[hlcoders] Client Crash in GetStudioHdr sometimes.
Hi, playing my Mod, rarely made a client crash. When i show the .mdmp file, always crash at studio_shared.cpp in client.dll in this function: const studiohdr_t *virtualgroup_t::GetStudioHdr( ) const { return modelinfo->FindModel( this->cache ); } This is the call: > client.dll!virtualgroup_t::GetStudioHdr() Line 28 + 0x6C++ client.dll!studiohdr_t::pSeqdesc(int i=1023) Line 459 C++ client.dll!C_BaseAnimating::DoAnimationEvents() Line 2498 + 0xe C++ client.dll!C_BaseAnimatingOverlay::DoAnimationEvents() Line 417 C++ client.dll!C_BaseAnimating::Simulate() Line 3688 C++ client.dll!C_BasePlayer::Simulate() Line 1377 + 0x7C++ client.dll!SimulateEntities() Line 1086 + 0xa C++ client.dll!OnRenderStart() Line 1210 C++ client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t curStage=) Line 1263 C++ Can you help me?. Thanks in advance -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Using BuildTransformations (image inside)
Hi everybody. I'm using BuildTransformations to get bone control using code from any model. No problem to modify the matrix from any bone into the actual sequence, but i want to mix bone positions from two different sequences in my animations only with code (without pose parameters or overlayed sequences). My question is: How can i access to bone matrix from a different sequence in BuildTransformations() function to use it on the actual sequence?. (or how can i pass the quaternion and position variables from a different sequence to put it in a specific bone of the actual sequence). For example, this image (bones from lower body in idle sequence and bones from upper body in run_all sequence from combine model): http://img153.imageshack.us/my.php?image=buildtransformations8wf.jpg -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Own coded animations
Hi, everyboy. I have a little question about "hack" animations included in the model with code. For example, some animation is walking with preconfigured walk in ACT_WALK, but i want to raise his arm always to a certain position instead the normal animation position. I want him to catch an object although the model is walking or running, for example, and let his/her hand to move to the desired position using code instead animation. How can i do this?. It's possible?. What's the better way to do this?. Thanks. -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Who controls the gravity?
Hi everybody. I know if you make a monster with Movetype_Step, you add gravity to him, but... what's really the funcion who control the gravity in the base class?. What type of funcion modify the Velocity from my monster and generates gravity in the Z direction? Thanks. -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Dog model problem in HL2DM SDK.
Hi everybody. We're working on getting the dog model into our mod, but we have a problem with it in HL2DM SDK. The problem is the next: When player is looking at Dog, nothing happens, stay ok, but if the player raise the view, Dog disappear and we only see the ropes attached. Is like the engine only render the ropes from Dog Model. When we center look in Dog, it renders ok and appears in the screen. What happens? Any idea why this happens?. -- This message was sent on behalf of [EMAIL PROTECTED] at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] IServerVehicle help!!
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi to all. I have a few questions about using the IServerVehicle Interface in a entity (CBaseAnimating, for example). 1. Always need a "entry" sequence into the model??. HL2 crashes when try to find it. 2. Someone knows the guidelines to implement it and how it works??. I made a entity with this interface, but doesn't work good when player enter in vehicle (crash when you USE the entity). Please, some basic knowledge with this interface will be helpful, thanks a lot (Valve?, Jeffrey bottman?). Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] vehicle_driver_eyes in Strider. Shake!!
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] First, my english no good. Hi, i'm making a drivable strider using the npc_strider code. (i know is better to create a entire new class to make it). I have the next problem: I set the player view to vehicle_driver_eyes attachment of the strider. Ok, it works, but the player view shake. I see Think time in Strider is set to gpGlobals->curtime+0.1. This is the problem. If i set the Think function to gpGlobals->curtime works!!. But Strider don't walk. Problems with navigation paths. How i can make the player view don't shake when i set the player view to the vehicle_driver_eyes attachment in Strider???. Strider movement is softly, but SDK only returns me vehicle_driver_eyes position every gpGlobals->curtime+0.1, although i refresh view player position to a timer variable with gpGlobals->curtime set. shake view always!!. Any idea? Thanks a lot and sorry for my english. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders