Re: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Check out BaseAnimatingOverlay, thats where the layers are actually done. Reloading is accomplished by calling CBaseAnimatingOverlay::RestartGesture. BaseAnimatingOverlay stores and maintains an array of animation layers which are used to accumula

RE: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Ben Everett
Baseanimating. Client, DLL, and game_shared. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo Sent: Wednesday, August 16, 2006 11:43 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Reloading while running/walking? -- [ Picke

Re: [hlcoders] Reloading while running/walking?

2006-08-16 Thread Gustavo Restrepo
-- [ Picked text/plain from multipart/alternative ] Anybody knows where exactly in the code the animation layers are handled? (what classes or what files). I ran a test map yesterday and i saw a combine soldier reload his smg1 while he was running, so i just wanted to know where exactly in the code

Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
-- [ Picked text/plain from multipart/alternative ] PANEL_ROOT did the trick, thanks! On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > PANEL_ROOT > > On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Thanks for the offer Michael... I uninstalled steam and backed up the HL2 GCFs. After re-installing steam and re-downloading the SDK and creating a from-scratch mod, everything works now. The interesting thing is that there are over 5,000 different comparisons on what I was trying to compile with b

Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] PANEL_ROOT On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hi all, > > In our mod we want to have the same frame reachable from both the main > menu > (i.e. the menu you see when the

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Those errors suggest that you have an old version of hltvcamera.h and hltvcamera.cpp as well as an old version of glow_overlay,h . Your sdk is not updating all the files, make sure you aren't running steam with -beta sdk, or -beta engine. Valida

RE: [hlcoders] 2 versions of same gui

2006-08-16 Thread Ben Everett
Off the top of my head this is what I think: Multiple inheritance and a reference to the parent for in-game and menu (possibly done when you create the panel?) Some logic for determining when you are in-game and at the main-menu and updating the parent accordingly There will most likely be some m

[hlcoders] 2 versions of same gui

2006-08-16 Thread Oliver Gray
-- [ Picked text/plain from multipart/alternative ] Hi all, In our mod we want to have the same frame reachable from both the main menu (i.e. the menu you see when the game starts) and from inside the game when the game is running. I know it seems odd to do this, but it is necessary. In vgui_int

Re: [hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Well, that's helpfull. Anyway, I found the problem. It seems that CPASFilter doesn't work very well in multiplayer. The solution is to use an other filter. On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > I send an effect to the client

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
On the client: d:\Projects\Forsaken\Base_Mod\src\cl_dll\game_controls\SpectatorGUI.cpp(746) : error C2039: 'GetMode' : is not a member of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\hltvcamera.h(15) : see declaration of 'C_HLTVCamera' d:\Projects\Forsaken\Base_Mod\src\cl_dll\

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Michael Kramer
-- [ Picked text/plain from multipart/alternative ] Can you post some of the errors you are getting please? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcode

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
VS2003. I'm not new to the SDK ;) Everything was working fine until the latest SDK rollout. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:55 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcode

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Nick
did we even get an eta on the vs2005 update? On 8/16/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compili

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Which version of Visual Studio are you using? Only VS2003 is officially supported. For VS2002, there's a working unofficial patch and compiling with VS2005 only works with lots of work and warnings. On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wro

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Already done that, even deleted the SDK GCF files and had them re-downloaded. Same issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:18 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders

RE: [hlcoders] Muzzleflashes

2006-08-16 Thread Ben Everett
I send an effect to the client and then call the appropriate functions with parameters. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 4:24 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Muzz

[hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again.

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I really doubt you are using the clean plain SDK code. Try to refresh your SDK contents, create a new mod and use the new solution/project files. On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Specifically dealing w/ HDR, the HLTVCamera,

Re: [hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread John Sheu
On Wednesday 16 August 2006 3:52 pm, Robbie Groenewoudt wrote: > It seems that CSoundEnvelopeController, which is used to play looping > sounds, doesn't work in multiplayer. > It works with maxplayers 1 but not with maxplayers 2. I can't find much in > the code. CSoundEnvelopeController isn't just

Re: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] How will it work, I mean just a fast compile and then load the map into the editor, or some other fancy pancy way, humans like us wouldn't understand :)? On 16/08/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > I actually just type in whatever my

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Specifically dealing w/ HDR, the HLTVCamera, and foot steps. These are the errors that are most repeated most often. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 16, 2006 3:51 PM To: hlcoders@list.valvesoftware

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Has anyone had issues getting the from-scratch SDK to compile with no > modifications? I am getting chronic errors that have no easy work-around. > > > __

[hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] It seems that CSoundEnvelopeController, which is used to play looping sounds, doesn't work in multiplayer. It works with maxplayers 1 but not with maxplayers 2. I can't find much in the code. The class is used for things like helicopter & gravity

RE: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Ben Everett
Has anyone had issues getting the from-scratch SDK to compile with no modifications? I am getting chronic errors that have no easy work-around. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valveso

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I just noticed that the animations of func_tank are kinda weird. ( = server animated) if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() ) m_flAnimTime = engine->GetLastTimeStamp(); } This seems to work. On 8/12/06, Paul Peloski <[EMAIL PROT

RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Mike Durand
I actually just type in whatever my "Magic 8 Ball" says whenever you guys ask me a question. I'm thinking of writing an Outlook plugin to automate the process. :) Seriously though: Lighting preview is going to make it into the SDK as soon as it is ready. I'm still not comfortable giving an estimat

Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Jorge Rodriguez
Tobias Kammersgaard wrote: I removed the reference to datamodel/idatamodel.h and added my own defination of VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION. That fixed it for me, but I'm not sure how good a fix it is since, you don't know the exact version of vdatamodel and vdmeleme

Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Tobias Kammersgaard
-- [ Picked text/plain from multipart/alternative ] I removed the reference to datamodel/idatamodel.h and added my own defination of VDATAMODEL_INTERFACE_VERSION and VDMELEMENTFRAMEWORK_VERSION. That fixed it for me, but I'm not sure how good a fix it is since, you don't know the exact version of

RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread William Ravaine
Did you actually understand what he meant, or are you just faking it? :P From: "Mike Durand" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: Subject: RE: [hlcoders] [WhE] Lighting preview ? Date: Wed, 16 Aug 2006 09:49:28 -0700 Later. :) -Original Message- From: [EMA

Re: [hlcoders] datamodel/idatamodel.h missing

2006-08-16 Thread Jorge Rodriguez
Jorge Rodriguez wrote: Trying to build tier1, I find that tier1.cpp has a header file dependency, datamodel/idatamodel.h that does not exist in the SDK. Does anybody know where this header is, where I could get it, or if it was perhaps forgotten from the SDK? Bump. Valve? :D -- Jorge "Vino" Ro

RE: [hlcoders] Demo Playback

2006-08-16 Thread Yahn Bernier
The only ways I can think this might occur would be 1) you still in fact have the Alyx EMP tool code files in either your server or client .dll and are somehow using them, or 2), there's a problem with your client .dll where the LoadLibrary call from the engine is failing and it's falling back to t

[hlcoders] Demo Playback

2006-08-16 Thread Meow Mew
I was hoping somebody could point me in the right direction for resolving an issue we've been having. We need to record and playback demos, an ability easily used and implemented in Halflife 2. It seems when we try it in our own mod, the recording reports back as fine, but the playback of the de

RE: [hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Mike Durand
Later. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of ? Sent: Wednesday, August 16, 2006 4:28 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] [WhE] Lighting preview ? All know its not work, and in today update this option was c

Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] The same way it things work now. Clients extrapolate positions and velocities and stuff based on network updates from the authoritative system for the vehicles, which doesn't necessarily have to be the server, though it typically is for security a

[hlcoders] [WhE] Lighting preview ?

2006-08-16 Thread Витас Протасов
All know its not work, and in today update this option was cutted, so we see that later or never ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Variable Memory Location

2006-08-16 Thread lix
Those addresses are probably based in the CLIENT.DLL so you will have to get the base address of the client DLL for them to work for all users; even then next time steam updates the client.dll the locations of the addresses would have changed. And that's assuming that they arent dynamic. On 15

Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] How is full client-side vehicles possible with multiple players? How would you make have the vehicle the same position on all clients? Also, about your problem: Can't you just set velocity/impulse to zero when the network-info is received? (RecvP