[hlcoders] Where update promised by Mike?
At the beginning of last weekend Mike said that update are include fixes for IViewRender and so on. And this update also fix hammer problems with lighting preview, where this function didn't count light_envoronment and all scene seemed black. And what now? Where is this update? I try to relaunch steam and even redownload Source SDK but noithing is happend. Any suggestions why? Thanks. Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: Beta SDK
What is going on with the default HL2 vehicle? :D Where dissapear front wheels and roll wheel? :D I remove vehicle_episodic, and #ifdef HL2_EPISODIC from definition if prop_vehicle_jeep to see if that fix a problem, but no it's still there. Any thoughts to fix that? Thanks. Vitaly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] New SDK engine interface problems
Hey, where dissapear : virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams const ¶ms ) form engine interface members? WTF? Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Steam Bug
I notice that Steam dialog : View update news for Source SDK shows updates for steam client instead. Hope valve fix that soon. Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Suggestions for new SDK
To Mike :) I think also will be great if you add few sample maps from ep2 and portals and also update model samples. I know that pistol for exaple is have new events added in qc :) And not sure but anims. I mean add something like : sourcesdk_content\hl2ep2 sourcesdk_content\portals For EP2 is will be some sample maps with basics particles, and other suff, like it was for HL2 sdk_phys_ragdollmagnet.vmf and so on. To All Guys do you think so? P.S source code with couple of new fixes is outcome? Vitaly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: New update.
The ray tracing light option in hammer is not works, hammer just freeze in a little box and then crashes. Light preview is works but it's bluring viewport picture a little. I hate SDK launcher design, why not have steam themed one? Modelviewver seems like render everything in some sort of white wireframe, except that if select rendering option as wireframe it renering this stuff too but in green color. Also seems this glitches pop up when I use old v44 models. Face poser have same problem, and where dissapear play, pause and stop buttons in croreography tab? I just see the white boxes instead a buttons. I surprised when I compile code, no errors no warning! Nice guys. This is what I take now. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: New update.
Hey Mike! Why vproject.exe in sourcesdk/bin not working anymore? Should add it to SdkLauncher. Press button Create New mod or editing GameConfig.txt by hands is not too good... What you think about it? I remeber time when vproject.exe works fine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: New update.
Well, finally it done! Light preview and new hammer design is way cool, but why the Ep1 hammer didn't have same design (additions) and light preview? :D If I also like mapping for Counter-Strike:Source, why Valve don't care about it? You guys promise that you update CSS to EP2 engine soon, so where is it? :D Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Orane box source code
Hello! Maybe I miss something, but where the code from EP2? Thanks! Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] A something ladder stuff
Hello guys. I just have some problems with getting an ladder information. So the problem is that I can't get some kind of ladder angles orientation, gotten value was return as 0 0 0. So I'm using for that not workable stuff the next piece of code. // Is in a client side of CBasePlayer::CalcView C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { C_FuncLadder *pLadder = static_cast( static_cast( pPlayer->m_HL2Local.m_hLadder.Get() ) ); if ( pLadder ) { QAngle clamp_angle = pLadder->GetAbsAngles(); // Do a test DevWarning(1, "ladder angles is %f %f %f\n", clamp_angle.x, clamp_angle.y, clamp_angle.z ); } } Also I'm seeking for normal algorithm for clamp player eye angles while player climbing on ladder for -/+ 25 degrees by PITCH/YAW axis like in Dark Messiah. Thanks. -- Vitaly Protasov. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crounching Override problem
Hello again :) I shall describe my problem more clearly No, I know how to figure it out i.e interpolation start and end points, ticks, etc. I don't know where to put it correctly! :D Can you or someone else from you guys help me to detect code block with this (immediately crouch) happens event? That's to add an interpolation there. Only what I'm know that happening only when a player try to crouches in transition between he's sitting height and he's standing height, so and he do that while he not fully reach he's own normal standing height, so it's really make me crazy to scratch odd code block's and try to understand where I shall to override old code. O, it's clear? Or maybe I'm just should throw my english knowledges to trash can? :D C'mon guys give me an reply or advise somehow :) Thanks! Vitaly -- [ Picked text/plain from multipart/alternative ] (CurrentViewheight - DesiredViewheight) / (LowestHeight - HighestHeight) = percentage transitioned or something like that, lol I just made it up there, appologies if there's a simplere way to do, such as simply finding the difference between your current and desired and working from there, At any rate, you can just do something similar to that, or even using them times themselves, and figuring out what percentage of the movement is complete using that to figure out the starting point of the opposite transition. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Crounching Override problem
Hello guys! I'm just wondering, when I'm test my mod I'm noticed a strange bug. There is how that bug work : 1) firstly we crouches and wait while we be sitting absolutely. 2) secondly we just release a IN_DUCK key, then next code block do action : // in void CGameMovement::Duck() { ... if ( player->m_Local.m_bAllowAutoMovement || bInAir ) { // We released the duck button, we aren't in "duck" and we ... if ( ( buttonsReleased & IN_DUCK ) ) { if ( bInDuck && !bDuckJump ) { // HERE IS THAT TIME STEMP player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME; } } } 3) Thirdly when we shall be in transition from "crouch" to "stand" positions, we just press an IN_DUCK key once again. Like do a Duck override as it sayed in comment. As we see, the problem in that when the player has not completely moved to (normal stay) standing position is available in view of if we on former are in moving from a sedentary condition to standing and don't having waited the terminations we shall simply press the IN_DUCK key one again, ans what? No smooth transitions will work, it will looks like as simple call of FinishDuck method, and it would be desirable to do for something like SimpleSpline (flDuckSeconds/TIME_TO_DUCK) stuff. Well, if you guys are interested in that to correct sittings as well, as me, or you already have corrected it, let me know please how I can add interpolation here, because a code inside duck method is a very twirled and strange, and I cannot understand where and what there to add, for do working smooth transition instead of simple FinishDuck method call Thanks! Vitaly ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders