Re: [hlcoders] Please help breathe life into a finished SP MOD!

2015-06-16 Thread tobias.kammersgaard
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___
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Re: [hlcoders] Modding Problems

2015-03-25 Thread tobias.kammersgaard
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!

___
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Re: [hlcoders] Increase game speed like Fast Forwording time in the Sims

2014-02-18 Thread tobias.kammersgaard
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___
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Re: [hlcoders] Access Violation in SDK 2013

2014-02-09 Thread tobias.kammersgaard
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!

2013-07-31 Thread tobias.kammersgaard
We’re wondering if this is bouncing. Sorry if its not ☹___
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Re: [hlcoders] thirdparty/telemetry/include/telemetry.h is missing

2013-07-07 Thread tobias.kammersgaard
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___
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Re: [hlcoders] New to Source engine

2013-07-06 Thread tobias.kammersgaard
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___
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Re: [hlcoders] First person view seems to be not attached to the player

2013-07-06 Thread tobias.kammersgaard
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___
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Re: [hlcoders] After mod startup just the menu background and music

2013-07-05 Thread tobias.kammersgaard
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___
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Re: [hlcoders] Happy Fourth of July!

2013-07-05 Thread tobias.kammersgaard
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!___
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Re: [hlcoders] After mod startup just the menu background and music

2013-07-04 Thread tobias.kammersgaard
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___
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Re: [hlcoders] Source SDK 2013 Release

2013-06-27 Thread tobias.kammersgaard
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

2013-05-10 Thread tobias.kammersgaard
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.___
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Re: [hlcoders] Player voice volume

2013-05-08 Thread tobias.kammersgaard
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 
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