine.. so i know its
specific to our mod/server config perhaps...

i have to manually enter the map name of map in the console to
kick things off, after that is doing map rotation fine..
is this just some setting somewhere or is there something more
fundementaly wrong?

thanks
S.

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Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?

2009-05-05 Thread Tony Sergi
It's in options.
'colorize inactive code blocks in a different color'

Options - text editor - c/c++ - formatting.

Note; that even though it won't be grey anymore, intellisense will still not 
work in there, if you want to use it.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge Rodriguez
Sent: May-05-09 5:44 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] how to disable intellisense from graying out 
proprocessor conditional blocks?

This has bothered me for a while and I would like to know the solution too,
but my layman's solution is to copy stuff outside of the CLIENT_DLL block
and then right click it, it's usually recognized by intellisense
immediately.

--
Jorge Vino Rodriguez
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Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-03 Thread Tony Sergi
You only use IMPLEMENT_NETWORK_VAR_FOR_DERIVED when the base class has 
CNetworkVarForDerived, but doesn't add it to the network table.

Then in the child class, you do IMPLEMENT.. and then add it to the send/recv 
tables of the child class.

This is how health is, everything has health (cbaseentity has 
CNetworkVarForDerived( int, m_iHealth );
-but- cbaseentity doesn't network it (there's no sendprop/recvprop for it)
However, the player does network it; therefore in the player class, it has 
IMPLEMENT, and then there's a sendprop/recvprop for it.


In your case, since you're adding something new to CBasePlayer / C_BasePlayer
Then you simply do CNetworkVar( int, m_iMental );
And then add it to the send/recv tables for baseplayer.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Brent Lewis
Sent: May-03-09 10:45 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] What's the offset for on SendPropInt in making send 
tables?


Yeah, I figured that out like 2 seconds ago. Also seems I needed to use 
CNetworkVarForDerived instead of IMPLEMENT_NETWORK_VAR_FOR_DERIVED in player.h. 
I tried modeling the code for m_iMental off of m_iHealth, but perhaps 
m_ArmorValue is better... because it's not inhereted from C_BaseEntity??? It's 
really too bad I have know idea what I'm doing. lol
Thanks for all your help fellas. Still haven't got it compile yet, but making 
progress.

 Date: Sun, 3 May 2009 16:20:50 +0200
 From: 1ze...@googlemail.com
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] What's the offset for on SendPropInt in making send   
 tables?

 I guess you've declared m_iMental like this: int m_iMental. For
 networked variables you must use this instead: CNetworkVar( int,
 m_iMental );

 On Sun, May 3, 2009 at 4:04 PM, Brent Lewis coder0...@hotmail.com wrote:
 
  Ah yes, I just noticed that. Macro Hell - is that a real thing? Now I just 
  gotta figure out why this:
 
 SendPropInt(SENDINFO(m_iMental), 12, SPROP_UNSIGNED),
 
  Causes this:
 
 Error1error C2039: 'MakeANetworkVar_m_iMental' : is not a 
  member of 'CBasePlayer'c:\canvas_src\src\game\server\player.cpp7769 
 Server (Episodic)
 
  I see that SENDINFO references it... I've searched and searched. WTF, over?
 
  Is there some document, or tut, or anything for this stuff, so I don't have 
  to keep pestering you guys?
 
  From: ja...@interwavestudios.com
  To: hlcoders@list.valvesoftware.com
  Date: Sun, 3 May 2009 02:45:37 -0500
  Subject: Re: [hlcoders] What's the offset for on SendPropInt in making 
  send   tables?
 
  The SENDINFO macro fills in the first three parameters based on the
  variable.
 
 
 
  On May 3, 2009, at 2:30 AM, Brent Lewis coder0...@hotmail.com wrote:
 
  
   Wait a minute... the SendPropInt function has a nBits parameter...
   and no default values for parameters...
  
   SendProp SendPropInt(
  char *pVarName,
  int offset,
  int sizeofVar,
  int nBits,
  int flags,
  SendVarProxyFn varProxy
  )
  
   There's a #define or overload I'm missing somewhere, isn't there?
  
   Date: Tue, 2 Jun 2009 14:51:45 +0900
   From: minh...@telus.net
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] What's the offset for on SendPropInt in
   making send tables?
  
   Are you referring to the number that goes after the initial comma?
   That value refers to the number of bits it will use to transfer the
   data. Always try to use the fewest bits possible as it optimizes
   network
   communication.
   So for example.. if your variable m_iMental  rangers between 0
   and 100.
   You should use a bit size of 7 (as that will allow you to use values
   from 0 - 127 )
   Also, you need to use the flag  SPROP_UNSIGNED.
   So your declaration will look like this
  
  SendPropInt(SENDINFO(m_iMental), 7, SPROP_UNSIGNED ),
  
  
  
   Brent Lewis wrote:
   I want to add an int network variable and figured this was
   probably the place to do it. The problem is, I'm not quite sure
   what the offset parameter of SendPropInt is, and what value I
   should use. I know what offset means traditionally, but by this
   example it seems that may not be the meaning.
  
  IMPLEMENT_SERVERCLASS_ST( CBasePlayer, DT_BasePlayer )
  
  SendPropDataTable(SENDINFO_DT(pl),
   REFERENCE_SEND_TABLE(DT_PlayerState),
   SendProxy_DataTableToDataTable),
  
  SendPropEHandle(SENDINFO(m_hVehicle)),
  SendPropEHandle(SENDINFO(m_hUseEntity)),
  SendPropInt(SENDINFO(m_iHealth), 10 ),
  SendPropInt(SENDINFO(m_iMental), ???)
  SendPropInt(SENDINFO(m_lifeState), 3,
   SPROP_UNSIGNED ),
  SendPropInt(SENDINFO(m_iBonusProgress), 15 ),
  SendPropInt(SENDINFO(m_iBonusChallenge), 4 ),
  SendPropFloat(SENDINFO(m_flMaxspeed), 12,
   

Re: [hlcoders] Particle System of Orange Box in EP1-Mod

2009-05-01 Thread Tony Sergi
You'd have to port the shaders, and modify the particles.lib which.. you can't 
really do.

The shader could probably be ported since there is the sdk version of it in the 
OB beta.
Either way, you don't have the source to particles.lib so there's nothing you 
can do ;)

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Alexander Hirsch
Sent: May-01-09 6:30 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle System of Orange Box in EP1-Mod

Well, you could port the code over to the OB-engine. Get some
merging-software for that (Wikipedia has a neat list:
http://en.wikipedia.org/wiki/Comparison_of_file_comparison_tools ).
I doubt that you want to port the OB particles over to the Ep1-engine;
when porting to the OB-engine you also get other sweet features :)

On Fri, May 1, 2009 at 12:12 PM, Biz b...@cs-dsf-clan.de wrote:
 Hey there,

 can the particle system of the orange box be somehow used in a mod which
 was created with ep1-system?

 Regards,
 xs57

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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Tony Sergi
How 2 make laz0rs that g0 pew pew pew pew pew


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Garry Newman
Sent: April-28-09 9:03 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be 
removed?

Do what?
Anything I've done, all you've gotta do is ask and I'll tell you how I've
done it.

garry

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Re: [hlcoders] HUD Draw Order

2009-04-24 Thread Tony Sergi
DECLARE_HUDELEMENT_DEPTH instead of just DECLARE_HUDELEMENT.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Grash
Sent: April-24-09 1:31 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] HUD Draw Order

I have several elements on my hud that can overlap each other.
How do I control the draw order of them?






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Re: [hlcoders] (no subject)

2009-04-19 Thread Tony Sergi
There are no scripts. It's c++.
And you don't have the portal source code, so therefore you cannot build the 
portal game/server dlls.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Gabriel
Sent: April-19-09 9:00 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] (no subject)


I don't think the Portal code is needed because the flashlight is just one 
thing and an if statement would be used to disable it, right? So with that 
thinking I would just need to know where the flashlight script or scripts are.

G-man Smith





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Re: [hlcoders] Adding the prop_vehicle_jeep entity back into HL2DM

2009-04-17 Thread Tony Sergi
If you are using the beta ob sdk (sorry I haven't had time lately to get back 
to fixing a few of the issues with it, I've been really busy with other things) 
you can take the buggy from the scratch source and put it in hl2mp pretty 
easily. Because the prop_vehicle_jeep that is inside the hl2mp / hl2 sp tree in 
orange box is the charger.

What I did for SP though was created a second one called vehicle_hl2buggy so 
single player OB mods can have both the charger and the buggy, and there's 
another script for it. You could also use that.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of FaMiNe
Sent: April-17-09 1:04 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Adding the prop_vehicle_jeep entity back into HL2DM

I had done that but the game was crashing on me when I ran a map. Turns
out there was an error in the map that caused the crash.

Anyway, thanks for the tip, seems to be working somewhat now. I'm sure I
can figure out the rest.

Ryan Sheffer wrote:
 Just add the cpp and header and you are set tbh.

 Skidz (Ryan)

 On 16-Apr-09, at 19:03, FaMiNe fam...@gmail.com wrote:


 I've been checking the forums and SDK documentation, and I can't find
 any details regarding re-enabling the prop_vehicle_jeep entity for an
 HL2DM mod.

 Any ideas? I looked through the code and found a snippet that was
 commented out unless we were using the HL2_episodic solution, but that
 was just for spawning the jalopy.

 Thanks.

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Re: [hlcoders] ForcedMaterialOverride

2009-04-11 Thread Tony Sergi
If you want to use unlitgeneric on a model, you need $model 1 in the vmt.

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean Marcel Knapp 
dos Santos
Sent: April-10-09 1:54 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] ForcedMaterialOverride

2 more questions:

first: where is the catalyst control center?
second: this looks like a fix to my computer. So there shouldn't be
any problems with other computers? If there should, is there another
way to override the textures without needing these fixes?

2009/4/9 botman botman.hlcod...@gmail.com:
 On 4/9/2009 6:19 PM, Jean Marcel Knapp dos Santos wrote:
 Thanks, it worked, but now there is another error:

 ShaderAPIDX8::CreateD3DTexture: Invalid color format!

 The combat characters are now black... They supposed to be yellow/red.

 If you google ShaderAPIDX8::CreateD3DTexture: Invalid color format!,
 one of the links you get is this...

 http://forums.steampowered.com/forums/showthread.php?t=753436highlight=Black+textures

 --
 Jeffrey botman Broome

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--
__
Jean Marcel Knapp dos Santos
changremi...@gmail.com

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Re: [hlcoders] Disabling floating weapons

2009-03-30 Thread Tony Sergi
CalcViewModelLag


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Steve Henderson
Sent: March-30-09 1:34 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Disabling floating weapons

Thanks.  I tried zeroing these out, which cuts down on the breathing
effects.  However, when I rotate the mouse, the attached entity has to
play catch up still.  Note, I don't see this effect when I am
translating (moving)..only rotation.

On Mon, Mar 30, 2009 at 12:17 AM, Minh Le minh...@telus.net wrote:
 i think it's modified via
 cl_bobcycle
 cl_bobtime

 do a search for those variables and you can remove their effects

 Steve Henderson wrote:
 Does anyone know how to stop the delayed, floating effect of help
 weapons  (in the view model) when moving or rotating the player?

 I have a vgui_screen that is attached to one of the weapons, and it
 follows the user's field of view.  But it has some inertia, and sort
 of skids in and skids out as the player moves.

 I need it to _rigidly_ follow and snap to the players field of view.
 The floating effect is cool in the game, but in our augmented reality
 app it is annoying our users.  I've tried a non-attached solution,
 setting the entities Abs org and angles, but this is rather choppy.
 The attached solution would be perfect if I could just increase the
 responsiveness.

 Thanks!

 Steve

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-24 Thread Tony Sergi
PDB's are only for release mode...
They are 'program database file' which is symbols.
Debug mode doesn't MAKE pdb's.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: March-24-09 1:35 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Upon copying the code over and loading it into VS08 (and converting it) the
Custom Build Steps seem to be reversed. Your copying the .dll and .pdb for
the Release config, and just the .dll for the Debug configuration.

Maybe it is when the file was converted, but these seem kinda flipped? Also
I noticed a patch was added by tony for:

dist = c_x / tan( M_PI * scaled_fov / 360.0 );

But not for:

void __cdecl _invalid_parameter_noinfo(void)
{
Assert(0);
}

Is this patch no longer needed? (It's *line 727* of server/memoverride.cpp)

This is following
http://developer.valvesoftware.com/wiki/Compiling_under_VS2008. Anyone else
experiencing this?





On Wed, Mar 18, 2009 at 4:01 PM, fl...@planet-mtv.de wrote:

 There's a small fix for this problem that works for me.
 Go inside the buildsdkshaders.bat and comment the set SDKBINDIR= out.

 After that open up the buildshaders.bat and change the line (73  74)
 from:

  if not exist %SDKBINDIR%\shadercompile.exe goto NoShaderCompile
 set ChangeToDir=%SDKBINDIR%

 to

 if not exist %sourcesdk%\bin\orangebox\bin\shadercompile.exe goto
 NoShaderCompile
 set ChangeToDir=%sourcesdk%\bin\orangebox\bin


 Hope it helps.
 Thanks Valve and of course Toni for that great SDK!


 -- Walter Gray wrote :
 Same problem here.  Even with the String::CRC32 package installed, I get
 the second error.

 Garrett wrote:
  I was messing around trying to compile shaders, and I've come across a
 couple of issues.
  In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl,
 there's a line at the beginning, use String::CRC32; that really doesn't
 seem to be needed, as well as the couple of lines that actually use that
 CRC32 stuff.
  updateshaders.pl - lines 244 - 248
  psh_prep.pl - lines 267, 284
  vsh_prep.pl - lines 1025, 1041
 
  After getting through that, I ran into some trouble when it actually got
 to the part where it runs shadercompile.exe and I got the following output:
 
  Running distributed shader compilation...
  Can't find
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
 
  Can't find
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll
 
  Can't find
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll
 
  Can't find
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll
 
  Can't open mysql_wrapper.dll!
 
  Modifying line 184 in buildshaders.bat to take out the -shaderpath
 parameter caused those errors to go away, but then I got an error of Can't
 find \filelist.txt, which I'm assuming is because I took out the
 -shaderpath.
 
 
 
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-24 Thread Tony Sergi
You need ep2 now, it's purely episodic for orange box by default.
You could still make an SP mod if you extract the source though and would be 
more advanced.
Should have made that clear.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: March-24-09 5:06 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

BUG: I cannot create a HL2SP mod. I have HL2.


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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-18 Thread Tony Sergi
Yeah it looks like the old shadercompile.exe is on pub steam, added that to my 
list.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: March-18-09 3:57 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Quick update, running shadercompile.exe with the -verbose command yields
this:

Running distributed shader compilation...
E:\Projects\GoldenFistOB\src\materials
ystem\stdshaders
well, that worked...
After VMPI_Init
After VMPI_FileSystem_Init
After Shared_ParseListOfCompileCommands

 omitted 

getting local copy of shader: common_vs_fxc.h
(E:\Projects\GoldenFistOB\src\materialsystem\stdshaders\common_vs_fxc.h)
creating
C:\DOCUME~1\WALTER~1\LOCALS~1\Temp\shadercompiletemp\common_vs_fxc.h
getting local copy of shader:
d:\games\fps\steam\steamapps\kurayminovariant\sourcesdk\bin\orangebox\bin\shadercompile.exe

(E:\Projects\GoldenFistOB\src\materialsystem\stdshaders\d:\games\fps\steam\steamapps\kurayminovariant\sourcesdk\bin\orangebox\bin\shadercompile.exe
)
Can't find
E:\Projects\GoldenFistOB\src\materialsystem\stdshaders\d:\games\fps\steam\steamapps\kurayminovariant\sourcesdk\bin\orangebox\bin\shadercompile.exe


Hope we get a fix for this one soon.. Shader support has been the only
thing keeping my mod away from the OB since it started, and I'd love to
switch over.
Garrett wrote:
 I was messing around trying to compile shaders, and I've come across a couple 
 of issues.
 In updateshaders.pl, psh_prep.pl, copyshaderincfiles.pl, and vsh_prep.pl, 
 there's a line at the beginning, use String::CRC32; that really doesn't 
 seem to be needed, as well as the couple of lines that actually use that 
 CRC32 stuff.
 updateshaders.pl - lines 244 - 248
 psh_prep.pl - lines 267, 284
 vsh_prep.pl - lines 1025, 1041

 After getting through that, I ran into some trouble when it actually got to 
 the part where it runs shadercompile.exe and I got the following output:

 Running distributed shader compilation...
 Can't find 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile.exe
  
 Can't find 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\shadercompile_dll.dll
  
 Can't find 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\tier0.dll
  
 Can't find 
 D:\Users\Garrett\Documents\Mods\testmod\src\materialsystem\stdshaders\d:\games\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vstdlib.dll
  
 Can't open mysql_wrapper.dll!

 Modifying line 184 in buildshaders.bat to take out the -shaderpath parameter 
 caused those errors to go away, but then I got an error of Can't find 
 \filelist.txt, which I'm assuming is because I took out the -shaderpath.



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Re: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.

2009-03-18 Thread Tony Sergi
Post the code that uses it.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Charkrid 
Pornpitackchaikul
Sent: March-18-09 5:13 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.

Hi,
  I just adjust my melee attack collision code to use
UTIL_EntitiesInBox() so it support multiple target hit. But the function
is enter a finite loop and never return.  I can't debug more deeper,
because I don't have a engine code. Does anyone counter this problem?
Please help me with this.

Thanks in advance.

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Re: [hlcoders] Orange Box SDK Beta Bugs

2009-03-18 Thread Tony Sergi
No, right now it's more useful to either post here or email me directly. 
Posting here is probably better though because then people can see what other 
people posted. Bugzilla is a pain for me to check right now.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: March-18-09 10:55 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta Bugs

Didn't valve used to have a bugzilla? Maybe they would be more useful there.

2009/3/18 Walter Gray chrysal...@gmail.com

 Bugs only in this thread please, put questions somewhere else.

 Yaakov Smith wrote:
  What is the command to go prone?
 
 
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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Tony Sergi
The sdk.fgd mistakingly didn't get updated.
As for the all teams are full, yeah if you have teams enabled in template and 
you use an hl2mp map you won't be able to spawn, since hl2mp doesn't use 
info_player_red or info_player_blue.

And.. model browser is screwed? If you're going to report something, actually 
describe the issue, instead of just complaining, thanks.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith
Sent: March-17-09 1:46 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

A few more things:

The mute players dialog is stuffed.
All teams are full, even with 0 players. (on dm_lockdown)
The default FGD has no info_player_blue or info_player_red,
Why is there a liblist.gam in scripts\ ?


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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Tony Sergi
I'll be honest with you, unless you made significant major major changes to 
base code, if I was in your position I'd use the new code and then port my 
changes into it. Because if you take the mod folder + code that gets spit out, 
it's 100% fully functional episode 2 except for the chapters list page not 
showing the proper name (Since that's based on the mod folder) in the new game 
menu.
It also automounts content.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' 
Termansen
Sent: March-17-09 10:59 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I'm making a HL2 Ep2-based Single Player mod using the Orange Box Engine. I
didn't have any trouble with my mod's code as it is. I presume any dll's
built using the old SDK will still function with the Ep2 engine. Updating
the code for a few fixes sounds like an awful lot of work, but is it
recommended to update your source to the new beta code, or is it simply
optional?

- Sortie

- Original Message -
From: Tony Sergi to...@valvesoftware.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, March 17, 2009 12:56 AM
Subject: [hlcoders] Orange Box SDK Beta (Not L4D)


 ==Source SDK==
 Several significant enhancements and bug fixes have been made to the
 Source SDK tools and source code. See below for additional details and
 please note that this update does not include support for Left4Dead
 content creation. Support for Left4Dead will be included in a future
 update.
 =SDK Tools=

 *   Fixed the issues with the following tools: height2ssbump,
 normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
 *   Fixed an issue in studiomdl pertaining to $shadowlod {
 =Hammer=

 *   The texture browser automatically ignores most textures that cannot be
 placed on brushes or displacements, as well as anything inside a .svn
 folder for those using svn as their choice of versioning software.
 *   Added additional auto visgroups for sprites and cubemaps
 *   Seperated the VRAD calls into two sequential while using HDR (-ldr
 and -hdr) instead of -both
 *   Model browser is now created once per session
 *   Displacement brush dial now has greater range
 *   Added a stop button to sound previews
 =SDK Launcher=

 *   Added the ability to edit game configurations with vconfig
 = Source Code=

 *   Added a new template mod that replaces the old 'advanced' source .
 This template has options for teams,classes, sprinting, prone, stamina,
 etc. When you create a mod with the wizard it will ask you which options
 to enable by default. Note: you must build the source. Users wishing to
 create only content should not use this option.
 *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed into
 the dx9sdk\utilities folder and you must modify
 materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
 *   Most tonemap controller options now work in multiplayer. The 'template
 mod' map 'sdk_teams_hdr' demonstrates this.
 *   All three mod types by default mount the required appid's -
 Multiplayer uses 218 and mounts 320 for example. Gameinfo.txt contains a
 new entry 'AdditionalAppId' for this purpose.
 *   Particle systems can now be defined with a per-map manifest, similar
 to soundscapes. Inside the particles folder you simply create
 particles_mapname.txt and declare your particle system files just like the
 regular manifest. Prefix with ! to cache automatically. Ex: file
 !particles/mymap_effects.pcf
 *   Fixed a number of issues which caused the server to not compile in
 linux.
 =Multiplayer Source Code=

 *   Players animate with the new animation system that came along with
 TF2.
 *   Fixed third person animations and all effects
 *   Fixed SLAM issues
 *   Fixed Use of UTIL_GetLocalPlayer on the server in various locations
 *   Fixed a number of other bugs / asserts.
 =Singleplayer Source Code=

 *   Fixed a number of issues preventing the source from functioning
 correctly
 *   Added new vehicle hl2buggy so that users may have both the charger
 and the old buggy.



 -Tony

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Tony Sergi
Yeah I'm fixing that, also just discovered that the ep2 localization does't 
work in pub steam :x so now I'm trying to fix that too.



-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: March-17-09 7:29 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Upon Creating a basic singleplayer mod and compiling for the first time,
I ran across this error :

 e:\projects\goldenfistob\src\game\server\hl2\grenade_frag.cpp(409) :
error C2039: 'HandleInteraction' : is not a member of 'CBaseGrenade'

Just another bug to clean for the final release.

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Tony Sergi
Missing, sorry ;)

Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: March-16-09 8:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I see no normal2ssbump, where is it?

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Tony Sergi
Oops, that was supposed to be pulled out for now. I'm assuming I missed it 
because none of the SDK configurations use teamplayroundbased. I'll get that 
one fixed along with a few other things the community and myself have found.

Thank god for beta ;)

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' 
MacDonald
Sent: March-17-09 12:01 AM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

*   Particle systems can now be defined with a per-map manifest, similar to
soundscapes. Inside the particles folder you simply create
particles_mapname.txt and declare your particle system files just like the
regular manifest. Prefix with ! to cache automatically. Ex: file
!particles/mymap_effects.pcf

I wonder if it'll be possible to send down particles from the server via
plug-in and have the client properly load them...

Also,

From teamplayroundbased_gamerules.h

virtual bool GetInfo_Custom(int valueType, pluginvariant outValue,
pluginvariant options);

What is pluginvariant I'm assuming it's just variant_t in disguise? There
is no definition for it in the SDK.

- voogru.

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
Sent: Monday, March 16, 2009 8:51 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

Missing, sorry ;)

Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
Sent: March-16-09 8:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I see no normal2ssbump, where is it?

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Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Tony Sergi
Maybe, but before I was the only one doing all of the testing, so..

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: March-17-09 12:11 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

I'll stay quiet about the fact that half the time beta still doesn't catch
it all. Also what happened to TF2 stats?

On Mon, Mar 16, 2009 at 9:07 PM, Tony Sergi to...@valvesoftware.com wrote:

 Oops, that was supposed to be pulled out for now. I'm assuming I missed it
 because none of the SDK configurations use teamplayroundbased. I'll get that
 one fixed along with a few other things the community and myself have found.

 Thank god for beta ;)

 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru'
 MacDonald
 Sent: March-17-09 12:01 AM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 *   Particle systems can now be defined with a per-map manifest, similar to
 soundscapes. Inside the particles folder you simply create
 particles_mapname.txt and declare your particle system files just like the
 regular manifest. Prefix with ! to cache automatically. Ex: file
 !particles/mymap_effects.pcf

 I wonder if it'll be possible to send down particles from the server via
 plug-in and have the client properly load them...

 Also,

 From teamplayroundbased_gamerules.h

 virtual bool GetInfo_Custom(int valueType, pluginvariant outValue,
 pluginvariant options);

 What is pluginvariant I'm assuming it's just variant_t in disguise? There
 is no definition for it in the SDK.

 - voogru.

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi
 Sent: Monday, March 16, 2009 8:51 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 Missing, sorry ;)

 Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.

 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Keith
 Sent: March-16-09 8:38 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D)

 I see no normal2ssbump, where is it?

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Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Tony Sergi
In orange box there's a function in baseviewport to set a panel for the loading 
screen.

TF2 uses this for the stats.
I used it in Valkyrie for the map description / Keybind panels during load.


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: March-09-09 2:12 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Custom Pause/Load screens

Hey List
I'm hoping someone has tried this before and can save me the hour or
two of trawling through the script and code for the right hooks.  I'm
trying to create a custom load screen and pause screen, probably just a
full screen overlay texture.  My best guess at the moment is to create a
custom .res that overloads whatever .res defines the pause and load
screens, but I'm just starting to get into the menu/vgui system and I'm
a little stumped on where to look.  I tried bringing up the vgui_tree
while the pause screen was up, but it didn't seem to register.  I'm
starting to doubt if it's even possible to overwrite these screens.  Any
tips folks?

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Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Tony Sergi
// 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 );

//-
// Purpose:
//-
void ClientModeShared::Init()
{
stuff
HOOK_MESSAGE( Rumble );

CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory();
if ( gameUIFactory )
{
m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, 
NULL );
if ( NULL != m_pGameUI )
{
// insert custom loading panel for the loading dialog
CLoadingPanel *pPanel = GetLoadingPanel();
pPanel-InvalidateLayout( false, true );
pPanel-SetVisible( false );
pPanel-MakePopup( false );
m_pGameUI-SetLoadingBackgroundDialog( 
pPanel-GetVPanel() );
}
}
};
-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Stephen Swires
Sent: March-09-09 3:11 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Custom Pause/Load screens

What function would this be?

Tony Sergi wrote:
 In orange box there's a function in baseviewport to set a panel for the 
 loading screen.

 TF2 uses this for the stats.
 I used it in Valkyrie for the map description / Keybind panels during load.


 -Tony
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
 Sent: March-09-09 2:12 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Custom Pause/Load screens

 Hey List
 I'm hoping someone has tried this before and can save me the hour or
 two of trawling through the script and code for the right hooks.  I'm
 trying to create a custom load screen and pause screen, probably just a
 full screen overlay texture.  My best guess at the moment is to create a
 custom .res that overloads whatever .res defines the pause and load
 screens, but I'm just starting to get into the menu/vgui system and I'm
 a little stumped on where to look.  I tried bringing up the vgui_tree
 while the pause screen was up, but it didn't seem to register.  I'm
 starting to doubt if it's even possible to overwrite these screens.  Any
 tips folks?

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

2009-03-03 Thread Tony Sergi
Did you restart steam after you renamed it?


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter
Sent: March-03-09 4:12 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Changing mod folder causes Lost Coast background to be 
loaded

Ok, this is just irritating me now.

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

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

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

Rich Slaughter

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Re: [hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Tony Sergi
Just put
CDisablePredictionFiltering disabler;
Before your call to DispatchEffect

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jed
Sent: February-22-09 6:46 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] DispatchEffect call only arriving when called from one 
function.

This is a weird one...

I've made a DispatchEffect handler which sends an effect from server
to client just fine. Done an attached debug and I can see the function
that calls it and can trace the client receiving it.

Problem is, if I call the Dispatch handling function from my player
class Event_Killed() function it works absolutely fine. If I then try
and call it from TraceAttack() function, the dispatch message never
arrives at the client.

Same data being passed, validated that everything is as it should be,
only difference is when called from one function its send, from
another it isn't.

I cannot for the life of me figure this one out. Any clues?

BTW, this is Ep1.

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Re: [hlcoders] anim events doubling up, firing at the wrong time

2009-02-19 Thread Tony Sergi
In do animation event on the server, make sure the client who you're 
dispatching it on, is filtered out.

I apparently have two versions of it.

//hl2mp_player.cpp
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int 
nData )
{
CPVSFilter filter( (const Vector)pPlayer-EyePosition() );

//Tony; use prediction rules.
filter.UsePredictionRules();

g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
g_TEPlayerAnimEvent.m_iEvent = event;
g_TEPlayerAnimEvent.m_nData = nData;
g_TEPlayerAnimEvent.Create( filter, 0 );
}

//sdk_player.cpp
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int 
nData )
{
CPVSFilter filter( (const Vector)pPlayer-EyePosition() );

//Tony; pull the player who is doing it out of the recipientlist, this 
is predicted!!
filter.RemoveRecipient( pPlayer );

g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
g_TEPlayerAnimEvent.m_iEvent = event;
g_TEPlayerAnimEvent.m_nData = nData;
g_TEPlayerAnimEvent.Create( filter, 0 );
}

Probably because I was working on them each at different times. Hjehe

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Chang
Sent: February-19-09 9:10 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] anim events doubling up, firing at the wrong time

Hey all

Got a bit of a weird problem and I'm not sure if anyone's experienced this.

My animation events are firing twice, once when it's supposed to, and
another time as soon as the animation ends and m_flCycle is at 1.00

It appears that m_nResetEventsParity is being set at the wrong time, or that
the client is attempting to play the animation sequence for that animation
again before the sequence has successfully changed, causing the double-up.


I printed out the message from c_baseanimating to figure out what's exactly
happening, but I'm not sure what to make of this:

At the start of the animation:

174 cycle 0.004572
new seq: 29 - old seq: 0 - reset: true - m_flCycle 0.004572 - Model Name:
humans\group03\duel_knight.mdl - (time 2.624)
174 (seq 29 cycle 0.005 ) evcycle 0.000 prevevcycle -0.010 (time 2.624)
event! 174 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.624) curcycle: 0.004572
event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.624) curcycle: 0.004572
event! 174 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.624) curcycle: 0.004572
176 cycle 0.016056
176 (seq 29 cycle 0.016 ) evcycle 0.016 prevevcycle 0.000 (time 2.643)
177 cycle 0.025701
new seq: 29 - old seq: 29 - reset: true - m_flCycle 0.025701 - Model Name:
humans\group03\duel_knight.mdl - (time 2.659)
177 (seq 29 cycle 0.026 ) evcycle 0.000 prevevcycle -0.010 (time 2.659)
event! 177 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.659) curcycle: 0.025701
event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.659) curcycle: 0.025701
event! 177 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 0.00
(time 2.659) curcycle: 0.025701
178 cycle 0.033285
178 (seq 29 cycle 0.033 ) evcycle 0.033 prevevcycle 0.000 (time 2.672)
178 cycle 0.040052
178 (seq 29 cycle 0.040 ) evcycle 0.040 prevevcycle 0.033 (time 2.683)
179 cycle 0.044780
179 (seq 29 cycle 0.045 ) evcycle 0.045 prevevcycle 0.040 (time 2.691)



etc... etc... animation finishes... and BAM:


283 (seq 29 cycle 0.996 ) evcycle 0.996 prevevcycle 0.992 (time 4.259)
284 cycle 0.999091
284 (seq 29 cycle 0.999 ) evcycle 0.999 prevevcycle 0.996 (time 4.265)
284 cycle 1.00
284 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle 0.999 (time 4.272)
285 cycle 1.00
286 cycle 1.00
new seq: 29 - old seq: 29 - reset: true - m_flCycle 1.00 - Model Name:
humans\group03\duel_knight.mdl - (time 4.290) HERE
286 cycle 1.00
286 (seq 29 cycle 1.000 ) evcycle 1.000 prevevcycle -0.010 (time 4.297)
event! 286 (seq: 29) FE 33 Normal cycle 0.00, prev -0.01 ev 1.00
(time 4.297) curcycle: 1.00 AND HERE
event! 286 (seq: 29) FE 15 Normal cycle 0.101010, prev -0.01 ev 1.00
(time 4.297) curcycle: 1.00
event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00
(time 4.297) curcycle: 1.00
event! 286 (seq: 29) FE 32 Normal cycle 0.00, prev -0.01 ev 1.00
(time 4.297) curcycle: 1.00
287 cycle 1.00
287 cycle 1.00


The same animation continues and is supposed to finish but for whatever
reason the parity is reset, ending up with the events all catching up with
this supposedly new animation.

Note that I could do this:
if( GetCycle() == 1.0 )
return;

But this is a major hack, and wouldn't work in all circumstances since this
sometimes happens even when cycle is at something like 0.93 etc.


Anyone have thoughts?

~M

Re: [hlcoders] Shaders and ActivePerl

2009-02-19 Thread Tony Sergi
You need the dx sdk, and to copy fxc.exe from the sdk's utilities folder over 
to yourmodsrcdir\dx9sdk\utilities


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Russ Canfield
Sent: February-19-09 10:56 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Shaders and ActivePerl

To Walter/Tobias:

I have changed my runvmpi.pl and buildsdkshaders.bat files to point to
sourcesdk\bin\ep1\bin\shadercompile.exe and with only those changes
I can almost compile. Its the first time I have seen the Shader Combo stage
ever!! However I get this from the command prompt:

post_nightvision_ps20.fxcwriting inc
PassThrough_vs20.fxcwriting inc
1 file(s) moved.
C:\mycodedir\src\materialsystem\stdshaders'fxc.exe' is not recognized as an
internal or external command,
operable program or batch file.

Shader combo 0 of 2...'fxc.exe' is not recognized as an internal
or external operable program or batch file.
Shader combo 1 of 2...

0 seconds elapsed.

Overwrite old source SDK .vcs files?

and thats it! I have been searching for problems with my .pl files and
buildsdkshader batch file and I do not see any. If you could please
contact me at  r...@avpgold2.com or rcanfiel...@gmail.com if you could I
would appreciate it. I don't want to clog up hlcoders with the same emails
when it might be something totally stupid I am doing. Thank you guys




Sorry for the spam of emails
- Original Message -
From: Walter Gray chrysal...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Thursday, February 19, 2009 2:58 PM
Subject: Re: [hlcoders] Shaders and ActivePerl


 It sounds to me like you might be going wrong by changing
 buildsdkshaders.bat in the first place.  It calls a number of other
 script files that also reference perl, and unless you updated all of
 them as well I suspect it could cause a number of your errors.  Instead,
 try reverting buildsdkshaders to it's default and setup your path
 variable properly.  If you have, those changes to buildsdkshaders.bat
 should be entirely unnessicary.  To check what PATH is currently set to,
 you can just type path (no quotes) into any command line. To build
 shaders properly, it should have paths to the perl binaries, nmake, and
 the shader compilers from the directx sdk.  On my machine that
 translates to this at the end of my path variable:

 ;C:\Perl\site\bin;C:Perl\bin;C:\Program Files\Microsoft DirectX SDK
 (November 2008)\Utilities\bin\x86;D:\Visual Studio 2005\VC\bin

 Russ Canfield wrote:
 I have been trying to compile shaders for the last week...I have followed
 every tutorial out there on fixing directories with spaces, and about
 everything else
 you could think of for the HL2 SDK...Well I am using ActivePerland my
 code is based on EP1.

 With that being said, I follow this tutorial:
 http://developer.valvesoftware.com/wiki/Shader_Authoring

 I follow this tutorial:
 http://www.wraiyth.com/index.php?q=node/5

 And when I go to compile I get the following error:
 myps20.fxc...writing inc
 myvs20.fxc...writing inc
 1 file(s) moved.
 Can't open perl script C:\Perl Permission denied.

 From there it copies my .fxc files and all the SDK .vcs files fine

 I switched the directory it looks for Perl to C:\Perl because thats where
 its installed.

 buildsdkshaders.bat was modified with this line:

 REM 
 REM Execute distributed process on work/build list
 REM 
 perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl
 %xbox_args% -changetodir %ChangeToDir% %SDKArgs%

 If anyone can help me I would greatly appreciate it. I am so lost, and I
 know very little about perl. Please help!!!
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Re: [hlcoders] Rendering pipline non-interacting post-process effects

2009-02-13 Thread Tony Sergi
You can just copy the scene to a render target once, and then draw the RT 
directly over the screen with one shader, and then draw it again with the 
second shader.
You don't need to render the effects into the same RT.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: February-13-09 7:46 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Rendering pipline  non-interacting post-process effects

Hey List,
I'm trying to figure out a bit about the current rendering pipeline
so that I can set up and run a couple of different post process effects
at a time.  My goal is to have each effect read from an unaltered
framebuffer so that the successive effects won't interfere with each
other, but rather will be able to be blended in a more specific way.  A
good example of the kind of situation that I need this for would be the
edge highlighting and blur filters.  I don't want the edge highlighter
to read from the results of the blur filter because then the edges won't
be quite true, but I also don't want the blur filter to read from the
results of the highlighter, because then the highlights will be blurry
as well.
I ran across a couple of functions that might be useful in doing
something like this, such as materials-CopyRenderTargetToTexture,  and
I could always just create a custom render target and then copy that to
the frame buffer when the composition is complete, but I can't shake the
suspicion that there is some kind of support for this kind of thing
already that I'm just missing.
Is there, or should I just roll my own?


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Re: [hlcoders] TF2 Colision

2009-02-13 Thread Tony Sergi
Soon as the SDK goes into beta again, it's there.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler
Sent: February-13-09 8:33 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] TF2 Colision

You know how valve said they would post the colision code that they used
in tf2 before on the list?

Have they done that or has some one done any thing simillar to it?


Mark

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Re: [hlcoders] Weird Reloading Glitch: Multiple Weapons Reloading with One Button Press

2009-02-12 Thread Tony Sergi
Well that's odd. The total ammo reduction in a scenario like that assuming you 
were reloading both weapons would definitely take 11 away from the total pool, 
but I don't see how you're reloading the shotgun as well.

Try throwing in a breakpoint and watch how much ammo is actually being taken 
away during each reload.

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Robert Urda
Sent: February-13-09 1:06 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Weird Reloading Glitch: Multiple Weapons Reloading with One 
Button Press

Okay, so here's the situation:
I want my mod to have a couple of weapons that use the same ammo. The
problem is that I keep running into the same issue: every time I reload one
weapon that uses the same ammo type as another weapon, all of them reload.
For example, let's say I have 100 SMG ammo, an SMG with a full 45 clip and a
Shotgun that uses SMG ammo (simple mod of the weapon script). Anyway, so I
shoot 10 shots with the SMG and a single shot with the shotgun. I go to
reload the SMG and it removes 11 rounds: 10 for the SMG and 1 for the
shotgun, even though I haven't reloaded the shotgun.

Examining the code, I noticed that the Shotgun overrides most of the Reload
functions and the ItemPostFrame function of CBaseCombatWeapon. Am I right to
be looking there? Has this particular question already been posed? Anyone?

Sincerely,

Bob
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Re: [hlcoders] CNetworkVar madness

2009-02-10 Thread Tony Sergi
Make sure you have a LINK_ENTITY_TO_CLASS that links the entity properly on 
both the server and client, as well.

server
LINK_ENTITY_TO_CLASS( derivedentity, CDerivedClass );

Client
LINK_ENTITY_TO_CLASS( derivedentity, C_DerivedClass );

-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: February-11-09 2:20 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] CNetworkVar madness

This is probably an obvious question, but it's always best to make
sure obvious ones were considered...

Are you sure the derived class is actually the one being instantiated
(on both client and server)?

-Skyler


On Wed, Feb 11, 2009 at 12:58 AM, Josh Clark
the-equalize...@comcast.net wrote:
Hi, all. I've been lurking here for a while, but something's recently
 come up in my code that prompted me to post. I've looked through my entire
 backlog of hlcoders messages (almost 3000 at this point), searched the SDK
 wiki and the Steam Forums, and even did a brief google for this, and still
 I haven't found anything close to an answer.

In my mod, I've got a base class, something like:

 // --- server ---

 class CBaseClass : public CBaseEntity
 {
 public:
DECLARE_CLASS( CBaseClass, CBaseEntity );
DECLARE_SERVERCLASS();

 private:
CNetworkVar( int, m_index );
 };

 IMPLEMENT_SERVERCLASS_ST( CBaseClass, DT_BaseClass )
SendPropInt( SENDINFO( m_index ), 10, SPROP_UNSIGNED ),
 END_SEND_TABLE()

 // --- client ---

 class C_BaseClass : public C_BaseEntity
 {
 public:
DECLARE_CLASS( C_BaseClass, C_BaseEntity );
DECLARE_CLIENTCLASS();

int m_index;  // couldn't get this to work under private:
 };

 IMPLEMENT_CLIENTCLASS_DT( C_BaseClass, DT_BaseClass, CBaseClass )
RecvPropInt( RECVINFO( m_index ) ),
 END_RECV_TABLE()

So far, so good, right? Follows the wiki, Valve's code, etc. Compiles
 with no errors. Load up the mod, and it works as expected.

Now, here's the fun part. If I derive a class from my base class, like 
 so:

 // --- server ---

 class CDerivedClass : public CBaseClass
 {
 public:
DECLARE_CLASS( CDerivedClass, CBaseClass );
DECLARE_SERVERCLASS();

 private:
CNetworkVar( int, m_something );
 };

 IMPLEMENT_SERVERCLASS_ST( CDerivedClass, DT_DerivedClass )
SendPropInt( SENDINFO( m_something ), 10, SPROP_UNSIGNED ),
 END_SEND_TABLE()

 // --- client ---

 class C_DerivedClass : public C_BaseClass
 {
 public:
DECLARE_CLASS( C_DerivedClass, C_BaseClass );
DECLARE_CLIENTCLASS();

int m_something;
 };

 IMPLEMENT_CLIENTCLASS_DT( C_DerivedClass, DT_DerivedClass, CDerivedClass )
RecvPropInt( RECVINFO( m_something ) ),
 END_RECV_TABLE()

...the code compiles and runs just fine, but the client side of the
 derived class *never* gets any updates when m_something is set. What blows
 my mind is that I can cut and paste the code into the base class, and it
 will behave exactly as it should. What the heck is going on here? There's
 no indication that I can find in Valve's code or the wiki that I'm doing
 anything wrong, or that more/different code is needed. Someone mentioned
 CNetworkVarForDerived, but that doesn't seem to be the ideal solution,
 since you're still declaring a variable in the base class, and I want
 completely unique variables in some of the derived classes.

Any thoughts/suggestions? I'm at my wits' end here...


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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Tony Sergi
Is there any other form of telling time that matters? :)


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: February-01-09 10:39 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update

Valve time, correct?

On Sun, Feb 1, 2009 at 7:29 PM, Mike Durand mik...@valvesoftware.comwrote:

 Hi List-

 This has been fixed and we will update the tools DLLs as soon as possible.

 Sorry for the inconvenience.

 -Mike

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Pawel Lekki
 Sent: Friday, January 30, 2009 10:02 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Tools not working for Orange Box games after the last
 engine update

 Hi,

 after the last engine update running an Orange Box engine game with the
 -tools parameter causes a crash while loading the main menu. We have
 tested this on TF2, L4D, DOD:S and DIPRIP on a few different machines.
 The crashes don't seem to produce any .mdmp files for any of the games.
 The only difference is that when running DIPRIP with the -tools
 parameter we receive a Pure virtual function call error, the other
 ones are just generic crash errors. This prevents us from using the
 particle editor.

 Does anyone experience the same problem?

 Thanks,
 Pawel Lekki


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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Tony Sergi
Botman, have I stated lately how I badly I want to have your mechanical babies?


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman
Sent: January-31-09 2:28 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update

Nick wrote:
 i think valve is trying to send you guise as message, and the message
 is stop modding

http://www.botman2.com/images/HAHA.jpg

--
Jeffrey botman Broome

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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Tony Sergi
Curses, you figured out my secret!


Anyway, I believe it's been fixed, but I don't know if it's live on pub steam.

Just because noone responds directly to a particular issue doesn't necessarily 
mean issues are ignored ;)


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler
Sent: February-01-09 1:07 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update

Maybe it's just his mechanical clock has been ticking too loudly, and he
created the bug as a ruse to find potential offspring-producers. Perhaps
Botman should give him said mechanical babies, and the bug will be removed?

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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Tony Sergi
I dunno, I personally didn't fix it.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Matt Hoffman
Sent: February-01-09 2:13 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update

Another one of those Fixed but not approved to go out yet things?

On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi to...@valvesoftware.comwrote:

 Curses, you figured out my secret!


 Anyway, I believe it's been fixed, but I don't know if it's live on pub
 steam.

 Just because noone responds directly to a particular issue doesn't
 necessarily mean issues are ignored ;)


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler
 Sent: February-01-09 1:07 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Tools not working for Orange Box games after the
 last engine update

 Maybe it's just his mechanical clock has been ticking too loudly, and he
 created the bug as a ruse to find potential offspring-producers. Perhaps
 Botman should give him said mechanical babies, and the bug will be removed?

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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Tony Sergi
I'm wondering if it's possible due to the types of 'responses' that are posted 
on hlcoders could be the cause of nothing official being mentioned under normal 
circumstances. I regret actually responding.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of aguic...@aol.com
Sent: February-01-09 2:18 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update

This is the part where Tony explains to us on how to download these new updates 
to regain access to the tools...


-Original Message-
From: Matt Hoffman lord.matt.hoff...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Sat, 31 Jan 2009 11:12 pm
Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
engine update








Another one of those Fixed but not approved to go out yet things?

On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi to...@valvesoftware.comwrote:

 Curses, you figured out my secret!


 Anyway, I believe it's been fixed, but I don't know if it's live on pub
 steam.

 Just because noone responds directly to a particular issue doesn't
 necessarily mean issues are ignored ;)


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler
 Sent: February-01-09 1:07 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Tools not working for Orange Box games after the
 last engine update

 Maybe it's just his mechanical clock has been ticking too loudly, and he
 created the bug as a ruse to find potential offspring-producers. Perhaps
 Botman should give him said mechanical babies, and the bug will be removed?

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 please visit:
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Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Tony Sergi
Lol, we had 'fake' ragdolls in the last released version, but it was all done 
with animations. And I *was* working on physics stuff with novodex (now PhysX) 
and ODE. But I never finished it, nor did I actually implement the real ragdoll 
code.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias 
Kammersgaard
Sent: January-29-09 10:17 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] GoldSource ragdolls

Tony Sergi implemented ragdolls in Frontline Forces if I recall correctly
(was it physics perhaps?)

/ScarT


2009/1/29 Tom Schumann schumann@gmail.com

 I'm making a mod for Half-Life and apparently there is some ragdoll code
 already in the Half-Life SDK's code.
 I've had a look on Google, but the only tutorial is no longer being hosted,
 so does anyone here know anything about this ragdoll code, or, if not,
 whether it's a client side/server side thing?
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Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Tony Sergi
He meant goldsrc not 'source' ;0


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: January-29-09 8:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] GoldSource ragdolls

or you can just use Vphysics  :)

Jorge Rodriguez wrote:
 Ragdoll and solid body physics (like weapons falling on the ground) is
 possible in *Source *if you import a physics library and send all of the bsp
 data available through the pm shared data into it, but the ragdolls will
 look terribad unless you create your own collision model and constraints.
 It's not an easy job by far, but it's possible.



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Re: [hlcoders] FW: Key activated grenade throw

2009-01-28 Thread Tony Sergi
What I've done for off-hand grenade (using a key to do it) throwing is, I don't 
switch weapons, but rather do all the logic in base code and throw the grenade 
there. That way it's truly offhand, and our weapons have animations for the 
throwing in them. Eliminates all problems with weapon switching too.



-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Scott Robson
Sent: January-28-09 8:27 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] FW: Key activated grenade throw




Hi list, I have this code for creating a new keyboard command for throwing a 
grenade, the issue i'm having with it is when I include the commented code (to 
revert back the the previous player weapon) it only starts to change to the 
grenade then reverts back to the previous weapon, if i leave the code out then 
it does change the weapon and throw a grenade but obviously does not change 
back. Can anyone help with this? Cheers, Scott. void CC_ThrowGrenade( void ){ 
CBasePlayer *pPlayer = UTIL_GetCommandClient();  if ( pPlayer ) {  
CBaseCombatWeapon *pWeapon = pPlayer-GetActiveWeapon();  if ( pWeapon )  {   
// Tell the client to stop selecting weapons   engine-ClientCommand( 
UTIL_GetCommandClient()-edict(), cancelselect );   if ( 
pPlayer-Weapon_OwnsThisType( weapon_frag ) )   {pPlayer-SelectItem( 
weapon_frag );CBaseCombatWeapon *pFrag = pPlayer-GetActiveWeapon();
pFrag-PrimaryAttack();//pPlayer-SelectLastItem();   }  } }}static 
ConCommand throw_grenade( throw_grenade, CC_ThrowGrenade );
_
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Re: [hlcoders] Linux server disconnects

2009-01-27 Thread Tony Sergi
Vcprojtomake does not take in account for files that are 'excluded from build' 
so if in windows there is a cpp file in the solution that under properties is 
'excluded from build' it will compile in linux, but not VS.


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Watkins
Sent: January-27-09 7:09 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux server disconnects

When an up-to-date client.dll is not present on the server, a warning
message similar to Your client dll is different from the server's is
shown before immediately before the disconnect, but regardless, the
disconnect is always the same old:
Server uses different class tables

This is with a blank HL2MP mod, and it works fine with a windows server,
built using an identical file list in the VS server project as the linux
uses in its makefile (though the makefile only uses the .cpp files).

Can anyone confirm / deny whether (and how) the VS project could compile
additional cpp files that aren't listed in the project file, and so are
missed when generating the linux makefile?

Thanks,
Andrew



 Date: Sat, 24 Jan 2009 20:52:49 -0800
 From: Tony Sergi to...@valvesoftware.com
 Subject: Re: [hlcoders] Linux server disconnects
 To: Discussion of Half-Life Programming
   hlcoders@list.valvesoftware.com
 Message-ID:
   
 7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com

 Content-Type: text/plain; charset=us-ascii

 Only the client needs the server.dll to exist, for the network table check.
 The client engine loads them from the serverdll, and then compares.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
 Sent: January-24-09 8:14 PM
 To: 'Discussion of Half-Life Programming'
 Subject: Re: [hlcoders] Linux server disconnects

 But the server could still perform a checksum or something on it. Have you
 tried changing the DLL on the Linux server and seeing if clients can still
 connect?

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
 Sent: Saturday, January 24, 2009 12:53 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Linux server disconnects

 I'm telling you, linux cant read dll's, and there is never a client_i486.so
 

 2009/1/24 Nick xnicho...@gmail.com

  I am not sure about that at all. Servers always check client binaries.
  Can someone else check this for us?
 
  On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote:
   Linux cant/doesn't read DLLs, they are for windows only. In any case,
  there
   is no need for a client 'binary' for a server
  
   2009/1/23 Nick xnicho...@gmail.com
  
   I've had this problem before. I think the problem was solved by running
  
./steam -command update -game
  
is the correct way i think. I don't remember if the linux server
   needed the exact same dll's as the  clients but i would make sure both
   the client and the server have the exact same DLLS.
  
   Yes, running a  blank hl2mp mod is probably the best idea. Although, I
   don't even know if that that works out of the box. Goodluck, I hope u
   get it working
  
   On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to
  wrote:
Update: after some mucking around in notepad++  excel, I can confirm
that the file list for the linux server is identical to the list of
  .cpp
files included in the visual studio project. Not much of a surprise,
given that one was used to generate the other. I can also confirm
 that
there's definately no network tables inside windows-only defines.
   
Lastly, I tried hosting a TF2 server, and the build numbers shown in
  the
console were the same as with my mod, so that's definately not to
  blame
either.
   
What else could be causing the Server uses different class tables
disconnect, and only for the linux server? I haven't got the
 slightest
idea at this point. Is it worth checking to see if a blank hl2mp mod
works?
   
Thanks,
   
Andrew
   
On Mon, 2009-01-19 at 14:12 -0800,
hlcoders-requ...@list.valvesoftware.com wrote:
Date: Mon, 19 Jan 2009 20:42:52 +
From: Andrew Watkins a...@watkins.to
Subject: [hlcoders] Linux server disconnects
To: hlcoders@list.valvesoftware.com
Message-ID: 1232397772.8330.7.ca...@2800mhz
Content-Type: text/plain
   
Thanks to Nick's suggestion, I've managed to get my linux server
compiled  running. Turns out the error was down to the way I'd
  linked
the sqlite dll, that had been one of the things I'd thought of, but
  it
seems that I hadn't removed the sqlite header include from one file,
  and
that was messing things up.
   
Now I have a server that I can try to connect to, but when

Re: [hlcoders] Resizing font..

2009-01-24 Thread Tony Sergi
You can dynamically scale bitmap fonts.. but not TTF. The point of TTF is that 
they have different pre-set sizes. I suppose you could render text off into a 
rendertarget and then scale it to however you want though, but then it may end 
up 'fuzzy'.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: January-24-09 9:00 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Resizing font..

Is it not possible to have dynamicly scaled fonts then?

2009/1/24 Tony Sergi to...@valvesoftware.com

 You add new entries, and set the resolution range.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
 Sent: January-23-09 9:46 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Resizing font..

 Thanks, I tried that and it's looking better. Right now I'm just using
 a proportional one-- how would I actually specify the sizes for the
 different resolutions in the ClientScheme.res file? Or did you mean
 just make new fonts for each resolution?

 -Skyler

 On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi to...@valvesoftware.com
 wrote:
  Edit your scheme res file and add different scales for different
 resolutions.
 
 
  -Tony
 
  -Original Message-
  From: hlcoders-boun...@list.valvesoftware.com [mailto:
 hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
  Sent: January-23-09 6:00 PM
  To: Discussion of Half-Life Programming
  Subject: [hlcoders] Resizing font..
 
  Hopefully this is a really simple question. I'm using text in my HUD
  but it's too big. I tried to use DrawSetTextScale but it says it can't
  do that on non-bitmap fonts.
  Before I made it proportional by changing it to GetFont(name, true),
  it was just the right size but obviously didn't scale with the
  resolution. Now it's too big, and I don't know how to make it smaller.
 
 
  Here's the code:
 
m_fntNumbers = pScheme-GetFont(HudNumbersGlow, true);
 
  ...
 
int value = 5;
 
surface()-DrawSetTextColor(211,67,207,255);
 
wchar_t unicode[3];
 
if (value  10)
swprintf( unicode, L0%d, value );
else
swprintf( unicode, L%d, value);
 
surface()-DrawSetTextFont(m_fntNumbers);
surface()-DrawSetTextPos(x, y);
surface()-DrawSetTextScale(0.625f,0.625f);
surface()-DrawUnicodeString( unicode );
 
  ...
 
 
  Thanks guys.
 
  -Skyler
 
 
  p.s. If this message gets sent to the list twice I apologize, the
  first time it says it bounced because I sent it from the wrong email.
 
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 please visit:
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Re: [hlcoders] Linux server disconnects

2009-01-24 Thread Tony Sergi
Only the client needs the server.dll to exist, for the network table check.
The client engine loads them from the serverdll, and then compares.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma
Sent: January-24-09 8:14 PM
To: 'Discussion of Half-Life Programming'
Subject: Re: [hlcoders] Linux server disconnects

But the server could still perform a checksum or something on it. Have you
tried changing the DLL on the Linux server and seeing if clients can still
connect?

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly
Sent: Saturday, January 24, 2009 12:53 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Linux server disconnects

I'm telling you, linux cant read dll's, and there is never a client_i486.so


2009/1/24 Nick xnicho...@gmail.com

 I am not sure about that at all. Servers always check client binaries.
 Can someone else check this for us?

 On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote:
  Linux cant/doesn't read DLLs, they are for windows only. In any case,
 there
  is no need for a client 'binary' for a server
 
  2009/1/23 Nick xnicho...@gmail.com
 
  I've had this problem before. I think the problem was solved by running
 
   ./steam -command update -game
 
   is the correct way i think. I don't remember if the linux server
  needed the exact same dll's as the  clients but i would make sure both
  the client and the server have the exact same DLLS.
 
  Yes, running a  blank hl2mp mod is probably the best idea. Although, I
  don't even know if that that works out of the box. Goodluck, I hope u
  get it working
 
  On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to
 wrote:
   Update: after some mucking around in notepad++  excel, I can confirm
   that the file list for the linux server is identical to the list of
 .cpp
   files included in the visual studio project. Not much of a surprise,
   given that one was used to generate the other. I can also confirm
that
   there's definately no network tables inside windows-only defines.
  
   Lastly, I tried hosting a TF2 server, and the build numbers shown in
 the
   console were the same as with my mod, so that's definately not to
 blame
   either.
  
   What else could be causing the Server uses different class tables
   disconnect, and only for the linux server? I haven't got the
slightest
   idea at this point. Is it worth checking to see if a blank hl2mp mod
   works?
  
   Thanks,
  
   Andrew
  
   On Mon, 2009-01-19 at 14:12 -0800,
   hlcoders-requ...@list.valvesoftware.com wrote:
   Date: Mon, 19 Jan 2009 20:42:52 +
   From: Andrew Watkins a...@watkins.to
   Subject: [hlcoders] Linux server disconnects
   To: hlcoders@list.valvesoftware.com
   Message-ID: 1232397772.8330.7.ca...@2800mhz
   Content-Type: text/plain
  
   Thanks to Nick's suggestion, I've managed to get my linux server
   compiled  running. Turns out the error was down to the way I'd
 linked
   the sqlite dll, that had been one of the things I'd thought of, but
 it
   seems that I hadn't removed the sqlite header include from one file,
 and
   that was messing things up.
  
   Now I have a server that I can try to connect to, but when I try to
   connect, very near the end of the process I get disconnected with
the
   error:
 Server uses different class tables
  
   Normally I'd have expected this to say which network table / value
 was
   missing or incorrect, but there's nothing. I'm pretty damn sure all
 the
   same files are being used by linux as by Visual studio; I've been
   through my makefiles many times over. I really can't see anything
 thats
   in one  not the other, though I guess its possible I'm being dumb
 here.
   I can't find any network tables that are within #ifdef _WIN32 or
   anything like that - strikes me that would be a bit ridiculous if it
   were the case anyway. Anyone run into this error with a linux
server?
  
   One thing that I do notice - when I try to connect to the linux
 server,
   it lists its Build version as 3691, but when I run a listen server,
 it
   says its Build 3704. Now I've repeatedly run the update commands for
 the
   linux server, but its not loading any other updates. Could this
 version
   issue be behind my network table issue, or is that just the way its
   meant to be?
  
   Thanks for any insight anyone has to offer
  
   Andrew
  
   
Message: 5
Date: Sat, 27 Dec 2008 13:50:06 -0600
From: Nick xnicho...@gmail.com
Subject: Re: [hlcoders] Linux binary runtime error
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Message-ID:
c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com
Content-Type: text/plain; charset=ISO-8859-1
   
can you try debugging with gdb? starting srcds with gdb is a real

Re: [hlcoders] Resizing font..

2009-01-23 Thread Tony Sergi
Edit your scheme res file and add different scales for different resolutions.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: January-23-09 6:00 PM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Resizing font..

Hopefully this is a really simple question. I'm using text in my HUD
but it's too big. I tried to use DrawSetTextScale but it says it can't
do that on non-bitmap fonts.
Before I made it proportional by changing it to GetFont(name, true),
it was just the right size but obviously didn't scale with the
resolution. Now it's too big, and I don't know how to make it smaller.


Here's the code:

   m_fntNumbers = pScheme-GetFont(HudNumbersGlow, true);

...

   int value = 5;

   surface()-DrawSetTextColor(211,67,207,255);

   wchar_t unicode[3];

   if (value  10)
   swprintf( unicode, L0%d, value );
   else
   swprintf( unicode, L%d, value);

   surface()-DrawSetTextFont(m_fntNumbers);
   surface()-DrawSetTextPos(x, y);
   surface()-DrawSetTextScale(0.625f,0.625f);
   surface()-DrawUnicodeString( unicode );

...


Thanks guys.

-Skyler


p.s. If this message gets sent to the list twice I apologize, the
first time it says it bounced because I sent it from the wrong email.

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Re: [hlcoders] Resizing font..

2009-01-23 Thread Tony Sergi
You add new entries, and set the resolution range.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: January-23-09 9:46 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Resizing font..

Thanks, I tried that and it's looking better. Right now I'm just using
a proportional one-- how would I actually specify the sizes for the
different resolutions in the ClientScheme.res file? Or did you mean
just make new fonts for each resolution?

-Skyler

On Fri, Jan 23, 2009 at 9:38 PM, Tony Sergi to...@valvesoftware.com wrote:
 Edit your scheme res file and add different scales for different resolutions.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
 Sent: January-23-09 6:00 PM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Resizing font..

 Hopefully this is a really simple question. I'm using text in my HUD
 but it's too big. I tried to use DrawSetTextScale but it says it can't
 do that on non-bitmap fonts.
 Before I made it proportional by changing it to GetFont(name, true),
 it was just the right size but obviously didn't scale with the
 resolution. Now it's too big, and I don't know how to make it smaller.


 Here's the code:

   m_fntNumbers = pScheme-GetFont(HudNumbersGlow, true);

 ...

   int value = 5;

   surface()-DrawSetTextColor(211,67,207,255);

   wchar_t unicode[3];

   if (value  10)
   swprintf( unicode, L0%d, value );
   else
   swprintf( unicode, L%d, value);

   surface()-DrawSetTextFont(m_fntNumbers);
   surface()-DrawSetTextPos(x, y);
   surface()-DrawSetTextScale(0.625f,0.625f);
   surface()-DrawUnicodeString( unicode );

 ...


 Thanks guys.

 -Skyler


 p.s. If this message gets sent to the list twice I apologize, the
 first time it says it bounced because I sent it from the wrong email.

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Re: [hlcoders] SDK +voicerecord not working

2009-01-20 Thread Tony Sergi
Modify gamerules to do the voice stuff. Look at HL2MPGameRules to see it.
When we get the sdk up in beta, it'll work out of the box/.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: January-20-09 12:56 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SDK +voicerecord not working

Right, but it's not sending it over the network to other players nor
is it showing the icon (that indicates it is recording).

Ioopback does work, it just seems nothing else does.

On Tue, Jan 20, 2009 at 10:52 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
 voice_enable 1
 voice_loopback 1
 bind v +voicerecord

 Press v and listen to yourself talk.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] SDK +voicerecord not working

2009-01-20 Thread Tony Sergi
Add this to sdk_gamerules.cpp

#ifdef GAME_DLL
// 
---
 //
// Voice helper
// 
---
 //

class CVoiceGameMgrHelper : public IVoiceGameMgrHelper
{
public:
virtual boolCanPlayerHearPlayer( CBasePlayer *pListener, 
CBasePlayer *pTalker, bool bProximity )
{
// Dead players can only be heard by other dead team mates
if ( pTalker-IsAlive() == false )
{
if ( pListener-IsAlive() == false )
return ( pListener-InSameTeam( pTalker ) );

return false;
}

return ( pListener-InSameTeam( pTalker ) );
}
};
CVoiceGameMgrHelper g_VoiceGameMgrHelper;
IVoiceGameMgrHelper *g_pVoiceGameMgrHelper = g_VoiceGameMgrHelper;
#endif

And make sure
Void CSDKGameRules::Think()
Calls BaseClass::Think()



-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: January-20-09 8:35 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SDK +voicerecord not working

Sorry, I don't really know what you mean. I can't seem to find
anything useful in the HL2MP base. (Including HL2MPGameRules)

I did try adding hud_voicestatus.cpp to my clientside project, but
that has produced no visible effect.

On Tue, Jan 20, 2009 at 7:24 PM, Tony Sergi to...@valvesoftware.com wrote:
 Modify gamerules to do the voice stuff. Look at HL2MPGameRules to see it.
 When we get the sdk up in beta, it'll work out of the box/.


 -Tony

 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
 Sent: January-20-09 12:56 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] SDK +voicerecord not working

 Right, but it's not sending it over the network to other players nor
 is it showing the icon (that indicates it is recording).

 Ioopback does work, it just seems nothing else does.

 On Tue, Jan 20, 2009 at 10:52 AM, Jorge Rodriguez bs.v...@gmail.com wrote:
 voice_enable 1
 voice_loopback 1
 bind v +voicerecord

 Press v and listen to yourself talk.

 --
 Jorge Vino Rodriguez
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Re: [hlcoders] PrecacheScriptSound fail

2009-01-20 Thread Tony Sergi
Edit the scripts/talker/response_rules.txt file and pull out npc's that you're 
not using.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: January-21-09 12:09 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] PrecacheScriptSound fail

Ok so new problem...

We're using textures and props from episode 2 and so in my
gameinfo.txt underneath Game |gameinfo_path|. I put:
  Game ep2
  Game episodic
  Game hl2

This works. The problem is that when I join the server I get a long
list of errors like...
PrecacheScriptSound 'ep_01.al_stalkers_letitgo' failed, no such sound
script entry

I'm not using these sounds, so how can I make it stop trying to load them?

In one of the .gcfs there is a file called excludes.lst  but I don't
know if I can use that for my situation, or where I would put it in my
mod's file structure.

Any help?

Thanks again.

-Skyler

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Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-19 Thread Tony Sergi
Make sure that when you do it in gamemovement you use a gamemovement timer and 
*NOT* gpGlobals-curtime, as well.


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Michael Chang
Sent: January-19-09 4:26 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] SetAbsVelocity prediction problems

Hi Ryan

I've moved all the set velocity stuff into gamemovement, using mv-etc
instead of SetAbsVelocity. This seems to be more reliable in terms of when
it does things, however I'm still getting a view hitch.

I've also tried printing out time stamps. An example for net_fakelag 0

first attack
client attackstep at 22.305000
server attackstep at 22.32

second attack
client attackstep at 23.07
server attackstep at 23.174999

With net_fakelag 100

first attack
client attackstep at 23.07
server attackstep at 23.174999

second attack

client attackstep at 249.869995
server attackstep at 249.974991



The server falls behind the client often. To my understanding, there's no
way the server knows when the client player presses the attack button. How
would one compensate for this major discrepancy?


~M



You might want to write some debug messages for the console with time stamps

so you can see when the client and server are getting velocities assigned,
but directly setting the client side velocity is a really bad idea. I agree
with Jorge that you should be adding your velocity changes directly to the
shared game movement code. You really need to make sure, and this is really
important for prediction, that the client and server velocity changes are
being made in sync with eachother. When the server update hits the client
and the client is outside of the movement range for that frame, it will snap

the client back into server sync no matter what.
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Re: [hlcoders] Shader Reading from custom render targets

2009-01-19 Thread Tony Sergi
Check this wiki article for a good reference on render targets.

http://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: January-19-09 6:15 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Shader Reading from custom render targets

Hey all,

   I'm trying to create a custom render target texture of the same size
as the framebuffer and reference it from my shader.  I've tried
everything I can think of to create the thing, from including
materials-CreateNamedRenderTargetTexture/Ex/Ex2(...) and calling
InitRenderTarget.  Whatever I do, when the shader tries to bind the
texture I get a texture not found error message, and it just uses black.
The only thing I've been able to do so far that works is to create a
vmt using the rendertarget 1 compile flags, but this creates one
with of a static size and of a power of 2, which is really not what I
want at all.  I would use GetFullFrameFrameBufferTexture(1), but it
returns an error texture.
I'd really appreciate any help you all could give me with this.

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Re: [hlcoders] Particle system collisions

2009-01-19 Thread Tony Sergi
The particles can collide with stuff, but they're CLIENT SIDE. So even if you 
could report what they hit.. how are you going to damage things from the client?

Server doesn't draw particles.


-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Sheffer
Sent: January-20-09 1:20 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Particle system collisions

Imo that is rather lame. Sure it might be expensive, but being able to loop
an array of particle elements to see if they are touching anything seems
like a logical feature.

On Mon, Jan 19, 2009 at 8:20 AM, Jorge Rodriguez bs.v...@gmail.com wrote:

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


 --
 Jorge Vino Rodriguez
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--
~Ryan
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Re: [hlcoders] Changing the weapon world model during play

2009-01-17 Thread Tony Sergi
When you go to change it, SetModel(GetWorldModel());


-Tony
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter
Sent: January-17-09 8:40 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Changing the weapon world model during play

Hi List,

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

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

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

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

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

Any ideas if I'm missing something?
Thanks,

Rich

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

2009-01-17 Thread Tony Sergi
You're going to have to modify GetWorldModelIndex() so that it will return the 
index of your alternate model if it's supposed to. You could just inherit it 
and override it.

And where the model is precached from the script, store the model index of your 
alternate model, the way it stores m_iWorldModelIndex.

-Technically- if you do that, you'd never have to modify GetWorldModel(), but 
rather just GetWorldModelIndex, since it gets called more often anyway.

-Tony

-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard Slaughter
Sent: January-17-09 10:56 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Changing the weapon world model during play

I added:

SetModel(GetWorldModel());

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

Any other ideas?
Thanks,

Rich

Tony Sergi wrote:
 When you go to change it, SetModel(GetWorldModel());


 -Tony
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Richard 
 Slaughter
 Sent: January-17-09 8:40 AM
 To: Discussion of Half-Life Programming
 Subject: [hlcoders] Changing the weapon world model during play

 Hi List,

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

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

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

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

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

 Any ideas if I'm missing something?
 Thanks,

 Rich

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Re: [hlcoders] Multi-Pass Shaders?

2009-01-16 Thread Tony Sergi
Core is multipass.


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray
Sent: January-16-09 3:13 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Multi-Pass Shaders?

I'm trying to add a Kuwahara post-process shader into an ep1 mod, but
sadly I'm a bit new to shader programming to be undertaking such a task
and I've gotten a bit lost.  For a Kuwahara shader, or at least the
sample implementation of it I've found, you need to have 5 passes, 4 of
which render to intermediate buffers, and a 5th one that combines the 4
buffers and renders to the screen.
Unfortunately, I haven't been able to find any examples of a multi-pass
shader in the SDK, or even any reference to functions that might enable
that kind of behavior.  Does anyone have any hints on how to do this or
places to look for examples?
Even knowing if multiple render targets like this are supported would be
a big help, as I suspect there may also a way to do it in a single pass.

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread Tony Sergi
Well, you need to own a source game to get the sdk.
-Tony


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: January-16-09 1:48 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

Isn't the Source SDK free? All you need to do is download Steam and you
can get the SDK for free.. so theoretically, if the SDK source code is
freely available via Steam, would it really be that bad if snippets of
the SDK source code were made available on a website?


James Luzwick wrote:
 Can we get someone from valve to respond?  I'm sure theres a way we could
 dedicate part of the valve wiki for containing this information.  I mean a
 lot of sdk code is up there right now for all to see.

 On Thu, Jan 15, 2009 at 7:18 PM, Nick xnicho...@gmail.com wrote:


 NO NEVER.

 On Thu, Jan 15, 2009 at 8:11 PM, Joel R. joelru...@gmail.com wrote:

 So, I guess the question is:

 Valve, can we have permission to post SDK code on the internet, strictly

 for

 documentation purposes?

 -Joel
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Tony Sergi
The time it would take to actually do all that, you could just make a real mod.

Or as minh said, world peace.


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Steve Henderson
Sent: January-13-09 1:02 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

We could create a special MOD (dokuMod) strictly for documentation.

This would could have:

- A plethora of doxygen friendly INLINE comments

- Inline hyperlinks to more extensive documentation on @ the
developer.valve wiki

- Default enabling the many built-in debug layers that Valve already
included.  These would be enabled by default so someone playing a the
dokuMod would see all the debug skins and such

- Self documenting classes -- For example, custom PropClass that have
skins and hovering sprites that serve as documentation

- Custom VGUI classes that could show handy visualizations of the
scene graph, firing actions etc.

- Included map that allow for walking through in FPS view and
observing all the debugging and other turorials

The mod would create full, nightly doxygen html that has UML and the
inline documentation

I'd be up to contribute..

Steve



On Tue, Jan 13, 2009 at 12:53 PM, John Standish vold...@gmail.com wrote:
 I agree with Nuno on the fact that documentation is very important. I've
 just started getting back in to the Source SDK and I am completely lost at
 points. It's not the fact that I do not know C++ it's the fact I am trying
 to figure out every little piece of source and what points to what. Sure the
 name conventions are helpful but some things are just either wonky or
 convoluted. Documentation would help tremendously. I've used Doxygen to
 create documentation but that has only done so much.

 On Tue, Jan 13, 2009 at 9:45 AM, Nuno Silva 
 little.coding@gmail.comwrote:

 I can't stress this enough, but documentation is *very* important in large
 projects such as Source, one shouldnt try to figure out what all the code
 does, considering how it's not even possible to do so since most of the
 code
 isnt even public.

 Documenting the code ourselves would be an interesting idea, however it is
 a
 long task, and as such should be very well organized.

 Since i dont use the Source SDK, i probably wont help, so good luck to
 everyone.

 On Tue, Jan 13, 2009 at 5:31 PM, Willem Engel wil...@refreshmi.nl wrote:

  Yes, time to put some sense back into this thing. Does anyone know of a
  system that would allow multiple persons to add comments to code without
   modifying the code itself? I imagine something like a wiki based on a
  class-diagram of the current code. We might even be able to add it to a
  section on the valve dev wiki?
  Commenting the code itself would require the lot of us to share a
  subversioning system of some kind.
 
  ZuM wrote:
   Good to see that someone on this list isn't flaming like some above.
  
   Now onto the topic, James, none that i know of is doing that.
  
   2009/1/13 James Luzwick jluzw...@gmail.com
  
   On the topic of design documents.  Does anyone know if there has been
 a
   push
   by anyone in particular to create javadoc-like doxygen comments for
 all
  the
   code in the SDK?  If there is some person in general working on it, I
  would
   love to add to it as I program and figure out more about the SDK.
  
   I think this would be a good idea as it could easily be exported to
  HTML.
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Tony Sergi
I completely agree with you, and I've seen the same thing. I can't believe it's 
been 8 or 9 years already though. Holy @#...@!
-Tony


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman
Sent: January-14-09 9:42 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

Tony Sergi wrote:
 The time it would take to actually do all that, you could just make a real 
 mod.

 Or as minh said, world peace.

In the last 8 or 9 years that I've been on this email list, something
like this has been discussed at least 4 or 5 times.  Everybody thought
it was a good idea but nobody had the time or energy to create something
like this and maintain it over time.  Every time some new coder starts
working on a Half-Life mod, they get overwhelmed by the complexity of
the code base.  Everyone wants a quick method to be able to understand
how things fit together and there has never been any documentation that
fulfills that need.  It would be difficult and time consuming to create
such documentation and it would difficult to keep it up to date.

Having worked at a game development studio for many years, I would much
rather see Valve spending their time creating code and fixing bugs than
creating and updating documentation.

New developers just need to jump in with both feet and play around
with the code for a couple of months and they will quickly become
familiar with how things work.  You're not going to learn the entire
code base in a couple of weeks and you don't really need to understand
the entire code base to work on a single feature for a mod.

Just take things one step at a time and don't try to do too much at once
and before too long you'll have a pretty good understanding of how
things fit together and how things work (or you'll lose interest in the
first few weeks and give up and go do something else).

--
Jeffrey botman Broome

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Tony Sergi
Some tutorials purposely didn't compile though ;)
I always hated copy and paste ones, and I've even made some in the past, sadly.
-Tony


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman
Sent: January-14-09 10:56 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

Sykes wrote:
 Have to agree with botman there.. some wise words..

 though just as a comment : botman: your HL1 SDK site used to host some
 awesome howto's that really did aid in the learning curve

 perhaps this is best thing.. some practical examples? - though
 arguably thats what most of the sdk is anyway..

I agree.  Some quick code snippets on how to do common stuff would be
useful to put on the wiki.  Things like how to loop through all players
to do something on each one, or how to modify the behavior of a weapon
(or grenade), etc.  The kind of tutorial stuff that is/was on The
Wavelength website would be ideal for the wiki and that kind of stuff
wouldn't take too much time.

The only problem is that many of the tutorials that were created had
bugs (or just flat out wouldn't compile).  People type in a tutorial and
expect it to work 100% out of the box and many of them did not because
the people that created them were careless or didn't put enough effort
into making them foolproof.  There needs to be a caveat to people that
say Hey, here's some tutorials.  They may work properly or they may not
depending on the skill of the person who created them.  Having a way to
rate the tutorials would be nice too so that someone would know that
something with a high rating would be more likely to work properly.

--
Jeffrey botman Broome

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Tony Sergi
Ontop of that.. the ep1 base is never getting any fixes.
The only thing I've been working on is the current code.
When Mike and I finish what we're doing and get the SDK up into beta, you'll 
see a HUGE difference.
-Tony


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh
Sent: January-14-09 11:34 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?

If you're just starting your mod, I see no advantage to using the EP1 base..
I'd recommend the OB base since it has a lot of enhancements.

Steve Henderson wrote:
 Keeping the dream alive, here's another fundamental question --
 should our efforts focus on EP1 or OrangeBox?

 On Wed, Jan 14, 2009 at 11:10 PM, Nick xnicho...@gmail.com wrote:

 James is right. Nobody here is whining. We are discussing things that
 must be done to help all current and future developers of the source
 engine.

 If Valve refuses to recognize the need for more proper documentation,
 and more open tools, then I am willing to investigate other more
 documented, more open, and more widely used engines. Others have
 privately emailed me with more drastic actions, but I for one believe
 Valve will help us and not ignore us like they usually do.

 On Wed, Jan 14, 2009 at 8:56 PM, James Luzwick jluzw...@gmail.com wrote:

 I don't think any of us are whining, I call it discussing.  I'm sure
 everyone here reads the tutorials and uses what Valve has given us
 graciously to it's full extent.  We were merely talking about ways of
 expanding VDC to contain more documentation.  I don't think anyone of us
 is going to devote all of their resources to figuring out exactly what the
 code does along with building the associated documentation. Although, I'm
 sure people will chip in just like they have with the tutorials.

 On Wed, Jan 14, 2009 at 6:02 PM, Marshall psycha...@hotmail.com wrote:


 Ok as much as a whole DB of source code would be nice, you guys are
 spending
 more time whining about not having the code, when in that time you could
 have gone to the VDC, looked up a tut, then checked the steam forums, then
 gone into your code, CNTRL+F ( a magical thing ) and :O!!  You've got
 yourself some code.  Ive only used the VDC steam forums, and tuts and Im
 still a hella noob, but shit I get stuff done by just raping tuts and
 taking
 parts I need.  Something I do is any code I find that's handy I take and
 stick into a notepad doc so if I need at again I just take a gander.  So
 meh.

 --
 From: Tony Sergi to...@valvesoftware.com
 Sent: Wednesday, January 14, 2009 5:37 PM
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com

 Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide?


 Well I started a particle tutorial, but I haven't had time to finish it,
 and I think there's enough info about them now anyway. Granted, that's

 not

 strictly programming but it would have had some programming in it.
 -Tony


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John
 Standish
 Sent: January-14-09 7:30 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Technical Design Document or Quick Reference
 Guide?

 I wonder if this is any thoughts on putting more tutorials up on the

 wiki?

 On Wed, Jan 14, 2009 at 4:20 PM, Tony Sergi to...@valvesoftware.com
 wrote:


 Some tutorials purposely didn't compile though ;)
 I always hated copy and paste ones, and I've even made some in the past,
 sadly.
 -Tony

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Re: [hlcoders] Grenades going through spawned models

2009-01-01 Thread Tony Sergi
It's called smart optimization.


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick
Sent: January-01-09 6:51 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Grenades going through spawned models

That might be one of the most horrible hacks I have ever heard about
on the source engine.

On Thu, Jan 1, 2009 at 12:02 PM, Jay Stelly j...@valvesoftware.com wrote:
 If you are using the frag grenades from hl2 they use collision groups to 
 specifically disable collisions between their physics objects and other 
 objects (NPCs for example).  Then they trace rays to fake it in their 
 VPhysicsUpdate() function.  That allows them to bounce off of the NPCs' 
 hitboxes without those hitboxes actually being in the physics simulation.

 It's possible that the reason they aren't colliding is this collision rule 
 behavior.  Try changing the collision group of the grenade or the other 
 entity to COLLISION_GROUP_NONE and see if that fixes the problem.

 Jay


 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
 Aditya Gaddam
 Sent: Thursday, January 01, 2009 8:32 AM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Grenades going through spawned models

 BUMP. Anyone have any clues about this?

 On Tue, Dec 23, 2008 at 5:41 AM, Aditya Gaddam
 adityagad...@gmail.comwrote:

  Hi,
 
  I have project where I am spawning some models
 programmatically. They
  collide fine with me and most ammunition (including
 rockets, crossbow
  bolts, SMG secondary fire), but grenades and the secondary fire for
  the assault rifle seem to just go through.
 
  The models being spawned derive from CBaseAnimating and have
  SOLID_VPHYSICS via SetSolid. Does anyone have any idea why
 this would be?
 
  Thanks,
  Aditya
 
  --
  http://www.pixelfaction.com
  AIM:ApeWithABrain
 



 --
 http://www.pixelfaction.com
 AIM:ApeWithABrain
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Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Tony Sergi
Olly is right though.

The SDK layer is the same level as CCSPlayer, CTFPlayer, CPortalPlayer, 
CHL2MPPlayer, etc.

The most ideal thing to do would be to either just leave it as CSDKPlayer for 
porting later, or replace all SDK with your mods prefix. Inheriting it is 
actually rather silly, since all it is at the moment is a sample player that 
inherits CBasePlayer and does the basics. It's like a template.


-Original Message-
From: hlcoders-boun...@list.valvesoftware.com 
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skyler Clark
Sent: December-21-08 7:11 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Best way to mod scratch SDK

The SDK stuff is not a bunch of empty classes, there is code and logic
provided there. If you don't need that code, you should remove any code from
the SDK layer and only use your own code.
If you are planning on using the SDK level's code, you should extend the
class.
Sure, you're adding an extra layer of overhead, but what you gain from that
is complete isolation of your mod's player code.

Every architectural decision has tradeoffs. And in this case, I have found
that creating my own SDK_Player extension allowed my team to isolate our
code and greatly helped to increase our productivity, which greatly
outweighs the slight extra overhead. The difference in overhead is marginal
when you consider the depth of inheritance already present in the source
engine.

-Skyler Clark

On Sun, Dec 21, 2008 at 6:43 PM, Olly oli...@gmail.com wrote:

 The SDK stuff is there to be renamed, its the same class level as
 CCSPlayer,
 CTFPlayer, etc. If you extend CSDKPlayer, you are just adding more overhead
 that doesn't need to be there. The SDK files don't contain any base code;
 so
 there is no need to inherit from them.

 2008/12/21 Skyler Clark sky3...@comcast.net

  Olly, what a terrible suggestion. There is much to be gained from
 extending
  the sdk_player rather than just renaming it...
  To do it, you just need to extend both C_SDK_Player and CSDK_Player.
  The player is instantiated in ClientPutInServer in sdk_client.cpp, line
  around line 80... So make it instantiate your extended player there
 instead
  and you're solid.
 
  -Skyler Clark
 
  On Sat, Dec 20, 2008 at 3:59 PM, Olly oli...@gmail.com wrote:
 
   rename the classes/files
  
   2008/12/20 Michael Chang flux.black...@gmail.com
  
Hey all
After months (years?) of failing to fix HL2DM I've finally switched
  over
   to
scratch SDK, thank heavens for that.
   
I want to know how best to mod scratch SDK. For example I want to
   implement
my own player type that inherits SDKPlayer. Where in the code do I
 tell
gamerules to instantiate my own player type instead of CSDKPlayer?
   
On that note, even after I traced the calls and hierarchy all the way
  up,
   I
end up at sdk_client. Who calls/instantiates sdk_client? How do I
   implement
my own mod_client? Should I even bother?
   
Basically, I want to use everything sdk_ etc but inherit it into a
 new
class
instead. I want to try limiting my edits to SDK_etc and do everything
  in
the
proper OOP way. So instead of sdk_gamerules, I want my own
   mod_gamerules
that inherits that. My own mod_playeranimstate... etc
   
But where does it start? Where is the very beginning of switching
 over
  to
my
own objects/codebase?
   
Thanks.
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Re: [hlcoders] Push Gun

2008-12-10 Thread Tony Sergi

VelocityImpulse takes the current velocity and adds the value you pass, to it.
SetAbs/SetLocal.. SET the velocity to what you pass it.
-Tony

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
Sent: December-10-08 12:12 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Push Gun

What's the difference between VelocityPush and doing Get/SetAbsVelocity and
adding a force vector?

I'm away from the SDK otherwise I would open it and check it out. Someone
wish to enlighten the rest of us? :)

~M


If by push you mean blown back in a single blow, VelocityPunch?


 I would like to create a weapon that when fired pushes the other player
 backwards

 how would I go about applying a force to a player?




On Wed, Dec 10, 2008 at 4:00 AM, [EMAIL PROTECTED]wrote:

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 Today's Topics:

   1. Re: Expanding trigger (from a newbie) (Stetson Tremblay)
   2. Re: Trouble moving a func_brush entity (Jorge Rodriguez)
   3. Re: Trouble moving a func_brush entity (Steve Henderson)
   4. Push Gun ([EMAIL PROTECTED])
   5. Re: Trouble moving a func_brush entity (Steve Henderson)
   6. Re: Push Gun (Maarten De Meyer)
   7. Re: Push Gun ([EMAIL PROTECTED])
   8. Re: Push Gun (Matt Hoffman)


 --

 Message: 1
 Date: Mon, 8 Dec 2008 16:03:44 -0500
 From: Stetson Tremblay [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Expanding trigger (from a newbie)
 To: hlcoders@list.valvesoftware.com
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain; charset=iso-8859-1


 that would eb socved in hammer via an entity named PATH TRAIN From:
 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 8
 Dec 2008 11:45:14 -0800 Subject: Re: [hlcoders] Expanding trigger (from a
 newbie)  I can't think of a way to do this if the trigger is a brush. If
 you use a bounding box (SOLID_BBOX) you should be able to change the
 trigger's bounds and just call TriggerMoved().  Jay-Original
 Message-  From: [EMAIL PROTECTED]  [mailto:
 [EMAIL PROTECTED] On Behalf Of 
 [EMAIL PROTECTED]  Sent: Monday, December 08, 2008 10:53 AM  To:
 hlcoders@list.valvesoftware.com  Subject: [hlcoders] Expanding trigger
 (from a newbie)   I am creating a king of hill game called lava in
 which  players are pushed  off of platforms into a pit of so called
 LAVA I have a  lavaTrigger that  marks the players out.   What I
 would like to do is have the lava trigger grow and  expand to cover  the
 entire map over a period of time. (to eliminate stalemates between 
 players)   How would I go about doing this?  I would Also Like to have
 the floor grow also if I could   any points in the right direction would
 be more than helpfull   thank you  ~Nemus (Hlcoder Newbie)   
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 Message: 2
 Date: Mon, 8 Dec 2008 17:55:12 -0500
 From: Jorge Rodriguez [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Trouble moving a func_brush entity
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 No sorry I'm a coder not a mapper. Someone around here might know.

 --
 Jorge Vino Rodriguez


 --

 Message: 3
 Date: Mon, 8 Dec 2008 18:22:24 -0500
 From: Steve Henderson [EMAIL PROTECTED]
 Subject: Re: [hlcoders] Trouble moving a func_brush entity
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 Message-ID:
[EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 You might be fighting the physics engine..try changing the move type ala:

 entity-SetMoveType( MOVETYPE_NONE );

 The parameter can be one of many -- you can find them throughout the code.
 In VStudio, Go to edit, find in files, select entire solution and type
 MOVETYPE..

 Steve



 On Mon, Dec 8, 2008 at 2:31 PM, Andrew Jones [EMAIL PROTECTED]
 wrote:
  I'm not in a position to test this out, but it seems promising. Do you
  happen to know of somewhere I could look at a reference implementation
 that
  shows how to start an 

Re: [hlcoders] Startup music?

2008-11-28 Thread Tony Sergi
When it comes to the music it's literally as simple as dropping mp3s in sound/ui
As gamestartup0.mp3 gamestartup1.mp3 ..
Etc


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: November-28-08 1:30 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Startup music?

me2

On Fri, Nov 28, 2008 at 5:49 AM, Tobias H. [EMAIL PROTECTED] wrote:
 I'd like to know that, too ;)

 On Fri, Nov 28, 2008 at 5:32 AM, Adam Ait. [EMAIL PROTECTED]wrote:

 I have one question about that... do the same techniques apply to
 multi-player?

 On Thu, Nov 27, 2008 at 10:30 PM, Adam Ait. [EMAIL PROTECTED]
 wrote:

 
  Thanks! I'll go check it out!
 
  On Thu, Nov 27, 2008 at 8:05 PM, Steve Henderson 
  [EMAIL PROTECTED] wrote:
 
  Adam,
 
  This is one of the best tutorials I've ever found on customization.
  Covers menus, level thumbnails, icons, etc.
 
 
 
 http://www.moddb.com/games/half-life-2/tutorials/complete-guide-for-customizing-a-single-player-mod
 
  It has a section on adding an audio track.
 
  Steve
 
  On Thu, Nov 27, 2008 at 7:35 PM, Adam Ait. [EMAIL PROTECTED]
  wrote:
   I've playing TF2, and I wanted to know how to include a non-repeating
  audio
   track that would play at the title screen of my mod...
   Has anyone done this or does anyone know how to do this...?
  
   Any help would great!
  
   Oh, and btw.. I'm using Source '07, if that makes any difference.
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Re: [hlcoders] Custom Introduction Panels Team Menu: FLICKERING

2008-11-07 Thread Tony Sergi
Use unlitgeneric on your panel images.



-Tony

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias H.
Sent: Friday, November 07, 2008 7:00 AM
To: Discussion of Half-Life Programming
Subject: [hlcoders] Custom Introduction Panels  Team Menu: FLICKERING

hey guys!

we added a custom team menu  some introduction panels to our mod and are
experiencing
black flickering on the screen. the panels only include still images
(several vtf's with mousover effects...)

http://home.subnet.at/goldextra/frontend/frontiers2/bugs/flickering.mp4

interestingl on low-compiled maps (maps without lighting) the problem did
NOT occur.

any idea where this might result from?

grateful for help
tobias
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Re: [hlcoders] EmitSound not always emitting sound

2008-11-01 Thread Tony Sergi
You don't have to use two different sounds. You can put the loop in the same 
sound with the windup, just set the cue points at the loopin part. It will play 
the start, and then loop the rest.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: November-01-08 8:14 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] EmitSound not always emitting sound

I'm passing through the soundenvelopecontroller's
createsound/play/shutdown now. Alternating seems to work better, but how
do I determine when a sound is finished? The IsPlaying seems only to track
status of whether or not the play/shutdown has been called, not of the
actual sound duration. I need to transition from the end of my spinup
sound to the looping or firing sound.

Also, how should I use the SoundEnvelopeController class? I want smooth,
immediate glitchfree transitions between sounds and no influence by lag.
At the moment I'm using it completely client-side only, is that the way to
go? Will it also emit sounds to other players or do I have to create a
separate mechanism for that?

Thanks in advance for some clarification - documentation on
soundenvelope's is very sparse, or I'm missing it completely.

Maarten

 Use a sound envelope for that sort of thing, instead of using emitsound.
 Do everything else you already did for maintaining it's state though.


 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De
 Meyer
 Sent: Wednesday, October 29, 2008 2:47 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] EmitSound not always emitting sound

 If no-one has any idea why EmitSound can be unreliable, is there
 another/better way to emit sounds? Anyone here implemented a minigun with
 alternating, looping sounds being played in sequence?


 Hi list,

 *if this is a duplicate mail, ignore it, I'm having mailhost problems*

 I'm doing sound for a minigun which requires a bit more effort than an
 average weapon
 since we have spinup /spindown / loop  loopfire sounds which have to
 transition
 seamlessly. I've done this by adding a little state machine clientside
 in ItemPostFrame
 that updates the weapon's soundstate depending on its actual state.
 That works fine, in
 that my states properly update. When I change state, I do a StopSound
 on the sounds that
 need to be stopped ( for the looping sounds ), and a WeaponSound on
 the weaponsound for
 the new state.

 Problem is, when I switch alternatingly between the loop_spin and
 loop_spin_fire
 states/sounds, occasionally the spinning sound does not play when I
 EmitSound() it. [Both
 sounds are mutually exclusive, I don't mix a shooting sound on top of
 the spinning sound,
 that's done in the wave. Both sounds I switch between that give issues
 are looping sounds
 with a cuepoint at the start and end]. The next time I switch states
 it's playing again,
 just every once in a while it doesn't play, and it really bothers.

 Things I've done to debug so far:

 - I've enabled sound emitter tracing ingame, and can see clearly that
 StopSound and
 EmitSound always do get called for the proper sounds, and StopSound is
 always before
 EmitSound. Just sometimes the sound in the last EmitSound is not
 audible.
 - I've done several experiments with the channels, but haven't found
 any combination that
 solves my issue ( although admittedly I don't know all about those
 channels,
 documentation is sparse/incomplete ).
 - I've called MakeReliable() on the filters in the WeaponSound
 function, that didn't help.

 Any ideas what the issue could be or how I could make sure my sounds
 are always played
 when they're EmitSound()'ed ?

 -- Maarten


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Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Tony Sergi
It's really simple. Modify the throw function that's on the grenade to NOT 
create the entity, and instead just do everything else that's done after it's 
created.

Then in your attack thing, create the grenade when they press, start the sound, 
but don't throw it. Make it follow the player.

Then when they release, make it stop following, and then call the throw 
function that applies all the velocity etc.


-Tony

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: Wednesday, October 29, 2008 11:52 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Passing sound from player to grenade entity?

Hey list,

well I think I got the part of checking if it's thrown in the entity
now, but I still don't know how to create the entity before hand while
still being able to different throws.
I tried a rather dumb approach of using a switch that failed horribly,
so I was wondering if anyone had any idea's?

I can do something like launching one of the functions when the pin is
pulled but if I would take for example throw then the only thing I can
do is throw but you can also lob and roll grenades and then those
wouldnt function the same as throwing and wouldnt have their entity
created early.

Soo... thoughts/suggestions?

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Re: [hlcoders] Passing sound from player to grenade entity?

2008-10-29 Thread Tony Sergi
Oh, and that means modifying all of the functions that 'send the grenade 
moving' Throw, Lob, whatever. The point is, you take the creation out of those 
and create them when the pin is pulled instead of when its thrown, tossed, 
sautéed, put in a blender, or stir fried, or whatever it is you're going to do 
with the thing.


-Tony


-Original Message-
From: Tony Sergi
Sent: Wednesday, October 29, 2008 1:43 PM
To: 'Discussion of Half-Life Programming'
Subject: RE: [hlcoders] Passing sound from player to grenade entity?

It's really simple. Modify the throw function that's on the grenade to NOT 
create the entity, and instead just do everything else that's done after it's 
created.

Then in your attack thing, create the grenade when they press, start the sound, 
but don't throw it. Make it follow the player.

Then when they release, make it stop following, and then call the throw 
function that applies all the velocity etc.


-Tony

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: Wednesday, October 29, 2008 11:52 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Passing sound from player to grenade entity?

Hey list,

well I think I got the part of checking if it's thrown in the entity
now, but I still don't know how to create the entity before hand while
still being able to different throws.
I tried a rather dumb approach of using a switch that failed horribly,
so I was wondering if anyone had any idea's?

I can do something like launching one of the functions when the pin is
pulled but if I would take for example throw then the only thing I can
do is throw but you can also lob and roll grenades and then those
wouldnt function the same as throwing and wouldnt have their entity
created early.

Soo... thoughts/suggestions?

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Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Tony Sergi
Use a sound envelope for that sort of thing, instead of using emitsound. Do 
everything else you already did for maintaining it's state though.


-Tony


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: Wednesday, October 29, 2008 2:47 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] EmitSound not always emitting sound

If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?


 Hi list,

 *if this is a duplicate mail, ignore it, I'm having mailhost problems*

 I'm doing sound for a minigun which requires a bit more effort than an
 average weapon
 since we have spinup /spindown / loop  loopfire sounds which have to
 transition
 seamlessly. I've done this by adding a little state machine clientside
 in ItemPostFrame
 that updates the weapon's soundstate depending on its actual state.
 That works fine, in
 that my states properly update. When I change state, I do a StopSound
 on the sounds that
 need to be stopped ( for the looping sounds ), and a WeaponSound on
 the weaponsound for
 the new state.

 Problem is, when I switch alternatingly between the loop_spin and
 loop_spin_fire
 states/sounds, occasionally the spinning sound does not play when I
 EmitSound() it. [Both
 sounds are mutually exclusive, I don't mix a shooting sound on top of
 the spinning sound,
 that's done in the wave. Both sounds I switch between that give issues
 are looping sounds
 with a cuepoint at the start and end]. The next time I switch states
 it's playing again,
 just every once in a while it doesn't play, and it really bothers.

 Things I've done to debug so far:

 - I've enabled sound emitter tracing ingame, and can see clearly that
 StopSound and
 EmitSound always do get called for the proper sounds, and StopSound is
 always before
 EmitSound. Just sometimes the sound in the last EmitSound is not audible.
 - I've done several experiments with the channels, but haven't found
 any combination that
 solves my issue ( although admittedly I don't know all about those
 channels,
 documentation is sparse/incomplete ).
 - I've called MakeReliable() on the filters in the WeaponSound
 function, that didn't help.

 Any ideas what the issue could be or how I could make sure my sounds
 are always played
 when they're EmitSound()'ed ?

 -- Maarten


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Re: [hlcoders] Two quick questions.

2008-10-20 Thread Tony Sergi
Still need to look into this, but I was doing some tests the other day, and if 
you do this; then the server browser for clients will indeed list them, but it 
tries to launch source sdk base (instead of source sdk base 2007) if you click 
on it; and then if you launch the mod and look in the server browser, you don't 
see any servers that have the steam.inf.

We need a proper linux dedicated server install for mods.


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
Sent: Sunday, October 19, 2008 10:53 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Two quick questions.

Do you have a steam.inf file in your mod directory with appID=218
as the only line in it?  I think doing that fixed the problem of the
server not being listed in the steam server browser as well as many
other problems.


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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-14 Thread Tony Sergi
No, I don't post on my offtime. In my offtime I don't want to be
anywhere near hlcoders..


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-14-08 11:56 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Amateur mod team looking for skilled Lead
Programmer

Valve rarely posts on here thou, just Tony and I think he does that in
his
off-work time.

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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-14 Thread Tony Sergi
I was being slightly specious, yet at the same time mildly truthful.
I basically meant that at the end of the day, after I've already spent a
lot of time reading forums and answering stuff there, plus reading
hlcoders, and done other work I just don't want to deal with it at all
anymore till the next day. Haha.

But I do read, and in some cases reply at really odd hours depending on
what I'm doing, or how I'm feeling.

-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-14-08 9:17 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Amateur mod team looking for skilled Lead
Programmer

So how long do you work Tony? I see answers at 7 California time, or 8.

Regardless, sorry for saying what you do. :x


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Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Tony Sergi
Yeah, what jay said is exactly the problem.  The wizard in the current version 
of the sdk when you do the create mod wizard is using ep1 files. I've fixed it 
for the next big update we're doing, but for now you have to manually copy the 
scripts over from ep2 to make it work.

Also, in orange box, the 'buggy' is replaced by the charger. For the SDK, I 
re-created the normal buggy, without the flashing lights and radar and stuff, 
but again, that hasn't been released yet.


-Tony
 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
Sent: October-12-08 1:10 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Driving/Racer Mod

What vehicle script are you using?  The vehicle scripts are not the same 
between orange box and hl2.  You can use the hl2 buggy model, but if you're 
developing a mod for the orange box engine you should start with the vehicle 
script from ep2, not the one from hl2.  The steering parameters and code are 
different in the orange box.  Also, be sure to set ent_bbox on the vehicle and 
vcollide_wireframe 1 so you can see the underlying physics visualized.  That 
will help you see the difference between animation problems and physics 
problems. 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Lekkere Soep
 Sent: Sunday, October 12, 2008 7:24 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Driving/Racer Mod
 
 
 Dear HLCoders,
 
 While working on a small (first) project to create a(n 
 OrangeBox) mod where one can drive vehicles in 3rd person, 
 I've immediately run into several problems.
 I am not looking for you to chew out strands of code for me 
 to copy paste; I am willing to put in my own time. I am just 
 still not completely home to the engine.
 
 
 -  First and foremost, and likely the most illogical, is the 
 steering issue.
   When using the original Buggy from HL2, all works fine 
 in a custom room within HL2. However, when you select 'Create 
 a Mod', change nothing, and then run the same identical room, 
 you can drive front and back, but are unable to steer. When 
 you save this game and load it back, you cán steer, only at 
 lower increments. Are there certain flags to (not) be set 
 when starting the game..? 
 
 
 -  Then as a different issue; I'm looking to lock the camera 
 in place behind the car, disabling free view (like when 
 playing in first person, the direction you face is always 
 forward). I am not sure if getting the vehicle to turn when 
 moving the mouse is doable without too much work, but if 
 thats the case wasd controls will suffice. Free look however 
 is still a nuisance, and should be disabled. Any pointers on 
 where I should be looking would be apreciated.
 
 There are obviously some other issues, but I have to look 
 into those myself first.
 
 Regards,
 Jay
 
 _
 Jouw nieuws en entertainment, vind je op MSN.nl!
 http://nl.msn.com/
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Re: [hlcoders] Muzzle flash issue

2008-10-10 Thread Tony Sergi
There should only be one asterisk there for everyone else; gmails 'bold'
doesn't work anywhere but gmail.

( two asterisks encompassing something ) 

-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: October-10-08 2:05 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

He forgot an asterisk.
C_BaseCombatWeapon *pWeapon = dynamic_cast C_BaseCombatWeapon*** (
this );

-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Muzzle flash issue

2008-10-08 Thread Tony Sergi
Well, you got up to if (!pWeapon) break; but you didn't dispatch the
muzzleflash on the weapon there, as you missed the next two lines that
actually dispatch the third person muzzle, and terminate the call so the
first person one doesn't go through.


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-08-08 10:15 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

The Event code for OB now looks like this. (This is after applying
Tony's
code)
http://pastebin.ca/1222734

On Wed, Oct 8, 2008 at 6:51 AM, Jonas 'Sortie' Termansen
[EMAIL PROTECTED]wrote:

 Your code just checks if there is a local player. (Always true)

 Try compare the owner of the weapon with the local player.

 - Original Message -
 From: Luke Smith [EMAIL PROTECTED]
 To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
 
 Sent: Wednesday, October 08, 2008 2:02 PM
 Subject: Re: [hlcoders] Muzzle flash issue


  What does the event code look like in OB? or is that what you
updated
 with
  what was posted earlier?
 
  on another note I got the eject brass to work but it ejects brass
from my
  gun when the enemy fires. How can I do a check to see if it is being
used
  by
  the local player?
 
  I was trying this but it didnt work:
 
 
  C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
 
  if ( player )
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Which source are you using?

-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-07-08 10:25 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

I've followed Tony's code, and it hasn't helped. If anything it has made
it
worse.  Any ideas?

On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED]
wrote:

 Just Realised that I had put a check if thirdperson in the
c_baseviewmodel
 fire event and exited.

 I deleted that and got rid of that and it works perfectly. Thank you
so
 much
 for your help.

 On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED]
wrote:

 
   I made the changes you showed however I am using the singer player
  codebase. Is there something I should put intead of #if defined
(
 HL2MP
  )?
 
  Also do I need to use this:
 
 
  C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
 
  pWeapon-GetAttachment( LookupAttachment( muzzle ), attachOrigin,
  attachAngles );
  to get the attachment before;
 
 
  tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options ),
  hEntity, bFirstPerson );
 
 
  Thanks,
 
 
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Well, if you apply it to unmodified source, it'll work. I tested it
thouroughly, and luke got it working.

Your problems are probably caused by something else you did. Also of
note; if you're not using the hl2 view models, or your view models don't
have the appropriate events, it won't work anyway, as that event will
never get called.


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-07-08 10:36 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

Orangebox HL2DM.

On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED]
wrote:

 Which source are you using?

 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matt
 Hoffman
 Sent: October-07-08 10:25 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Muzzle flash issue

 I've followed Tony's code, and it hasn't helped. If anything it has
made
 it
 worse.  Any ideas?

 On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED]
 wrote:

  Just Realised that I had put a check if thirdperson in the
 c_baseviewmodel
  fire event and exited.
 
  I deleted that and got rid of that and it works perfectly. Thank you
 so
  much
  for your help.
 
  On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith [EMAIL PROTECTED]
 wrote:
 
  
I made the changes you showed however I am using the singer
player
   codebase. Is there something I should put intead of #if
defined
 (
  HL2MP
   )?
  
   Also do I need to use this:
  
  
   C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
  
   pWeapon-GetAttachment( LookupAttachment( muzzle ),
attachOrigin,
   attachAngles );
   to get the attachment before;
  
  
   tempents-MuzzleFlash( attachOrigin, attachAngles, atoi( options
),
   hEntity, bFirstPerson );
  
  
   Thanks,
  
  
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Orange box already HAS third person.
That tutorial is old old old.
All you have to do is comment out three lines:
// If cheats have been disabled, pull us back out of
third-person view.
if ( sv_cheats  !sv_cheats-GetBool() )
{
CAM_ToFirstPerson();
return;
}



-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-07-08 10:54 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

-Edit: Hit space on accident, gmail sent the (uncomplete) message,
sorry.
Now following
http://developer.valvesoftware.com/wiki/Third_Person_Camera,
will send an email back when I finish.

On Tue, Oct 7, 2008 at 7:53 PM, Matt Hoffman
[EMAIL PROTECTED]wrote:

 I am using the HL2 view models. Currently un-doing my third person
camera
 and replacing it with another tutorial. That's about the only changes
i've
 applyed to my mod are the Third Person tutorial (
 http://developer.valvesoftware.com/wiki/Over_the_Shoulder_View)

 Or is this code just to fix the thirdperson console command?
 Anyways now following


 On Tue, Oct 7, 2008 at 7:48 PM, Tony Sergi
[EMAIL PROTECTED]wrote:

 Well, if you apply it to unmodified source, it'll work. I tested it
 thouroughly, and luke got it working.

 Your problems are probably caused by something else you did. Also of
 note; if you're not using the hl2 view models, or your view models
don't
 have the appropriate events, it won't work anyway, as that event will
 never get called.


 -Tony


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Matt
 Hoffman
 Sent: October-07-08 10:36 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Muzzle flash issue

 Orangebox HL2DM.

 On Tue, Oct 7, 2008 at 7:32 PM, Tony Sergi [EMAIL PROTECTED]
 wrote:

  Which source are you using?
 
  -Tony
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Matt
  Hoffman
  Sent: October-07-08 10:25 PM
  To: Discussion of Half-Life Programming
  Subject: Re: [hlcoders] Muzzle flash issue
 
  I've followed Tony's code, and it hasn't helped. If anything it has
 made
  it
  worse.  Any ideas?
 
  On Mon, Oct 6, 2008 at 2:17 PM, Luke Smith [EMAIL PROTECTED]
  wrote:
 
   Just Realised that I had put a check if thirdperson in the
  c_baseviewmodel
   fire event and exited.
  
   I deleted that and got rid of that and it works perfectly. Thank
you
  so
   much
   for your help.
  
   On Mon, Oct 6, 2008 at 8:30 PM, Luke Smith
[EMAIL PROTECTED]
  wrote:
  
   
 I made the changes you showed however I am using the singer
 player
codebase. Is there something I should put intead of #if
 defined
  (
   HL2MP
)?
   
Also do I need to use this:
   
   
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
   
pWeapon-GetAttachment( LookupAttachment( muzzle ),
 attachOrigin,
attachAngles );
to get the attachment before;
   
   
tempents-MuzzleFlash( attachOrigin, attachAngles, atoi(
options
 ),
hEntity, bFirstPerson );
   
   
Thanks,
   
   
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Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Tony Sergi
Yeah, there isn't anything 'special' exactly for tf2; just
VertexLitGeneric etc.

It just depends on how you setup the parameters in the VMT, as the
changes for tf2 are engine-wide. (everything running the orange box
engine uses the same base shaders)


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matt
Hoffman
Sent: October-07-08 11:07 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

A side question: Can we use TF2 Shaders in our OB Mods?

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Re: [hlcoders] SendTables animation problem

2008-10-06 Thread Tony Sergi
You need to comment out the sendprop excludes that have to do with
animation if you're using the current source. When the SDK updates
you'll see the complete code using multiplayer_animstate like tf2.


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: October-06-08 10:36 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SendTables animation problem

Hi all,

Sorry for coming back to a so old subject but I 'm very disappointed
about
movement within OB engine using HL2MP base code.
I did everything that was explained and published by Sergi but it
doesn't
fix the problem. I tested with a clean HL2MP install and movement are
still
bad.

Does any of you succeeded fixing this problem in HL2MP OB SDK Base ? I
really don't understand. It sounds linked to prediction but in the same
time
applying Sergi's fix does not fix anything in HL2MP OB SDK base.

Emiel, are your movements smooth in eyes point of view ? Do you succeed
fixing the animation problem ?

Best regards,

J.


2008/8/21 Tom Leighton [EMAIL PROTECTED]

 Ensure you're also either mounting HL2MP (320?), or you have copied
the
 player models over.

 Andrew Ritchie wrote:
  Make sure you're updating your animstate
 
  On Thu, Aug 21, 2008 at 3:12 PM, Emiel Regis [EMAIL PROTECTED]
wrote:
 
 
  Hello,
 
  I used omega's SendTable fixes in my mod (based on HL2MP Orangebox
 code),
  but I can't get animations to work - every player is always jesus
pose.
  Here are the SendTables and stuff:
 
  tne_player.cpp (old hl2mp_player.cpp):
 
  void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const
void
  *pStruct,
 const void *pVarData, CSendProxyRecipients
*pRecipients,
 int
  objectID )
  {
  pRecipients-SetAllRecipients();
  pRecipients-ClearRecipient( objectID - 1 );
  return ( void * )pVarData;
  }
 
  REGISTER_SEND_PROXY_NON_MODIFIED_POINTER(
 SendProxy_SendNonLocalDataTable
  );
 
  BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNELocalPlayerExclusive )
  //SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
  // send a hi-res origin to the local player for use in
prediction
  SendPropVector( SENDINFO(m_vecOrigin), -1,
  SPROP_NOSCALE|SPROP_CHANGES_OFTEN,
 0.0f, HIGH_DEFAULT,
 SendProxy_Origin
  ),
  SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
 SPROP_CHANGES_OFTEN, -90.0f,
 90.0f
  ),
  //SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
  SPROP_CHANGES_OFTEN ),
  END_SEND_TABLE()
 
  BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNENonLocalPlayerExclusive
)
  // send a lo-res origin to other players
  SendPropVector( SENDINFO(m_vecOrigin), -1,
  SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN,
 0.0f, HIGH_DEFAULT,
  SendProxy_Origin ),
  SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
  SPROP_CHANGES_OFTEN,
 -90.0f, 90.0f ),
  SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
  SPROP_CHANGES_OFTEN ),
  END_SEND_TABLE()
 
  IMPLEMENT_SERVERCLASS_ST(CTNE_Player, DT_TNE_Player)
  // playeranimstate and clientside animation takes care of these
on
 the
  client
 SendPropExclude( DT_BaseAnimating, m_flPoseParameter ),
  SendPropExclude( DT_BaseAnimating, m_flPlaybackRate ),
  SendPropExclude( DT_BaseAnimating, m_nSequence ),
  SendPropExclude( DT_BaseEntity, m_angRotation ),
  SendPropExclude( DT_BaseAnimatingOverlay, overlay_vars ),
  SendPropExclude( DT_BaseEntity, m_vecOrigin ),
  SendPropExclude( DT_ServerAnimationData , m_flCycle ),
  SendPropExclude( DT_AnimTimeMustBeFirst , m_flAnimTime ),
 
  // Data that only gets sent to the local player.
  SendPropDataTable( tnelocaldata, 0,
  REFERENCE_SEND_TABLE(DT_TNELocalPlayerExclusive),
 
  SendProxy_SendLocalDataTable
  ),
 
  // Data that gets sent to all other players
  SendPropDataTable( tnenonlocaldata, 0,
  REFERENCE_SEND_TABLE(DT_TNENonLocalPlayerExclusive),
 
   SendProxy_SendNonLocalDataTable ),
 
 SendPropInt( SENDINFO( m_iPlayerState ), Q_log2(
 NUM_PLAYER_STATES
  )+1,
  SPROP_UNSIGNED ),
 SendPropEHandle( SENDINFO( m_hRagdoll ) ),
 SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
 
 //TNE stuff
 SendPropInt( SENDINFO( m_iPlayerLives), 2 ),
 SendPropInt( SENDINFO( m_iPlayerSoundType), 4 ),
 SendPropInt( SENDINFO( TKPoints ), 5 ),
 
 //Handled by client on his own
 SendPropExclude( DT_BaseFlex, m_viewtarget ),
 
  END_SEND_TABLE()
 
  BEGIN_DATADESC( CTNE_Player )
  END_DATADESC()
 
  c_tne_player.cpp:
 
  BEGIN_RECV_TABLE_NOBASE( C_TNE_Player, DT_TNELocalPlayerExclusive )
  //RecvPropInt( RECVINFO( m_iShotsFired ) ),
  RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin
) ),
  RecvPropFloat( 

Re: [hlcoders] Muzzle flash issue

2008-10-06 Thread Tony Sergi
I just did a little something with hl2mp, to make the third person
muzzleflashes reliable for the local player who is in third person.

Open up
c_baseanimating.cpp

inside C_BaseAnimating::FireEvent
Here are my changes.

case AE_MUZZLEFLASH:
{
// Send out the effect for a player
#if defined ( HL2MP )
// HL2MP - Make third person muzzleflashes as
reliable as the first person ones
// while in third person the view model
dispatches the muzzleflash event - note: the weapon models dispatch them
too, but not frequently.
if ( IsViewModel() )
{
C_BasePlayer *pPlayer = ToBasePlayer(
dynamic_castC_BaseViewModel *(this)-GetOwner() );
if ( pPlayer  pPlayer ==
C_BasePlayer::GetLocalPlayer())
{
if (
::input-CAM_IsThirdPerson() )
{
// Dispatch on the
weapon - the player model doesn't have the attachments in hl2mp.
C_BaseCombatWeapon
*pWeapon = pPlayer-GetActiveWeapon();
if ( !pWeapon )
break;

pWeapon-DispatchMuzzleEffect( options, false );
break;
}
}
}
#endif
DispatchMuzzleEffect( options, true );
break;
}


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jorge
Rodriguez
Sent: October-06-08 12:44 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Muzzle flash issue

I believe the view model uses an animation event instead of being
triggered
by code.


-- 
Jorge Vino Rodriguez
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Re: [hlcoders] Source Mods in SDK?

2008-10-05 Thread Tony Sergi
I must admit, it would be nice if the current steam UI did this
automatically, like the original did before hl2 came out, when it was
just the single panel.

All you had to do was click the x, then pop up the game menu again and
it automatically detected changes.


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jonas
'Sortie' Termansen
Sent: October-05-08 1:38 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Source Mods in SDK?

Well, once you've calm down, this could very well be a great suggestion.

However, lately I have had the experience that if I uninstalled my
Source 
Mod, as a test, Steam detected it without being restarted. Seems like
there 
already is some support.

But yes indeed, a menu option Search for Source Mods... could be
useful, 
and in theory, easy to implement.


And when you complain it requires to much effort to restart Steam, no.
It 
doesn't.

- Jonas

- Original Message - 
From: Nick [EMAIL PROTECTED]
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
Sent: Sunday, October 05, 2008 7:31 PM
Subject: Re: [hlcoders] Source Mods in SDK?


 RESTARTING IS FOR LOSERS. THERE NEEDS TO BE A 3rd party api to force
 steam to re register all mods.

 like steam.exe --redomods

 On Sat, Oct 4, 2008 at 10:29 PM, Marshall [EMAIL PROTECTED]
wrote:
 Restarting steam is ftw

 --
 From: Jake [EMAIL PROTECTED]
 Sent: Saturday, October 04, 2008 8:12 PM
 To: Discussion of Half-Life Programming 
 hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Source Mods in SDK?

 The new source mods via Steam aren't automatically added to the list
D:

 -Jake

 Tobias Kammersgaard wrote:
 Exactly what isn't setup like Valve games? I know there might be
 something, but I really can't think of anything.

 (Guess the missing animation models?)

 /ScarT

 On 05/10/2008, Jake [EMAIL PROTECTED] wrote:

 I know it's really not that hard to setup them, but I was
wondering 
 why
  aren't they automatically setup like the regular valve games? Or
are
 you
  folks working on it?

  -Jake

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Re: [hlcoders] physics shadow?

2008-10-02 Thread Tony Sergi
The physics shadows are basically a physics object that follows an
entity that doesn't move with vphysics, ie: an npc, or the player, and
provides collision with physics objects, and has callbacks to notify the
entity it's following that it just collided with something else that is
vphysics (or another shadow)


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Chang
Sent: October-02-08 11:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] physics shadow?

Can someone explain this one to me?


In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that
the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can
someone
put this into some context please?

Thanks

~M
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Re: [hlcoders] grenade code

2008-09-26 Thread Tony Sergi
Weapon_superfrag can't load things simply 'because the header is
included'. In order to do things from weapon_grenade, weapon_superfrag
needs to be a CHILD of weapon_grenade. For customizations, you then
override functions with the same name, by adding the overriding
functions into superfrag.

If you want to make weapon_superfrag do something different from the
normal one, you override the function you need to change so that it does
the same code with different options. This is inheritance.

-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yorg Kuijs
Sent: September-26-08 9:19 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] grenade code

alright I think I fixed the previous problems
but can't really test it yet.
Right now in weapon_superfrag it does SetTimer bla bla bla and what is 
actually that timer is named m_flThrowTime

in grenade_superfrag.cpp it uses m_flDetonateTime now what I need to 
make is m_flDetonateTime = m_flThrowTime
so that it basically keeps counting from the timer that started before 
grenade was thrown(otherwise it would reset the timer when you throw it)

I know weapon_superfrag can load things from grenade_superfrag because 
the header file is included, how would I handle this reversed? 
weapon_superfrag does NOT have a header file, also the m_flThrowTime is 
actually declared in weapon_basehlmpcombatweapon(or something like it)



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Re: [hlcoders] Detecting point is outside world

2008-09-18 Thread Tony Sergi
Pointcontents should return CONTENTS_SOLID if you're in the void.
Part of the map compilation process is to 'fill the outside' with
contents_solid.

So a simple 
If ( UTIL_PointContents( position )  CONTENTS_SOLID ) )
{
 In a solid, or the void
}

Should work.

Noclip around and test it with this command:
CON_COMMAND_F( dbg_contents, dbg contents, FCVAR_CHEAT )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( !pPlayer )
return;

int contents = UTIL_PointContents( pPlayer-GetAbsOrigin() );
if ( contents  CONTENTS_SOLID )
DevMsg(in solid\n);

DevMsg( Contents: %i\n, contents );

}


-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Andrew
Watkins
Sent: September-18-08 3:20 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Detecting point is outside world

Hey all, very simple question that I can't seem to find the answer to -
how 
to tell if a point is outside the game world or not?

I've added an ability allowing players to teleport a short distance, 
including through walls, to our HL2MP OB mod. This is great, and the
code 
successfully avoids getting the player stuck inside world brushes or 
anything else when teleporting. It is unfortunately possible for them to

teleport to completely outside the world geometry, and I can't work out
how 
to stop this. I've tried my hull traces using various likely-looking
masks  
collision groups, and have looked at all the UTIL_PointContents flags,
but I 
can't see how to determine if a point is outside the world or not.

I've also looked through gamemovement.cpp, as players don't fall when
they 
teleport outside the world, so something must be stopping them, as they 
aren't in a solid - but nothing jumps out at me. So, does anyone know
how 
to determine if a point / trace / entity is completely outside the world

geometry?

The best hacky method I can come up with is testing if a 
several-thousand-unit-long trace can be done in any direction 
(up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's
a 
point contents method, but I can't work it out. Help would be
appreciated.

Thanks 


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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Tony Sergi
Gamerules have a 'proxy entity'. It is created with
CreateStandardEntities() on the server.


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Olly
Sent: September-15-08 6:12 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Networking Game Rules

Hi list,
I'm using the scratch ob code, and been playing around with
the CTeamplayRoundBasedRules class. I noticed there are some client
functions which access member variables. Having tried to debug the
problems
i'm having with odd values in the variables, I'm under the impression
that
GameRule variables are not networked.

Is it possible to get the game rule 'entity' (I know its not a real
entity)
 networked, so I can call these client functions and get some real
values.
If it is... anyone got any pointers?

ps. All of the variables I would like to access on the client seem to be
network variables (CNetworkVar) but the object just isnt transmitting.

Cheers,
Olly
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Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Tony Sergi
The rules themselves aren't networked. That's why there's a gamerules
proxy.
In hl2mp:
LINK_ENTITY_TO_CLASS( hl2mp_gamerules, CHL2MPGameRulesProxy );
in 'scratch':
LINK_ENTITY_TO_CLASS( sdk_gamerules, CSDKGameRulesProxy );

Etc.

-Tony
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Olly
Sent: September-16-08 10:27 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Networking Game Rules

I read somewhere in the archive that rules arn't networked. They said it
could be done (obviously or valve wouldnt have written the
CTeamplayRoundBasedRules class
to use client variables).
I'm just wondering if anyone else has any ideas HOW to do it.

2008/9/16 Marek Sieradzki [EMAIL PROTECTED]

 Just a hint not really related to networking: you have to remember
that VS
 can show random values in debugger for Release build if the variable
 was optimized out.

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