Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of re-triggering unless you've bypassed that code entirely. The only thing I can think of is that RollerBall.RewardTokenPickup has a very low attenuation value in your soundscript. Once you go down very low (around 60dB) the engine starts cocking up volume falloff, so the sound stopping instantly isn't implausible. On 06/04/2011 1:42, Matt Hoffman wrote: It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM. On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern mailto:amck...@yahoo.com>> wrote: You have a 6 sided trigger - each side will trigger when its touched, so if your enter the brush it will trigger, the same as when you exit the brush it will trigger. You might be better off using the InEntity code (been ages from last time i needed to use it so forgot its real name) Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 6/4/11, Matt Hoffman /mailto:lord.matt.hoff...@gmail.com>>/* wrote: From: Matt Hoffman mailto:lord.matt.hoff...@gmail.com>> Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: "Discussion of Half-Life Programming" mailto:hlcoders@list.valvesoftware.com>> Received: Wednesday, 6 April, 2011, 10:12 AM EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt -Inline Attachment Follows- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM. On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern wrote: > You have a 6 sided trigger - each side will trigger when its touched, so if > your enter the brush it will trigger, the same as when you exit the brush it > will trigger. > > You might be better off using the InEntity code (been ages from last time i > needed to use it so forgot its real name) > > > Owner Nigredo Studios http://www.nigredostudios.com > > --- On *Wed, 6/4/11, Matt Hoffman * wrote: > > > From: Matt Hoffman > Subject: [hlcoders] EmitSound being cut off, and forcing the player to > spectate an entity > To: "Discussion of Half-Life Programming" > > Received: Wednesday, 6 April, 2011, 10:12 AM > > > EmitSound: > I have an entity that derives from CItem, and I'm using ItemTouch. I set > DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, > but if the player leaves the collision box of the entity while the sound is > playing it just stops the sound. This doesn't happen in the case of it's > Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I > using the CPASAttenuationFilter wrong? Or is it something to do with the > ItemTouch function itself? > > Here's the relevant functions: http://pastebin.com/Mu72VBxQ > > > Spectating an Entity: > I've been trying unsuccessfully for a few days now to get the player to > spectate a custom entity. I did SetObserverTarget( entity ), and if I debug > it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget( > CBaseEntity *target) (Line 2551 or so) (Code Here: > http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not > kick out when trying to observe something other than a player. > > It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on > C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. > > It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on > CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to > observe something? > When the player spectates another player, what is he doing. Is his logical > entity moving around, or just his camera? > > Any help over these two issues would be great, I've been stuck here for 2 > days now... :P > > > -Matt > > -Inline Attachment Follows- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
You have a 6 sided trigger - each side will trigger when its touched, so if your enter the brush it will trigger, the same as when you exit the brush it will trigger. You might be better off using the InEntity code (been ages from last time i needed to use it so forgot its real name) Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 6/4/11, Matt Hoffman wrote: From: Matt Hoffman Subject: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity To: "Discussion of Half-Life Programming" Received: Wednesday, 6 April, 2011, 10:12 AM EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt -Inline Attachment Follows- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EmitSound being cut off, and forcing the player to spectate an entity
EmitSound: I have an entity that derives from CItem, and I'm using ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my DATA_DESC. The function works fine, but if the player leaves the collision box of the entity while the sound is playing it just stops the sound. This doesn't happen in the case of it's Respawn sound, which uses EmitSound without the CPASAttenuationFilter. Am I using the CPASAttenuationFilter wrong? Or is it something to do with the ItemTouch function itself? Here's the relevant functions: http://pastebin.com/Mu72VBxQ Spectating an Entity: I've been trying unsuccessfully for a few days now to get the player to spectate a custom entity. I did SetObserverTarget( entity ), and if I debug it, it goes into player.cpp->bool CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line 2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I modified IsValidObserverTarget to not kick out when trying to observe something other than a player. It hits m_hObserverTarget.Set( target ). It also hits SetObserverTarget on C_BasePlayer ( http://pastebin.com/eAWZy41A ), and hits everything. It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING ) on CBasePlayer::SetObserverTarget -- Do you have to be in OBS_MODE_ROAMING to observe something? When the player spectates another player, what is he doing. Is his logical entity moving around, or just his camera? Any help over these two issues would be great, I've been stuck here for 2 days now... :P -Matt ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EmitSound issue
My sound is not playing properly. It is about 1.3 seconds long, and it plays the sound but then continues playing a hissing/wind-like noise for another second or so after that... It sounds sort of like throughout my file it keeps increasing the volume, only hitting max volume right near the end of the 1.3 seconds... and then it does the hiss for a while, and then fades out. The code is just: void C_PetAstralSwipe::Spawn() { CLocalPlayerFilter filter; C_BaseEntity::EmitSound(filter, 0, "Pet_Watcher.BaseAttack"); } Does anyone know what is wrong? I tried changing the above to EmitSound("Pet_Watcher.BaseAttack", 1.307f); but there was no change. I even tried smaller values, like 0.5f, but it didn't seem to make it any shorter (i don't actually know what that argument is for, but my assumption was that "soundtime" meant the length of the sound). Thanks. -Skyler Clark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
> You don't have to use two different sounds. You can put the loop in the > same sound with the windup, just set the cue points at the loopin part. It > will play the start, and then loop the rest. That's a cool mechanism, I didn't know it worked that way, but since I want to switch between two sounds after the first part is done I still need to do the timing myself - but I've already added code to take care of that. One main question remains: how does this class network? I have a soundenvelopecontroller driven by my own statemachine without issues, but entirely clientside at the moment. Consequently sounds are only played to the local client. Can I just put this code serverside? I fear the timings of the sounds over a network will introduce serious lag, I'm not sure what the idea is. I could use this system client-side and a separate one to play only a subset of the sounds to other players too, I'm not sure what the best approach is? > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: November-01-08 8:14 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] EmitSound not always emitting sound > > I'm passing through the soundenvelopecontroller's > createsound/play/shutdown now. Alternating seems to work better, but how > do I determine when a sound is finished? The IsPlaying seems only to track > status of whether or not the play/shutdown has been called, not of the > actual sound duration. I need to transition from the end of my spinup > sound to the looping or firing sound. > > Also, how should I use the SoundEnvelopeController class? I want smooth, > immediate glitchfree transitions between sounds and no influence by lag. > At the moment I'm using it completely client-side only, is that the way to > go? Will it also emit sounds to other players or do I have to create a > separate mechanism for that? > > Thanks in advance for some clarification - documentation on > soundenvelope's is very sparse, or I'm missing it completely. > > Maarten > >> Use a sound envelope for that sort of thing, instead of using emitsound. >> Do everything else you already did for maintaining it's state though. >> >> >> -Tony >> >> >> -Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De >> Meyer >> Sent: Wednesday, October 29, 2008 2:47 PM >> To: Discussion of Half-Life Programming >> Subject: Re: [hlcoders] EmitSound not always emitting sound >> >> If no-one has any idea why EmitSound can be unreliable, is there >> another/better way to emit sounds? Anyone here implemented a minigun >> with >> alternating, looping sounds being played in sequence? >> >> >>> Hi list, >>> >>> *if this is a duplicate mail, ignore it, I'm having mailhost problems* >>> >>> I'm doing sound for a minigun which requires a bit more effort than an >>> average weapon >>> since we have spinup /spindown / loop & loopfire sounds which have to >>> transition >>> seamlessly. I've done this by adding a little state machine clientside >>> in ItemPostFrame >>> that updates the weapon's soundstate depending on its actual state. >>> That works "fine", in >>> that my states properly update. When I change state, I do a StopSound >>> on the sounds that >>> need to be stopped ( for the looping sounds ), and a WeaponSound on >>> the weaponsound for >>> the new state. >>> >>> Problem is, when I switch alternatingly between the loop_spin and >>> loop_spin_fire >>> states/sounds, occasionally the spinning sound does not play when I >>> EmitSound() it. [Both >>> sounds are mutually exclusive, I don't mix a shooting sound on top of >>> the spinning sound, >>> that's done in the wave. Both sounds I switch between that give issues >>> are looping sounds >>> with a cuepoint at the start and end]. The next time I switch states >>> it's playing again, >>> just every once in a while it doesn't play, and it really bothers. >>> >>> Things I've done to debug so far: >>> >>> - I've enabled sound emitter tracing ingame, and can see clearly that >>> StopSound and >>> EmitSound always do get called for the proper sounds, and StopSound is >>> always before >>> EmitSound. Just sometimes the sound in the last EmitSound is not >>> audible. >&g
Re: [hlcoders] EmitSound not always emitting sound
You don't have to use two different sounds. You can put the loop in the same sound with the windup, just set the cue points at the loopin part. It will play the start, and then loop the rest. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: November-01-08 8:14 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] EmitSound not always emitting sound I'm passing through the soundenvelopecontroller's createsound/play/shutdown now. Alternating seems to work better, but how do I determine when a sound is finished? The IsPlaying seems only to track status of whether or not the play/shutdown has been called, not of the actual sound duration. I need to transition from the end of my spinup sound to the looping or firing sound. Also, how should I use the SoundEnvelopeController class? I want smooth, immediate glitchfree transitions between sounds and no influence by lag. At the moment I'm using it completely client-side only, is that the way to go? Will it also emit sounds to other players or do I have to create a separate mechanism for that? Thanks in advance for some clarification - documentation on soundenvelope's is very sparse, or I'm missing it completely. Maarten > Use a sound envelope for that sort of thing, instead of using emitsound. > Do everything else you already did for maintaining it's state though. > > > -Tony > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: Wednesday, October 29, 2008 2:47 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] EmitSound not always emitting sound > > If no-one has any idea why EmitSound can be unreliable, is there > another/better way to emit sounds? Anyone here implemented a minigun with > alternating, looping sounds being played in sequence? > > >> Hi list, >> >> *if this is a duplicate mail, ignore it, I'm having mailhost problems* >> >> I'm doing sound for a minigun which requires a bit more effort than an >> average weapon >> since we have spinup /spindown / loop & loopfire sounds which have to >> transition >> seamlessly. I've done this by adding a little state machine clientside >> in ItemPostFrame >> that updates the weapon's soundstate depending on its actual state. >> That works "fine", in >> that my states properly update. When I change state, I do a StopSound >> on the sounds that >> need to be stopped ( for the looping sounds ), and a WeaponSound on >> the weaponsound for >> the new state. >> >> Problem is, when I switch alternatingly between the loop_spin and >> loop_spin_fire >> states/sounds, occasionally the spinning sound does not play when I >> EmitSound() it. [Both >> sounds are mutually exclusive, I don't mix a shooting sound on top of >> the spinning sound, >> that's done in the wave. Both sounds I switch between that give issues >> are looping sounds >> with a cuepoint at the start and end]. The next time I switch states >> it's playing again, >> just every once in a while it doesn't play, and it really bothers. >> >> Things I've done to debug so far: >> >> - I've enabled sound emitter tracing ingame, and can see clearly that >> StopSound and >> EmitSound always do get called for the proper sounds, and StopSound is >> always before >> EmitSound. Just sometimes the sound in the last EmitSound is not >> audible. >> - I've done several experiments with the channels, but haven't found >> any combination that >> solves my issue ( although admittedly I don't know all about those >> channels, >> documentation is sparse/incomplete ). >> - I've called MakeReliable() on the filters in the WeaponSound >> function, that didn't help. >> >> Any ideas what the issue could be or how I could make sure my sounds >> are always played >> when they're EmitSound()'ed ? >> >> -- Maarten >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
I'm passing through the soundenvelopecontroller's createsound/play/shutdown now. Alternating seems to work better, but how do I determine when a sound is finished? The IsPlaying seems only to track status of whether or not the play/shutdown has been called, not of the actual sound duration. I need to transition from the end of my spinup sound to the looping or firing sound. Also, how should I use the SoundEnvelopeController class? I want smooth, immediate glitchfree transitions between sounds and no influence by lag. At the moment I'm using it completely client-side only, is that the way to go? Will it also emit sounds to other players or do I have to create a separate mechanism for that? Thanks in advance for some clarification - documentation on soundenvelope's is very sparse, or I'm missing it completely. Maarten > Use a sound envelope for that sort of thing, instead of using emitsound. > Do everything else you already did for maintaining it's state though. > > > -Tony > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: Wednesday, October 29, 2008 2:47 PM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] EmitSound not always emitting sound > > If no-one has any idea why EmitSound can be unreliable, is there > another/better way to emit sounds? Anyone here implemented a minigun with > alternating, looping sounds being played in sequence? > > >> Hi list, >> >> *if this is a duplicate mail, ignore it, I'm having mailhost problems* >> >> I'm doing sound for a minigun which requires a bit more effort than an >> average weapon >> since we have spinup /spindown / loop & loopfire sounds which have to >> transition >> seamlessly. I've done this by adding a little state machine clientside >> in ItemPostFrame >> that updates the weapon's soundstate depending on its actual state. >> That works "fine", in >> that my states properly update. When I change state, I do a StopSound >> on the sounds that >> need to be stopped ( for the looping sounds ), and a WeaponSound on >> the weaponsound for >> the new state. >> >> Problem is, when I switch alternatingly between the loop_spin and >> loop_spin_fire >> states/sounds, occasionally the spinning sound does not play when I >> EmitSound() it. [Both >> sounds are mutually exclusive, I don't mix a shooting sound on top of >> the spinning sound, >> that's done in the wave. Both sounds I switch between that give issues >> are looping sounds >> with a cuepoint at the start and end]. The next time I switch states >> it's playing again, >> just every once in a while it doesn't play, and it really bothers. >> >> Things I've done to debug so far: >> >> - I've enabled sound emitter tracing ingame, and can see clearly that >> StopSound and >> EmitSound always do get called for the proper sounds, and StopSound is >> always before >> EmitSound. Just sometimes the sound in the last EmitSound is not >> audible. >> - I've done several experiments with the channels, but haven't found >> any combination that >> solves my issue ( although admittedly I don't know all about those >> channels, >> documentation is sparse/incomplete ). >> - I've called MakeReliable() on the filters in the WeaponSound >> function, that didn't help. >> >> Any ideas what the issue could be or how I could make sure my sounds >> are always played >> when they're EmitSound()'ed ? >> >> -- Maarten >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound To: Discussion of Half-Life Programming
ubject: Re: [hlcoders] Passing sound from player to grenade entity? > To: Discussion of Half-Life Programming > > Message-ID: >< > [EMAIL PROTECTED]> > > Content-Type: text/plain; charset="us-ascii" > > It's really simple. Modify the throw function that's on the grenade to NOT > create the entity, and instead just do everything else that's done after > it's created. > > Then in your attack thing, create the grenade when they press, start the > sound, but don't throw it. Make it follow the player. > > Then when they release, make it stop following, and then call the throw > function that applies all the velocity etc. > > > -Tony > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Yorg Kuijs > Sent: Wednesday, October 29, 2008 11:52 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Passing sound from player to grenade entity? > > Hey list, > > well I think I got the part of checking if it's thrown in the entity > now, but I still don't know how to create the entity before hand while > still being able to different throws. > I tried a rather dumb approach of using a switch that failed horribly, > so I was wondering if anyone had any idea's? > > I can do something like launching one of the functions when the pin is > pulled but if I would take for example throw then the only thing I can > do is throw but you can also lob and roll grenades and then those > wouldnt function the same as throwing and wouldnt have their entity > created early. > > Soo... thoughts/suggestions? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > Message: 4 > Date: Wed, 29 Oct 2008 10:45:50 -0700 > From: Tony Sergi <[EMAIL PROTECTED]> > Subject: Re: [hlcoders] Passing sound from player to grenade entity? > To: Discussion of Half-Life Programming > > Message-ID: >< > [EMAIL PROTECTED]> > > Content-Type: text/plain; charset="iso-8859-1" > > Oh, and that means modifying all of the functions that 'send the grenade > moving' Throw, Lob, whatever. The point is, you take the creation out of > those and create them when the pin is pulled instead of when its thrown, > tossed, saut?ed, put in a blender, or stir fried, or whatever it is you're > going to do with the thing. > > > -Tony > > > -Original Message- > From: Tony Sergi > Sent: Wednesday, October 29, 2008 1:43 PM > To: 'Discussion of Half-Life Programming' > Subject: RE: [hlcoders] Passing sound from player to grenade entity? > > It's really simple. Modify the throw function that's on the grenade to NOT > create the entity, and instead just do everything else that's done after > it's created. > > Then in your attack thing, create the grenade when they press, start the > sound, but don't throw it. Make it follow the player. > > Then when they release, make it stop following, and then call the throw > function that applies all the velocity etc. > > > -Tony > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Yorg Kuijs > Sent: Wednesday, October 29, 2008 11:52 AM > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Passing sound from player to grenade entity? > > Hey list, > > well I think I got the part of checking if it's thrown in the entity > now, but I still don't know how to create the entity before hand while > still being able to different throws. > I tried a rather dumb approach of using a switch that failed horribly, > so I was wondering if anyone had any idea's? > > I can do something like launching one of the functions when the pin is > pulled but if I would take for example throw then the only thing I can > do is throw but you can also lob and roll grenades and then those > wouldnt function the same as throwing and wouldnt have their entity > created early. > > Soo... thoughts/suggestions? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > Message: 5 > Date: Wed, 29 Oct 2008 19:46:59 +0100 (CET) > From: "Maarten De Meyer" <[EMAIL PROTECTED]> > Subject: Re: [hlcoders] EmitSound not always emi
Re: [hlcoders] EmitSound not always emitting sound
Use a sound envelope for that sort of thing, instead of using emitsound. Do everything else you already did for maintaining it's state though. -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer Sent: Wednesday, October 29, 2008 2:47 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] EmitSound not always emitting sound If no-one has any idea why EmitSound can be unreliable, is there another/better way to emit sounds? Anyone here implemented a minigun with alternating, looping sounds being played in sequence? > Hi list, > > *if this is a duplicate mail, ignore it, I'm having mailhost problems* > > I'm doing sound for a minigun which requires a bit more effort than an > average weapon > since we have spinup /spindown / loop & loopfire sounds which have to > transition > seamlessly. I've done this by adding a little state machine clientside > in ItemPostFrame > that updates the weapon's soundstate depending on its actual state. > That works "fine", in > that my states properly update. When I change state, I do a StopSound > on the sounds that > need to be stopped ( for the looping sounds ), and a WeaponSound on > the weaponsound for > the new state. > > Problem is, when I switch alternatingly between the loop_spin and > loop_spin_fire > states/sounds, occasionally the spinning sound does not play when I > EmitSound() it. [Both > sounds are mutually exclusive, I don't mix a shooting sound on top of > the spinning sound, > that's done in the wave. Both sounds I switch between that give issues > are looping sounds > with a cuepoint at the start and end]. The next time I switch states > it's playing again, > just every once in a while it doesn't play, and it really bothers. > > Things I've done to debug so far: > > - I've enabled sound emitter tracing ingame, and can see clearly that > StopSound and > EmitSound always do get called for the proper sounds, and StopSound is > always before > EmitSound. Just sometimes the sound in the last EmitSound is not audible. > - I've done several experiments with the channels, but haven't found > any combination that > solves my issue ( although admittedly I don't know all about those > channels, > documentation is sparse/incomplete ). > - I've called MakeReliable() on the filters in the WeaponSound > function, that didn't help. > > Any ideas what the issue could be or how I could make sure my sounds > are always played > when they're EmitSound()'ed ? > > -- Maarten > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
no, it's even on the same spot, it randomly doesn't play. > Well EmitSound is unreliable for me when played from the viewmodel of > grenades, another dev who helps test said it's because the map I was > testing on uses looping ambient_generic sounds and the problem might go > away. > > But from what I read the first time you mailed I didn't think it applies > on what you're trying to cause it only happened in certain area's. I'm > assuming you were shooting the gun on one place and it randomly didnt > play? > If it's only certain parts of the map then it may be the above problem... > > Maarten De Meyer wrote: >> If no-one has any idea why EmitSound can be unreliable, is there >> another/better way to emit sounds? Anyone here implemented a minigun >> with >> alternating, looping sounds being played in sequence? >> > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
Well EmitSound is unreliable for me when played from the viewmodel of grenades, another dev who helps test said it's because the map I was testing on uses looping ambient_generic sounds and the problem might go away. But from what I read the first time you mailed I didn't think it applies on what you're trying to cause it only happened in certain area's. I'm assuming you were shooting the gun on one place and it randomly didnt play? If it's only certain parts of the map then it may be the above problem... Maarten De Meyer wrote: > If no-one has any idea why EmitSound can be unreliable, is there > another/better way to emit sounds? Anyone here implemented a minigun with > alternating, looping sounds being played in sequence? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound not always emitting sound
If no-one has any idea why EmitSound can be unreliable, is there another/better way to emit sounds? Anyone here implemented a minigun with alternating, looping sounds being played in sequence? > Hi list, > > *if this is a duplicate mail, ignore it, I'm having mailhost problems* > > I'm doing sound for a minigun which requires a bit more effort than an > average weapon > since we have spinup /spindown / loop & loopfire sounds which have to > transition > seamlessly. I've done this by adding a little state machine clientside > in ItemPostFrame > that updates the weapon's soundstate depending on its actual state. > That works "fine", in > that my states properly update. When I change state, I do a StopSound > on the sounds that > need to be stopped ( for the looping sounds ), and a WeaponSound on > the weaponsound for > the new state. > > Problem is, when I switch alternatingly between the loop_spin and > loop_spin_fire > states/sounds, occasionally the spinning sound does not play when I > EmitSound() it. [Both > sounds are mutually exclusive, I don't mix a shooting sound on top of > the spinning sound, > that's done in the wave. Both sounds I switch between that give issues > are looping sounds > with a cuepoint at the start and end]. The next time I switch states > it's playing again, > just every once in a while it doesn't play, and it really bothers. > > Things I've done to debug so far: > > - I've enabled sound emitter tracing ingame, and can see clearly that > StopSound and > EmitSound always do get called for the proper sounds, and StopSound is > always before > EmitSound. Just sometimes the sound in the last EmitSound is not audible. > - I've done several experiments with the channels, but haven't found > any combination that > solves my issue ( although admittedly I don't know all about those > channels, > documentation is sparse/incomplete ). > - I've called MakeReliable() on the filters in the WeaponSound > function, that didn't help. > > Any ideas what the issue could be or how I could make sure my sounds > are always played > when they're EmitSound()'ed ? > > -- Maarten > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EmitSound not always emitting sound
Hi list, *if this is a duplicate mail, ignore it, I'm having mailhost problems* I'm doing sound for a minigun which requires a bit more effort than an average weapon since we have spinup /spindown / loop & loopfire sounds which have to transition seamlessly. I've done this by adding a little state machine clientside in ItemPostFrame that updates the weapon's soundstate depending on its actual state. That works "fine", in that my states properly update. When I change state, I do a StopSound on the sounds that need to be stopped ( for the looping sounds ), and a WeaponSound on the weaponsound for the new state. Problem is, when I switch alternatingly between the loop_spin and loop_spin_fire states/sounds, occasionally the spinning sound does not play when I EmitSound() it. [Both sounds are mutually exclusive, I don't mix a shooting sound on top of the spinning sound, that's done in the wave. Both sounds I switch between that give issues are looping sounds with a cuepoint at the start and end]. The next time I switch states it's playing again, just every once in a while it doesn't play, and it really bothers. Things I've done to debug so far: - I've enabled sound emitter tracing ingame, and can see clearly that StopSound and EmitSound always do get called for the proper sounds, and StopSound is always before EmitSound. Just sometimes the sound in the last EmitSound is not audible. - I've done several experiments with the channels, but haven't found any combination that solves my issue ( although admittedly I don't know all about those channels, documentation is sparse/incomplete ). - I've called MakeReliable() on the filters in the WeaponSound function, that didn't help. Any ideas what the issue could be or how I could make sure my sounds are always played when they're EmitSound()'ed ? -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] EmitSound
I have to say my piece on this, because I used to be like this; but I've since changed. Why must everyone start flaming for stupid reasons on here? Don't like the pictures on his site? DON'T LOOK AT THEM. Don't like the questions he's asking? DON'T RESPOND TO THEM. It's kind of simple isn't it? You guys (yes, I'm generalizing, if you're not one of them, then don't assume I'm talking to you.) are being idiotic. He asked a question, he didn't say "hey, go to my site and start calling me names and being twice as immature as I am!!!" I personally don't CARE what is on his site. Why? It's HIS SITE!!! He can do whatever the hell he wants with it, and there's nothing I can do about that, and I'm not going to sit here whining, and bitching, arguing, name calling, flaming, over something so trivial. Either answer his questions, or don't, just for the sake of anything sane, shut the fuck up about trivial things, or stuff that ISN'T RELATED to the fucking list, or the game for which we're modding!! Until there is a rule that says "you can't post here if you have a site that has stuff on it we don't like", shut up about it. The only thing I can say is, if it's something like cheats or whatever, don't help them!! -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > -Original Message- > From: Michael Kramer [mailto:[EMAIL PROTECTED] > Sent: August 19, 2006 1:32 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] EmitSound > > Could you guys please continue this outside of the mailing list. It really > detracts from the appeal of the mailing list, and is a waste, and would be > much better handled over regular email. > > > Thanks- > > Kramer ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
he admitted he was the owner of cherrycake.org ages ago you fucking retard. "your behavior on here speaks volumes of your character." all I have seen is you act like a fucking moron you didnt even need to get involved now quite messing up my godamn inbox retard. From: "Jeremy Swigart" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] EmitSound Date: Sat, 19 Aug 2006 10:23:08 -0700 -- [ Picked text/plain from multipart/alternative ] Umm, right. Nobody else uses gmail. Nice try. Any decent host I've ever gotten wouldn't let anyone outside of themselves use webmaster email, so either you got a retarded host or you're a pathetic liar trying to cover up your sick ass site. Even if its the latter, the fact that you chose webmaster, and your behavior on here speaks volumes of your character. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Does that mean I can make the assumption that your a whiney little bitch > that still lives with > parents because your with gmail? > > I think "stupidity" is reflected upon a person actions; I consider joining > into a mailing list flame > war to call me "stupid" because of the domain my email is hosted by rather > mature. > > Sit down and shut the fuck up. :) > > On 19 Aug 2006 at 9:46, Jeremy Swigart wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Their stupidity? Judging by your email [EMAIL PROTECTED] it would > > appear to be your stupidity. > > > > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Content-description: Mail message body > > > > > > Thanks for the discriminaton. That's a great Idea like when it was > decided > > > to 'ban' black > > > people from America because they had a different skin colour > different. > > > > > > Ass. > > > > > > If anyone else is retareded enough to go to my email host's address > and > > > then decide I should > > > be removed from the mailing list because of their stupididty let me > know; > > > please. :) > > > > > > Jorge Rodriguez the existance of CherryCake is an obvious one; and for > > > that reason I wont > > > be taking it down any time soon. > > > > > > Also it makes me laugh every now and then when i get replies all in > upper > > > case like this: > > > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES." > > > > > > I once got one that was from the person bitching about how they where > > > looking for a recepie > > > on how to make a Cherry Cake. That made me hit the floor laughing tbh. > > > > > > However I admit I have been asking a lot of questions recently; but > it's > > > not like i'm not > > > learning anything i'm just increasing the rate at which i'm learning - > > > like with the debugger shit > > > - I did that myself I just needed some help setting up the debugger > which > > > I had never done > > > before in VS 2003. > > > > > > On 18 Aug 2006 at 22:16, Nick wrote: > > > > > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. > > > > > > > > Would it be appropriate to ban someone who asks silly spam questions > > > > and is from cherrycake? > > > > I would say yes. > > > > > > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > > [EMAIL PROTECTED] wrote: > > > > > > Compaired to the ammount of questions and things I have solved > > > myself today - the > > > > > > questions would weigh the lesser. > > > > > > > > > > > > > > > > Don't give me that. The number of problems I solve in any given > day at > > > > > my job leaves these petty things in the dust. I'm a software > > > developer, > > > > > who also services requests from clients on an hourly basis while > doing > > > > > full time development, and I rarely have to post to a mailing list > to > > > > > find answers. You're just not willing to use your brain. > > > > > > > > > > You'll learn much more if you figure out how to do it yourself > then if > > > > > you rely o
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Could you guys please continue this outside of the mailing list. It really detracts from the appeal of the mailing list, and is a waste, and would be much better handled over regular email. Thanks- Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Umm, right. Nobody else uses gmail. Nice try. Any decent host I've ever gotten wouldn't let anyone outside of themselves use webmaster email, so either you got a retarded host or you're a pathetic liar trying to cover up your sick ass site. Even if its the latter, the fact that you chose webmaster, and your behavior on here speaks volumes of your character. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Does that mean I can make the assumption that your a whiney little bitch > that still lives with > parents because your with gmail? > > I think "stupidity" is reflected upon a person actions; I consider joining > into a mailing list flame > war to call me "stupid" because of the domain my email is hosted by rather > mature. > > Sit down and shut the fuck up. :) > > On 19 Aug 2006 at 9:46, Jeremy Swigart wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Their stupidity? Judging by your email [EMAIL PROTECTED] it would > > appear to be your stupidity. > > > > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Content-description: Mail message body > > > > > > Thanks for the discriminaton. That's a great Idea like when it was > decided > > > to 'ban' black > > > people from America because they had a different skin colour > different. > > > > > > Ass. > > > > > > If anyone else is retareded enough to go to my email host's address > and > > > then decide I should > > > be removed from the mailing list because of their stupididty let me > know; > > > please. :) > > > > > > Jorge Rodriguez the existance of CherryCake is an obvious one; and for > > > that reason I wont > > > be taking it down any time soon. > > > > > > Also it makes me laugh every now and then when i get replies all in > upper > > > case like this: > > > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES." > > > > > > I once got one that was from the person bitching about how they where > > > looking for a recepie > > > on how to make a Cherry Cake. That made me hit the floor laughing tbh. > > > > > > However I admit I have been asking a lot of questions recently; but > it's > > > not like i'm not > > > learning anything i'm just increasing the rate at which i'm learning - > > > like with the debugger shit > > > - I did that myself I just needed some help setting up the debugger > which > > > I had never done > > > before in VS 2003. > > > > > > On 18 Aug 2006 at 22:16, Nick wrote: > > > > > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. > > > > > > > > Would it be appropriate to ban someone who asks silly spam questions > > > > and is from cherrycake? > > > > I would say yes. > > > > > > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > > [EMAIL PROTECTED] wrote: > > > > > > Compaired to the ammount of questions and things I have solved > > > myself today - the > > > > > > questions would weigh the lesser. > > > > > > > > > > > > > > > > Don't give me that. The number of problems I solve in any given > day at > > > > > my job leaves these petty things in the dust. I'm a software > > > developer, > > > > > who also services requests from clients on an hourly basis while > doing > > > > > full time development, and I rarely have to post to a mailing list > to > > > > > find answers. You're just not willing to use your brain. > > > > > > > > > > You'll learn much more if you figure out how to do it yourself > then if > > > > > you rely on others all the time. > > > > > > > > > > Also, would you please take down cherrycake.org? It has no taste. > > > > > > > > > > -- > > > > > Jorge "Vino" Rodriguez > > > > > > > > > > > > > > > ___ > > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > -- > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit yo
Re: [hlcoders] EmitSound
Does that mean I can make the assumption that your a whiney little bitch that still lives with parents because your with gmail? I think "stupidity" is reflected upon a person actions; I consider joining into a mailing list flame war to call me "stupid" because of the domain my email is hosted by rather mature. Sit down and shut the fuck up. :) On 19 Aug 2006 at 9:46, Jeremy Swigart wrote: > -- > [ Picked text/plain from multipart/alternative ] > Their stupidity? Judging by your email [EMAIL PROTECTED] it would > appear to be your stupidity. > > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Content-description: Mail message body > > > > Thanks for the discriminaton. That's a great Idea like when it was decided > > to 'ban' black > > people from America because they had a different skin colour different. > > > > Ass. > > > > If anyone else is retareded enough to go to my email host's address and > > then decide I should > > be removed from the mailing list because of their stupididty let me know; > > please. :) > > > > Jorge Rodriguez the existance of CherryCake is an obvious one; and for > > that reason I wont > > be taking it down any time soon. > > > > Also it makes me laugh every now and then when i get replies all in upper > > case like this: > > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES." > > > > I once got one that was from the person bitching about how they where > > looking for a recepie > > on how to make a Cherry Cake. That made me hit the floor laughing tbh. > > > > However I admit I have been asking a lot of questions recently; but it's > > not like i'm not > > learning anything i'm just increasing the rate at which i'm learning - > > like with the debugger shit > > - I did that myself I just needed some help setting up the debugger which > > I had never done > > before in VS 2003. > > > > On 18 Aug 2006 at 22:16, Nick wrote: > > > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. > > > > > > Would it be appropriate to ban someone who asks silly spam questions > > > and is from cherrycake? > > > I would say yes. > > > > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > [EMAIL PROTECTED] wrote: > > > > > Compaired to the ammount of questions and things I have solved > > myself today - the > > > > > questions would weigh the lesser. > > > > > > > > > > > > > Don't give me that. The number of problems I solve in any given day at > > > > my job leaves these petty things in the dust. I'm a software > > developer, > > > > who also services requests from clients on an hourly basis while doing > > > > full time development, and I rarely have to post to a mailing list to > > > > find answers. You're just not willing to use your brain. > > > > > > > > You'll learn much more if you figure out how to do it yourself then if > > > > you rely on others all the time. > > > > > > > > Also, would you please take down cherrycake.org? It has no taste. > > > > > > > > -- > > > > Jorge "Vino" Rodriguez > > > > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Their stupidity? Judging by your email [EMAIL PROTECTED] it would appear to be your stupidity. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > Thanks for the discriminaton. That's a great Idea like when it was decided > to 'ban' black > people from America because they had a different skin colour different. > > Ass. > > If anyone else is retareded enough to go to my email host's address and > then decide I should > be removed from the mailing list because of their stupididty let me know; > please. :) > > Jorge Rodriguez the existance of CherryCake is an obvious one; and for > that reason I wont > be taking it down any time soon. > > Also it makes me laugh every now and then when i get replies all in upper > case like this: > "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES." > > I once got one that was from the person bitching about how they where > looking for a recepie > on how to make a Cherry Cake. That made me hit the floor laughing tbh. > > However I admit I have been asking a lot of questions recently; but it's > not like i'm not > learning anything i'm just increasing the rate at which i'm learning - > like with the debugger shit > - I did that myself I just needed some help setting up the debugger which > I had never done > before in VS 2003. > > On 18 Aug 2006 at 22:16, Nick wrote: > > > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. > > > > Would it be appropriate to ban someone who asks silly spam questions > > and is from cherrycake? > > I would say yes. > > > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > [EMAIL PROTECTED] wrote: > > > > Compaired to the ammount of questions and things I have solved > myself today - the > > > > questions would weigh the lesser. > > > > > > > > > > Don't give me that. The number of problems I solve in any given day at > > > my job leaves these petty things in the dust. I'm a software > developer, > > > who also services requests from clients on an hourly basis while doing > > > full time development, and I rarely have to post to a mailing list to > > > find answers. You're just not willing to use your brain. > > > > > > You'll learn much more if you figure out how to do it yourself then if > > > you rely on others all the time. > > > > > > Also, would you please take down cherrycake.org? It has no taste. > > > > > > -- > > > Jorge "Vino" Rodriguez > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
Great. I wasn't actually planning on offering you one. :) On 19 Aug 2006 at 17:00, Fabian Schreyer wrote: > I would never accept the offer of hosting my email account of someone > who is hosting such tasteless images. > > On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Hey i'm not black - it was an example of how retarded that discrimination > > was. > > > > By the way I did not try and pass myself off as being "hosted" there I was > > just saying - that is > > my email host moron. > > > > On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote: > > > > > [EMAIL PROTECTED] wrote: > > > > Thanks for the discriminaton. That's a great Idea like when it was > > > > decided to 'ban' black > > > > people from America because they had a different skin colour different. > > > > > > > > > > Nobody here knew that you were black before you posted this message. I > > > think you made it up to get sympathy. If it's true that you are black, > > > then it has absolutely nothing to do with anything. > > > > > > In addition, anybody who accuses me of being racist is uninformed and > > > ignorant. I am myself an ethnic minority, and some of my closest friends > > > are black and hispanic. > > > > > > > If anyone else is retareded enough to go to my email host's address and > > > > then decide I should > > > > be removed from the mailing list because of their stupididty let me > > > > know; please. :) > > > > > > > > > > There's no possible way that your "email host" would let you use > > > "[EMAIL PROTECTED]". That is an important email address for any > > > domain, because it is the default address where problems in a domain's > > > web services are sent to. It is usually redirected to the system > > > administrator's account. It's obvious that you own cherrycake.org and > > > are operating the server yourself. Don't try to pass yourself off as > > > just being "hosted" there. > > > > > > > However I admit I have been asking a lot of questions recently; but > > > > it's not like i'm not > > > > learning anything i'm just increasing the rate at which i'm learning - > > > > like with the debugger shit > > > > - I did that myself I just needed some help setting up the debugger > > > > which I had never done > > > > before in VS 2003. > > > > > > > > > > I have a great website on how to set up the VS 2003 debugger. Here it is: > > > > > > g.nilbus.com/setting+up+the+vs+2003+debugger > > > > > > Works every time. > > > > > > -- > > > Jorge "Vino" Rodriguez > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
I would never accept the offer of hosting my email account of someone who is hosting such tasteless images. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: Hey i'm not black - it was an example of how retarded that discrimination was. By the way I did not try and pass myself off as being "hosted" there I was just saying - that is my email host moron. On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote: > [EMAIL PROTECTED] wrote: > > Thanks for the discriminaton. That's a great Idea like when it was decided to 'ban' black > > people from America because they had a different skin colour different. > > > > Nobody here knew that you were black before you posted this message. I > think you made it up to get sympathy. If it's true that you are black, > then it has absolutely nothing to do with anything. > > In addition, anybody who accuses me of being racist is uninformed and > ignorant. I am myself an ethnic minority, and some of my closest friends > are black and hispanic. > > > If anyone else is retareded enough to go to my email host's address and then decide I should > > be removed from the mailing list because of their stupididty let me know; please. :) > > > > There's no possible way that your "email host" would let you use > "[EMAIL PROTECTED]". That is an important email address for any > domain, because it is the default address where problems in a domain's > web services are sent to. It is usually redirected to the system > administrator's account. It's obvious that you own cherrycake.org and > are operating the server yourself. Don't try to pass yourself off as > just being "hosted" there. > > > However I admit I have been asking a lot of questions recently; but it's not like i'm not > > learning anything i'm just increasing the rate at which i'm learning - like with the debugger shit > > - I did that myself I just needed some help setting up the debugger which I had never done > > before in VS 2003. > > > > I have a great website on how to set up the VS 2003 debugger. Here it is: > > g.nilbus.com/setting+up+the+vs+2003+debugger > > Works every time. > > -- > Jorge "Vino" Rodriguez > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
Hey i'm not black - it was an example of how retarded that discrimination was. By the way I did not try and pass myself off as being "hosted" there I was just saying - that is my email host moron. On 19 Aug 2006 at 8:26, Jorge Rodriguez wrote: > [EMAIL PROTECTED] wrote: > > Thanks for the discriminaton. That's a great Idea like when it was decided > > to 'ban' black > > people from America because they had a different skin colour different. > > > > Nobody here knew that you were black before you posted this message. I > think you made it up to get sympathy. If it's true that you are black, > then it has absolutely nothing to do with anything. > > In addition, anybody who accuses me of being racist is uninformed and > ignorant. I am myself an ethnic minority, and some of my closest friends > are black and hispanic. > > > If anyone else is retareded enough to go to my email host's address and > > then decide I should > > be removed from the mailing list because of their stupididty let me know; > > please. :) > > > > There's no possible way that your "email host" would let you use > "[EMAIL PROTECTED]". That is an important email address for any > domain, because it is the default address where problems in a domain's > web services are sent to. It is usually redirected to the system > administrator's account. It's obvious that you own cherrycake.org and > are operating the server yourself. Don't try to pass yourself off as > just being "hosted" there. > > > However I admit I have been asking a lot of questions recently; but it's > > not like i'm not > > learning anything i'm just increasing the rate at which i'm learning - like > > with the debugger shit > > - I did that myself I just needed some help setting up the debugger which I > > had never done > > before in VS 2003. > > > > I have a great website on how to set up the VS 2003 debugger. Here it is: > > g.nilbus.com/setting+up+the+vs+2003+debugger > > Works every time. > > -- > Jorge "Vino" Rodriguez > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
[EMAIL PROTECTED] wrote: Thanks for the discriminaton. That's a great Idea like when it was decided to 'ban' black people from America because they had a different skin colour different. Nobody here knew that you were black before you posted this message. I think you made it up to get sympathy. If it's true that you are black, then it has absolutely nothing to do with anything. In addition, anybody who accuses me of being racist is uninformed and ignorant. I am myself an ethnic minority, and some of my closest friends are black and hispanic. If anyone else is retareded enough to go to my email host's address and then decide I should be removed from the mailing list because of their stupididty let me know; please. :) There's no possible way that your "email host" would let you use "[EMAIL PROTECTED]". That is an important email address for any domain, because it is the default address where problems in a domain's web services are sent to. It is usually redirected to the system administrator's account. It's obvious that you own cherrycake.org and are operating the server yourself. Don't try to pass yourself off as just being "hosted" there. However I admit I have been asking a lot of questions recently; but it's not like i'm not learning anything i'm just increasing the rate at which i'm learning - like with the debugger shit - I did that myself I just needed some help setting up the debugger which I had never done before in VS 2003. I have a great website on how to set up the VS 2003 debugger. Here it is: g.nilbus.com/setting+up+the+vs+2003+debugger Works every time. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
The difference is that it's obvious you truly attempt to solve problems BEFORE coming to the list. That's how you learn. Most of his questions show his thought process to be "I tried one thing, it didn't work, I don't know why, time to ask the list." As for learning to code at the same time, messing with the SDK is probably not the best way to go about it... but that's a different discussion for a different time. :) On 8/19/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Lay off his back guys, I ask questions aswell. Some of us are just learning the SDK and how to program at the same time. And this list and some forums are invaluable to the learning process for us. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Lay off his back guys, I ask questions aswell. Some of us are just learning the SDK and how to program at the same time. And this list and some forums are invaluable to the learning process for us. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > Sorry I don't usually use VS2003 so I didn't know about any "Goto > Declaration" function. > > I did search for EmitSound() though and got the header I just didn't know > what other header it > needed (baseentity). > > On 18 Aug 2006 at 20:38, Michael Kramer wrote: > > > -- > > [ Picked text/plain from multipart/alternative ] > > Why don't you try searching through the examples and files that are > already > > in the source sdk? > > > > It isn't hard to search for EmitSound() and then look at the page and > right > > clicking and going to "Goto Declaration" and seeing what header file it > is > > in. > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Sorry I don't usually use VS2003 so I didn't know about any "Goto Declaration" function. I did search for EmitSound() though and got the header I just didn't know what other header it needed (baseentity). On 18 Aug 2006 at 20:38, Michael Kramer wrote: > -- > [ Picked text/plain from multipart/alternative ] > Why don't you try searching through the examples and files that are already > in the source sdk? > > It isn't hard to search for EmitSound() and then look at the page and right > clicking and going to "Goto Declaration" and seeing what header file it is > in. > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Thanks for the discriminaton. That's a great Idea like when it was decided to 'ban' black people from America because they had a different skin colour different. Ass. If anyone else is retareded enough to go to my email host's address and then decide I should be removed from the mailing list because of their stupididty let me know; please. :) Jorge Rodriguez the existance of CherryCake is an obvious one; and for that reason I wont be taking it down any time soon. Also it makes me laugh every now and then when i get replies all in upper case like this: "DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES." I once got one that was from the person bitching about how they where looking for a recepie on how to make a Cherry Cake. That made me hit the floor laughing tbh. However I admit I have been asking a lot of questions recently; but it's not like i'm not learning anything i'm just increasing the rate at which i'm learning - like with the debugger shit - I did that myself I just needed some help setting up the debugger which I had never done before in VS 2003. On 18 Aug 2006 at 22:16, Nick wrote: > DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. > > Would it be appropriate to ban someone who asks silly spam questions > and is from cherrycake? > I would say yes. > > On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > [EMAIL PROTECTED] wrote: > > > Compaired to the ammount of questions and things I have solved myself > > > today - the > > > questions would weigh the lesser. > > > > > > > Don't give me that. The number of problems I solve in any given day at > > my job leaves these petty things in the dust. I'm a software developer, > > who also services requests from clients on an hourly basis while doing > > full time development, and I rarely have to post to a mailing list to > > find answers. You're just not willing to use your brain. > > > > You'll learn much more if you figure out how to do it yourself then if > > you rely on others all the time. > > > > Also, would you please take down cherrycake.org? It has no taste. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
DO NOT VIST CHERRYCAKE IT IS FULL OF VILE AND GOATSE ESK IMAGES. Would it be appropriate to ban someone who asks silly spam questions and is from cherrycake? I would say yes. On 8/18/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: [EMAIL PROTECTED] wrote: > Compaired to the ammount of questions and things I have solved myself today - the > questions would weigh the lesser. > Don't give me that. The number of problems I solve in any given day at my job leaves these petty things in the dust. I'm a software developer, who also services requests from clients on an hourly basis while doing full time development, and I rarely have to post to a mailing list to find answers. You're just not willing to use your brain. You'll learn much more if you figure out how to do it yourself then if you rely on others all the time. Also, would you please take down cherrycake.org? It has no taste. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
[EMAIL PROTECTED] wrote: Compaired to the ammount of questions and things I have solved myself today - the questions would weigh the lesser. Don't give me that. The number of problems I solve in any given day at my job leaves these petty things in the dust. I'm a software developer, who also services requests from clients on an hourly basis while doing full time development, and I rarely have to post to a mailing list to find answers. You're just not willing to use your brain. You'll learn much more if you figure out how to do it yourself then if you rely on others all the time. Also, would you please take down cherrycake.org? It has no taste. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Why don't you try searching through the examples and files that are already in the source sdk? It isn't hard to search for EmitSound() and then look at the page and right clicking and going to "Goto Declaration" and seeing what header file it is in. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] Content-description: Mail message body Thank's man I found the "SoundEmitterSystem/isoundemittersystembase.h" header but did not know what else I needed to include. On 18 Aug 2006 at 21:48, Skillet wrote: > -- > [ Picked text/plain from multipart/alternative ] > It's in CBaseEntity and C_BaseEntity. Both of them call into shared > functions in soundemittersystem.cpp. > > On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > > > Dang it; what where the headers for this? > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
Compaired to the ammount of questions and things I have solved myself today - the questions would weigh the lesser. Look I need to get this done quick and I am working on it 24/7 and using my brain the only logical thing to do is to ask people who know the structure of the Source SDK to learn about how it works rather than spend an hour trawling the source code and waste a LOT of time. On 18 Aug 2006 at 21:46, Jorge Rodriguez wrote: > [EMAIL PROTECTED] wrote: > > Dang it; what where the headers for this? > > > > Would you use your brain instead of having hlcoders solve all your > problems for you? > > -- > Jorge "Vino" Rodriguez > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
-- [ Picked text/plain from multipart/alternative ] It's in CBaseEntity and C_BaseEntity. Both of them call into shared functions in soundemittersystem.cpp. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Dang it; what where the headers for this? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] EmitSound
[EMAIL PROTECTED] wrote: Dang it; what where the headers for this? Would you use your brain instead of having hlcoders solve all your problems for you? -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] EmitSound
Dang it; what where the headers for this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders