Re: [hlcoders] Possable Improvements to the Source SDK
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Erour in OB Mod
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] World not rendered when launching with debugger
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders Access Yahoo!7 Mail on your mobile. Anytime. Anywhere. Show me how: http://au.mobile.yahoo.com/mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Disable Warning
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle Tracers
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting self-shadowing models in OB?
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! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Windows Live(tm): Keep your life in sync. http://windowslive.com/explore?ocid=TXT_TAGLM_WL_BR_life_in_synch_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Lauren found her dream laptop. Find the PC that's right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] NPC Model Scaling
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from my mobile device ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] G-15 Support?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Sharing a depot in perforce
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Beta Concluded
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Hint to new feature?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Death and Hurt Events
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] linux server : +map not loading map on startup?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] how to disable intellisense from graying out proprocessor conditional blocks?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What's the offset for on SendPropInt in making send tables?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HUD Draw Order
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding the prop_vehicle_jeep entity back into HL2DM
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ForcedMaterialOverride
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- __ Jean Marcel Knapp dos Santos changremi...@gmail.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Disabling floating weapons
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- This message was sent on behalf of fl...@planet-mtv.de at openSubscriber.com http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/11706712.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta Bugs
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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\ ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom Pause/Load screens
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom Pause/Load screens
// 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing mod folder causes Lost Coast background to be loaded
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] DispatchEffect call only arriving when called from one function.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] anim events doubling up, firing at the wrong time
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
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!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rendering pipline non-interacting post-process effects
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] TF2 Colision
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weird Reloading Glitch: Multiple Weapons Reloading with One Button Press
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CNetworkVar madness
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... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GoldSource ragdolls
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GoldSource ragdolls
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: Key activated grenade throw
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 ); _ Check out the new and improved services from Windows Live. Learn more! http://clk.atdmt.com/UKM/go/132630768/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
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..
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
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..
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resizing font..
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK +voicerecord not working
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK +voicerecord not working
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] PrecacheScriptSound fail
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SetAbsVelocity prediction problems
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shader Reading from custom render targets
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle system collisions
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing the weapon world model during play
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing the weapon world model during play
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multi-Pass Shaders?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view
Re: [hlcoders] Grenades going through spawned models
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Best way to mod scratch SDK
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Push Gun
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: Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Re: 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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- 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?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Custom Introduction Panels Team Menu: FLICKERING
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Passing sound from player to grenade entity?
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Two quick questions.
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Driving/Racer Mod
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/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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 ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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, ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Muzzle flash issue
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SendTables animation problem
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Mods in SDK?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] physics shadow?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] grenade code
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) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Detecting point is outside world
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Networking Game Rules
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Networking Game Rules
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders