Re: [hlcoders] Crash in VPhysics on suicide

2008-09-21 Thread Michael Chang
Hey Emiel I've had the exact same problem as you did once. I've traced the problem down to the creation and deletion of entities (and thus the modification of their vphysics?) while during hit-detection code. To solve this I've setup flags for "delete me" or "create me" for entities that had this p

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Jorge Rodriguez
If you have an entity nearby that you can do a trace from that you know is not inside the displacement, then you can just see if you hit the entity or the world (presumably the displacement.) However, if you think about it, displacements are open-ended, so if there is a point "next" to a displaceme

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Matt Hoffman
Doesn't work, Tons of people don't bother with those below, so you have some random texture there. Wonder if you can detect displacement with a trace? On Sun, Sep 21, 2008 at 6:36 PM, Andrew Ritchie <[EMAIL PROTECTED]> wrote: > Trace straight down and see if you hit sky/nodraw? > > On Mon, Sep 22

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Andrew Ritchie
Trace straight down and see if you hit sky/nodraw? On Mon, Sep 22, 2008 at 2:12 AM, Minh <[EMAIL PROTECTED]> wrote: > here's a tuff one. How do you find out if a point is underneath/behind > terrain (ie. displacement ) ? > > > Gayan Ediriweera wrote: > > I don't think you can use traces because t

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Minh
here's a tuff one. How do you find out if a point is underneath/behind terrain (ie. displacement ) ? Gayan Ediriweera wrote: > I don't think you can use traces because the map enclosure isn't > necessarily a convex shape. So you could imagine a point where a trace > in any direction would hit b

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Jory Mezen
The issue lies in C_BaseHLPlayer::PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd ). For some reason, the code that sets nodraw on npcs doesn't work to remove nodraw from them as well. I just commented out all of the blocks that set nodraw on stuff, and it works fine. >

Re: [hlcoders] Crash in VPhysics on suicide

2008-09-21 Thread Nick
I think somewhere vphysics.dll is crashing. Try debugging after you commit suicide. On Sun, Sep 21, 2008 at 11:58 AM, Emiel Regis <[EMAIL PROTECTED]> wrote: > Hey, > > I am getting a crash randomly when a player sucides, I tracked this down > to creation of ragdoll - however sometimes it crashes

Re: [hlcoders] grenade code

2008-09-21 Thread Jonas 'Sortie' Termansen
Perhaps you haven't defined CGrenadeSuperFrag and it really is called C_GrenadeSuperFrag or GrenadeSuperFrag? - Original Message - From: "Yorg Kuijs" <[EMAIL PROTECTED]> To: "Discussion of Half-Life Programming" Sent: Sunday, September 21, 2008 8:43 PM Subject: Re: [hlcoders] grenade co

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
ah wait it wasn't loading the SetTimer from GrenadeSuperFrag but from WeaponSuperFrag so hence it indeed didn't have a body, grenade_superfrag.h is included, anyway I can use the SetTimer from GrenadeSuperFrag in WeaponSuperFrag? I tried CGrenadeSuperFrag::SetTimer but says its not a class or na

Re: [hlcoders] grenade code

2008-09-21 Thread Jonas 'Sortie' Termansen
In the headers you declare functions. (head) intMyFunction(int AValue, char* A_Pointer); In a .cpp file you define the functions (bodies) intMyFunction(int AValue, char* A_Pointer) { if (A_Pointer) { return AValue/7; } return 0; } When you call a function from an

[hlcoders] Crash in VPhysics on suicide

2008-09-21 Thread Emiel Regis
Hey, I am getting a crash randomly when a player sucides, I tracked this down to creation of ragdoll - however sometimes it crashes and sometimes it doesnt. The call stack is as follows; vphysics.dll!0e654a3e() [Frames below may be incorrect and/or missing, no symbols

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
Body as in a function? in that case no if not I don't know what you mean ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] hlcoders Digest, Vol 7, Issue 28

2008-09-21 Thread Andrew Watkins
Thanks for the swift responses guys, but the issue isn't with pushaway, its with npcs going invisible. You can completely pass through a player without them vanishing, but NPCs vanish, and stay vanished. Something in the client net / prediction code is treating the them differently from players,

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Tony Sergi
TF2 Players aren't completely solid, they're just non-solid to other players. I was the one that explained how it was done. As for the pushaway stuff, I've added it to the SDK for next update, I just don't know when the next update will be ready. I can probably sometime this week yank the code fro

Re: [hlcoders] grenade code

2008-09-21 Thread Tom Leighton
If you are declaring SetTimer in the class def, are you actually providing a body for that method? Yorg Kuijs wrote: > hey List, > > back again with another problem > now trying to start off the detonation off grenades when the pull is > pinned through events, I first tested it by starting the c

Re: [hlcoders] grenade code

2008-09-21 Thread Yorg Kuijs
hey List, back again with another problem now trying to start off the detonation off grenades when the pull is pinned through events, I first tested it by starting the countdown sound in the event and that worked, doing the timer proves more troublesome. I'm currently working in weapon_superfra

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Matt Hoffman
Then you get shoved around alot? On Sun, Sep 21, 2008 at 8:40 AM, Nick <[EMAIL PROTECTED]> wrote: > What about repeated Player-side penetration issue, with multiple NPC > at the same time? > > On Sun, Sep 21, 2008 at 9:53 AM, Andrew Watkins <[EMAIL PROTECTED]> wrote: > > Hey all, I've run into a

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Matt Hoffman
Yeah, Valve said something, they said they might get it up as a code snippet, but I never saw it. I think you never can actually pass streight through someone in TF2, it always 'bent' you around them. On Sun, Sep 21, 2008 at 8:37 AM, Benjamin Davison <[EMAIL PROTECTED] > wrote: > IIRC TF2 has com

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Nick
What about repeated Player-side penetration issue, with multiple NPC at the same time? On Sun, Sep 21, 2008 at 9:53 AM, Andrew Watkins <[EMAIL PROTECTED]> wrote: > Hey all, I've run into a rather strange issue with NPCs and TF2-style > "friendly clipping" in an OB HL2MP mod. Similar to TF2, friend

Re: [hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Benjamin Davison
IIRC TF2 has completely non solid players but when a user passes into their "space" the users usercommands are manipulated. I think Alfred made a short post on it once. On Sun, Sep 21, 2008 at 3:53 PM, Andrew Watkins <[EMAIL PROTECTED]> wrote: > Hey all, I've run into a rather strange issue with

[hlcoders] Client-side penetration issue, NPCs disappear

2008-09-21 Thread Andrew Watkins
Hey all, I've run into a rather strange issue with NPCs and TF2-style "friendly clipping" in an OB HL2MP mod. Similar to TF2, friendly players can pass through each other, and I've extended this to include NPCs - players can pass through friendly NPCs, and they can also pass through each other.