Re: [hlcoders] Please help breathe life into a finished SP MOD!
Sure, send it this way. From: Peter Urbanics Sent: Tuesday, June 16, 2015 8:05 AM To: hlcoders@list.valvesoftware.com Hi All, I made a MOD 2-3 years ago, then waited for a few graffiti and now with the newer SDK it won't compile anymore. Is there somebody who would be willing to take a look and tell me what is this bullshit error? And how to solve it so it compiles again? This MOD: http://www.moddb.com/mods/hangover I would simply like to smack those 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Please help me! I'll share the whole source package so you can try it out yourself and hopefully find a solution. I believe posting error messages would not result in any progress at this stage. Thanks in advance: Peter___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Tom is correct. I doubt the game is even allowed to read from the Program Files directory if UAC is enabled. - ScarT From: Tom Schumann Sent: Wednesday, March 25, 2015 11:45 AM To: Discussion of Half-Life Programming I don't think the $basetexture parameter should be an absolute path - I think it should just be "HalfLife2RSIngameLogo1" What does the console say? On 25 March 2015 at 06:25, Gavin Isgar wrote: Hi, i'm making a singleplayer Half-Life 2 mod and i'm having a problem with the ingame logo at the menu screen. It shows up pink/black checkers while the size is the same size as the logo. I have a vmt and vtf file of the photo both in the materials folder alone while the other folders inside the materials folder are "console" and "sdk"(obviously the folders don't have the quotes in their names). Also, i have the code for the GameLogo.res down here; Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos0 ypos0 zpos50 wide400 tall100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos0 ypos0 zpos50 wide400 tall100 visible 1 enabled 1 image materials\hl2rslogo1 scaleImage 1 } } The mod's name by the way is "Half-Life 2: Resistance Shadow"! Did i do anything wrong here, such as the path or anything else? This is the vmt file's code; "UnlitGeneric" { "$basetexture" "C:\Program Files (x86)\Steam\steamapps\sourcemods\halflife2resistanceshadow\materials\HalfLife2RSIngameLogo1" "$nolod" 1 } Anything wrong here either? The last file is the gameinfo.txt, which is down here; "GameInfo" { game"Half-Life 2: Resistance Shadow" typesingleplayer_only icon"icon" gamelogo"1" FileSystem { SteamAppId 218 // GCF for Episode 2 ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. SearchPaths { Game|gameinfo_path|. Game |all_source_engine_paths|ep2 Game |all_source_engine_paths|episodic Game |all_source_engine_paths|hl2 } } } Anything wrong here also? Please reply back at gisg...@gmail.com because im really stuck in a hole with this mod without the logo, so please reply with answers! I'm sorry if this isn't the right email for this problem. Thank you very much and have a good day! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Increase game speed like Fast Forwording time in the Sims
The cvar host_timescale would be something to look at. - ScarT From: Phlox Icon Sent: Tuesday, February 18, 2014 4:25 PM To: hlcoders I want to run a scenario hundreds of times to record the outcome. I'm running a very powerful computer but the game only plays out at a speed suitable to human viewing. I just want the scenario played out quickly. How can I increase the speed of play like fast forwording time in The Sims? Thanks___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Access Violation in SDK 2013
When does the crash happen? When you connect or can you even get that far? - ScarT From: James J. Kelly Jr. Sent: Sunday, February 9, 2014 8:19 PM To: hlcoders@list.valvesoftware.com Hey guys, I’m experimenting with porting a Source SDK 2007 mod to Source SDK 2013; I found several other mod authors who said they were able to create a diff from the vanilla SDK 2007 and merge their changes into Source SDK 2013 without much problem. I tried this myself and so far the server build seems to work (or at least it loads in SRCDS and starts the game without crashing) but I can’t get the client to work because I keep getting an unhandled access violation exception at AssertValidWritePtr and unfortunately the call stack is filled with code from mostly engine.dll which I obviously don’t have any symbols for so it really doesn’t tell me much about what might causing it. As a diagnostic measure I tried running a dedicated server and connecting to it from the client and found the crash happened in the client but not the server which helps narrow it down to just the client. Have you guys encountered this type of problem before and how did you solve it or do you at least have any ideas? The particular error I’m getting is this: First-chance exception at 0x10EEC050 (engine.dll) in hl2.exe: 0xC005: Access violation reading location 0xFFEEFFF6. Unhandled exception at 0x10EEC050 (engine.dll) in hl2.exe: 0xC005: Access violation reading location 0xFFEEFFF6. Call stack copied from Visual Studio is below if you want to see it: engine.dll!10eec050()Unknown [Frames below may be incorrect and/or missing, no symbols loaded for engine.dll] engine.dll!10e10d38()Unknown vstdlib.dll!0fbd3a47() Unknown vstdlib.dll!0fbd3a47() Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown KernelBase.dll!77220457() Unknown KernelBase.dll!77220b0a() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown engine.dll!10ff5c62() Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown KernelBase.dll!77220457() Unknown KernelBase.dll!77220b0a() Unknown KernelBase.dll!77220b0a() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown ntdll.dll!776615de() Unknown ntdll.dll!7769b83d() Unknown KernelBase.dll!771fc41f() Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown vstdlib.dll!0fbe0e56() Unknown vstdlib.dll!0fbe0fe0() Unknown vstdlib.dll!0fbe0e56() Unknown vstdlib.dll!0fbe0ce3() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown KernelBase.dll!77220457() Unknown KernelBase.dll!77220b0a() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!7722582f()Unknown KernelBase.dll!772259c7()Unknown KernelBase.dll!77220457() Unknown KernelBase.dll!77220b0a() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2af8f57a() Unknown GameUI.dll!2af31c36() Unknown GameUI.dll!2af3d674() Unknown GameUI.dll!2af8f12f() Unknown GameUI.dll!2a
[hlcoders] Bouncy bounce!
We’re wondering if this is bouncing. Sorry if its not ☹___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] thirdparty/telemetry/include/telemetry.h is missing
Add RAD_TELEMETRY_DISABLED to the Preprocessor. - ScarT From: AndreaZzZ Sent: Sunday, July 7, 2013 12:02 PM To: Discussion of Half-Life Programming New issue in SSDK13, check out public/tier0/vprof_telemetry.h___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] New to Source engine
I imagine this could result in a lot of emails, that a lot of people would rather be without (no offense, but my impression is that this list isn’t for beginner questions). I can recommend the following pages for questions and whatnot. https://developer.valvesoftware.com/wiki/Category:Programming http://forums.steampowered.com/forums/forumdisplay.php?f=191 Good luck. - ScarT From: Dimitris Pliatsios Sent: Saturday, July 6, 2013 6:20 PM To: hlcoders@list.valvesoftware.com Hello all, i am new to source engine programming and I would like some pointers on how to learn. I tried following the tutorials on wiki page, but they seem outdated for the SDK 2013 version. Any tips would be welcome Thank you___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] First person view seems to be not attached to the player
Could be related to this perhaps? https://developer.valvesoftware.com/wiki/GetAbsOrigin%28%29#Cells - ScarT From: Jan Hartung Sent: Saturday, July 6, 2013 5:59 PM To: Discussion of Half-Life Programming Hi list, The strange issues during our port keep on coming. Everything’s sorted out now as far as I can start the game and actually see something rendered on the screen. Now, what I see when I spawn is the viewmodel as well as the world as seen from the map’s origin. This never changes, although I am able to move (tested this with a map with large water areas by falling into the water and drowning). That is, my view seems to be detached from the player – I’ve been searching around for what could be the cause or this issue but am out of ideas. Again, my feeling is that this is some dumb mistake and any help is appreciated. Jan___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] After mod startup just the menu background and music
What does logging the console, and just starting to the main menu give? Could you show us a Picture of this bug (I doubt its interesting, but I’d like it either way). Are you doing anything related to custom VGUI in your mod? - ScarT From: Jan Hartung Sent: Friday, July 5, 2013 7:54 PM To: 'Discussion of Half-Life Programming' An update on this: when I compile the demo project and load it up, it works. With our mod, I can still type commands into the console, although it’s just a white rectangle. Obviously the engine still knows where the controls are and what they oughtta do. Anyway, I can start a game with the command “map ”. Ran the game with console logging, so I now know that our gamerules are being loaded and installed just fine, our models get preloaded and so on. The thing is: even after the map has loaded I still see the main menu background and the white rectangle that is the console. I’m starting to believe that I must have made a minor mistake in maybe just one of the classes. Looks like the game just has no target to draw the menu and actually rendered world on. Any help on this would is appreciated. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jan Hartung Gesendet: Freitag, 5. Juli 2013 01:21 An: 'Discussion of Half-Life Programming' Betreff: Re: [hlcoders] After mod startup just the menu background and music Yes, Source SDK Base 2013 Multiplayer loads up just fine and I can run the benchmark without any problems. My gameconfig.txt is exactly the same as in mp/game/mod_hl2mp, except that I changed the game name, removed the “nomodels”, “nohimodel” and “nocrosshair” lines. I also added the “developer”, “developer_url”, “manual” and “icon” lines. Everything below that (starting with “hidden_maps”) is exactly the same as in mp/game/mod_hl2mp/gameinfo.txt. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von tobias.kammersga...@gmail.com Gesendet: Freitag, 5. Juli 2013 00:05 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] After mod startup just the menu background and music Did you launch the Source SDK Base 2013 Multiplayer at least once? - ScarT From: Jan Hartung Sent: Thursday, July 4, 2013 10:28 PM To: Discussion of Half-Life Programming Hi list, Maybe a rather dumb question here, but I cannot figure it out. I’m done porting our code to the 2013 SDK, got rid of a few edits to Valve files along the way and had a not so nice time excluding files from the build and adding some from the “sdk” folders as our ones to fix compiler and linker errors. Pretty much the same as everyone else here I guess. And here’s the problem: everything compiles well (except phonemeextractor, but we don’t need it) but when I run our mod now, the only thing I see and hear is our menu background and menu music. No buttons whatsoever, when I start the game with –console the console comes up as a full white rectangle with a submit button on the lower right and a missing texture on the upper left. I’m pretty sure that’s down to my gameinfo.txt, as I just changed the name at the top. So, how would the gameinfo.txt for 2013 multiplayer look like in case my mod was installed in sourcemods/mymod? Or may something else be wrong, causing the empty menu? Jan___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Happy Fourth of July!
Happy 25th birthday to me while we’re at it. - ScarT From: amck...@yahoo.com Sent: Friday, July 5, 2013 2:02 PM To: Discussion of Half-Life Programming Happy 5th - keep in mind its the weekend but dry July is still in effect Sent from Windows Mail From: Nick Sent: Friday, July 5, 2013 4:55 AM To: Discussion of Half-Life Programming Have a fun and safe Fourth of July!___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] After mod startup just the menu background and music
Did you launch the Source SDK Base 2013 Multiplayer at least once? - ScarT From: Jan Hartung Sent: Thursday, July 4, 2013 10:28 PM To: Discussion of Half-Life Programming Hi list, Maybe a rather dumb question here, but I cannot figure it out. I’m done porting our code to the 2013 SDK, got rid of a few edits to Valve files along the way and had a not so nice time excluding files from the build and adding some from the “sdk” folders as our ones to fix compiler and linker errors. Pretty much the same as everyone else here I guess. And here’s the problem: everything compiles well (except phonemeextractor, but we don’t need it) but when I run our mod now, the only thing I see and hear is our menu background and menu music. No buttons whatsoever, when I start the game with –console the console comes up as a full white rectangle with a submit button on the lower right and a missing texture on the upper left. I’m pretty sure that’s down to my gameinfo.txt, as I just changed the name at the top. So, how would the gameinfo.txt for 2013 multiplayer look like in case my mod was installed in sourcemods/mymod? Or may something else be wrong, causing the empty menu? Jan___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
Here’s a suggestion I hope you’re (or have) considering. Releasing the Hammer source code on GitHub. Let the community fix bugs and port it to Qt so it’ll be available on other platforms. If I’ve understood this whole Source SDK Base 2013 release on Github that’s exactly your plans for the mod source code. - ScarT From: Alfred Reynolds Sent: Thursday, June 27, 2013 6:50 PM To: Discussion of Half-Life Programming 1. We will fix that 2. Hammer makes a gameconfig.txt on first launch if one isn't present on disk 3. We will fix that. 4. We will look into it (we may or may not fix it), you may want to check out GCFScape in the meantime, it will let you explode VPK files to disk to get you around this for now. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 7:21 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release some bug to fix : 1. set_sdk_env.bat is missing in /Common/half-life 2/bin/" directory 2. Gameconfig.txt is missing in /Common/half-life 2/bin/" directory ( hammer need it ) 3. mp\game\mod_hl2mp\gameinfo.txt is wrong, the steapAppId is the "Source sdk base 2013 solo" and must be change by "243750" 4. Also Hlmv is not able to read into the VPK, so if the MDL,VMT and VTF files are not stored on the disk, instead of the VPK package, hlmv just can't open the assets. It's not only for HL2 but it's the same problem with all the source engine game excepted SFM but all model are unpacked, so it can't count, and i can't say if the problem is the same. 2013/6/27 Riley Any chance that we could get access to the materialsystem like we had back in 06/07? On Wed, Jun 26, 2013 at 7:52 PM, fuZZ RedEyes wrote: steam://rungameid/243730 or try that one, sorry for the two quick posts, i don't want to spam everyone on the list :) 2013/6/27 fuZZ RedEyes create a shortcut on your desktop and add that as target steam://rungameid/243730 (SP) and enjoy 2013/6/27 Stephen Swires This doesn't appear to have been fixed yet. I have also tried restarting the Steam client. On 27 June 2013 02:07, Joe Ludwig wrote: The SDK Base apps hadn't been published yet, but that should be fixed now. You should see "Source SDK Base 2013 Multiplayer" and "Source SDK Base 2013 Singleplayer" in your tools list. Install those and your mod should show up. (You'll need to build it first so you have binaries to load.) From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 6:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Thank for the fast reply Alfred, I just may have misunderstood something, cause i told about the equivalent of the source sdk base 2006 and 2007, but a 2013 version. The three mod templates, get from the github repository, have all a gameinfo.txt with a steamapp ID set to 243730. To me it was supposed to be the Sourcesdk Base 2013 i had mentionned. the hl2 steamapp id hasn't change it's always 220. So it a bit confuse to me, if i put the mod template into "steamapps/Sourcemods/" and restart steam, nothing appears. something goes wrong ,no ? //nicolas 2013/6/27 Alfred Reynolds The expectation is that the Singleplayer variant of the SDK Base will update when HL2 does, which will be reasonably rarely (i.e less than once a year). The MP version will more closely track the engine used by our MP titles (TF2, HL2DM, DoD:S, CS:S) and will update every couple of months, but those changes should not break backwards compatibility for games. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of fuZZ RedEyes Sent: Wednesday, June 26, 2013 5:07 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release Yeah Great news, and thank you Joe and Alfred for posting, here. Hmm, The source sdk base 2013 it not yet available from steam tools. How many time do you expect guys, for the steamAppID 243730 (source sdk 2013) to be )released on steam ? ( the Steam AppID is the one set into the gameinfo.txt of the template mod_hl2 /mod_episodic ) //nicolas 2013/6/27 Alfred Reynolds No, hammer is only available on windows and we have no plans at this time to change that. It is a MFC app, which is a windows only UI tech, so a port would be difficult. Future engines have been designed with cross platform support in the toolchain from the start. From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jesse F Sent: Wednesday, June 26, 2013 4:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Source SDK 2013 Release
Re: [hlcoders] Player voice volume
I did a concept of what I imagined an a full-fledged IDE would look like for Source. Unfortunately nothing except the StudioMDL stuff is actually real. I’ve thought about working on it again, but I realized that once I’m ready to release something, Source would be more dead than now. http://scart.slkandy.com/images/DuctTape/DuctTape_renderers.jpg http://scart.slkandy.com/images/DuctTape/DuctTape_StudioMDL_Arguments.png Everything Hammer uses to load the VMF files are actually in the SDK. - ScarT From: Michael Kramer Sent: Friday, May 10, 2013 1:16 AM To: Discussion of Half-Life Programming I know they are working on Source 2.0, and maybe with that, we will get better Mod Tools. I wouldn't imagine that Valve will simply dump the community, I just think it isn't worth it to make new tools for the current source engine.___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Player voice volume
Well that’s old news really. Guess this is the most official it’ll ever be. If only Valve would release the source code for the tools. Yeah sure it could be recreated but surely that time is better spend on making actual mods. - ScarT From: Jesse F Sent: Wednesday, May 8, 2013 11:44 PM To: Discussion of Half-Life Programming I want enemy behavior to react to voice so client side only isn't enough. Thank you all for the help. Nick, I actually had a phone interview with valve in the last few months and asked directly about their poor support for source engine. The response I got came down to they aren't interested in sinking a lot of resources to compete with Unreal and Unity and the other major game engines. Clearly someone internally has done the math and the cost of of development and upkeep on the sdk must have worse returns compared with putting the dev time elsewhere. I didn't get the job, not enough experience, but it was a great conversation and I have the utmost respect for them. It just sucks for the modders that we aren't getting the support we want. On Wed, May 8, 2013 at 2:32 PM, Nick wrote: I blame valve a great deal for this. I understand Valve is basing the entire hopes of the company on steam distribution/DRM. I still believe valve should not be so quick to abandon the roots of what has always made it money, modding and the vast amount of games that will be made FOR THEIR ENGINE! Valve, open up source engine modding more, make hammer map editor open source, allow source mods to run on linux. On Wed, May 8, 2013 at 3:46 AM, Jed wrote: Neico pretty much nailed what I was in the process of writing. At least back in the EP1 code base there was still code to handle the original HL1 method of moving the player model mouths based on the amplitude of the input audio. It basically moved a controller bone alone a defined axis based on the volume making the jaw "flap". It's in the code base for the HL1:Source port. I used it myself and got the mouths of HL2 player models to move based on the in-game voice volume so the code is still "valid". I'd start looking there at the code that controls the jaw and look at where to pull the amplitude out (a normalised value). // Jed On 8 May 2013 10:40, Neico wrote: You're only able to get which player is currently speaking by pPlayer->IsSpeaking() was the function I believe, for the waveforms, they are hidden behind an internal engine interface which you can't access under normal ways (if one got trough that feel free to write it down here), but I've been mimicing it by using random (the following code is taken from Garry's Lua code for moving the player's mouth and turned into C++ Code with a working solution), also note that this is client side code (I use it in CHL2MPPlayerAnimState::Update in case you want to know): if( m_fVoiceTimeout >= gpGlobals->curtime ) return; // If we had access to the volume or waveforms from the player one could replace the following line to use that instead of a Random Float, but this is as close as it'll get if( GetClientVoiceMgr()->IsPlayerSpeaking( pHL2MPPlayer->entindex() ) || ( pHL2MPPlayer->IsLocalPlayer() && GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) ) m_fVoice = ( random->RandomFloat( 0.1f, 1.0f ) / m_fVoice ); LocalFlexController_t iFlexNum = pHL2MPPlayer->GetNumFlexControllers(); if( --iFlexNum <= 0 ) return; for( LocalFlexController_t i = LocalFlexController_t( 0 ); i < iFlexNum; i++ ) { const char* szName = pHL2MPPlayer->GetFlexControllerName( i ); if( !V_strcmp( szName, "jaw_drop" ) || !V_strcmp( szName, "right_part" ) || !V_strcmp( szName, "left_part" ) || !V_strcmp( szName, "right_mouth_drop" ) || !V_strcmp( szName, "left_mouth_drop" ) ) { if( GetClientVoiceMgr()->IsPlayerSpeaking( pHL2MPPlayer->entindex() ) || ( pHL2MPPlayer->IsLocalPlayer() && GetClientVoiceMgr()->IsLocalPlayerSpeaking() ) ) pHL2MPPlayer->SetFlexWeight( i, clamp( m_fVoice * 2, 0, 2 ) ); else pHL2MPPlayer->SetFlexWeight( i, 0 ); } } m_fVoiceTimeout = gpGlobals->curtime + 0.2f; I hope this helps you figure out how to do whatever you're trying to archive On 08.05.2013 10:23, Garry Newman wrote: I don't think it's exposed to modders. I had to add engine code to get it in G(arry's )Mod. On Wed, May 8, 2013 at 3:52 AM, Jesse F wrote: I was hoping someone might be able to help me out. I'd like access to info about the waveforms sent by people using in game voice. I'd mainly like to know how loud they are speaking (or some similar average value) and I'd like to be able to keep a list updated with which players are speaking. My initial search through the code for this functionality didn't turn up much. -- Jesse ___ To unsubscribe, edit your list preferences, or view the list archives, pl