[hlcoders] Where update promised by Mike?

2008-01-29 Thread Vitaly Protasov
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

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[hlcoders] Re: Beta SDK

2008-01-27 Thread Vitaly Protasov
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.

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[hlcoders] New SDK engine interface problems

2008-01-27 Thread Vitaly Protasov
Hey, where dissapear :
virtual void ApplyTerrainMod( TerrainModType type, CTerrainModParams
const ¶ms )

form engine interface members?

WTF?

Vitaly

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[hlcoders] Steam Bug

2008-01-26 Thread Vitaly Protasov
I notice that Steam dialog : View update news for Source SDK
shows updates for steam client instead.

Hope valve fix that soon.

Vitaly

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[hlcoders] Suggestions for new SDK

2008-01-25 Thread Vitaly Protasov
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.

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[hlcoders] Re: New update.

2008-01-24 Thread Vitaly Protasov
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.

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[hlcoders] Re: New update.

2008-01-24 Thread Vitaly Protasov
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.

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[hlcoders] Re: New update.

2008-01-24 Thread Vitaly Protasov
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

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[hlcoders] Orane box source code

2007-11-12 Thread Vitaly Protasov
Hello!
Maybe I miss something, but where the code from EP2?

Thanks!

Vitaly

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[hlcoders] A something ladder stuff

2007-06-18 Thread Vitaly Protasov

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.

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Re: [hlcoders] Crounching Override problem

2007-05-30 Thread Vitaly Protasov

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.

--

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[hlcoders] Crounching Override problem

2007-05-29 Thread Vitaly Protasov

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

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