[hlcoders] Jalopy (jeep_episodic) Driver View too low compared to single player version.

2010-02-21 Thread Chief Whosm
Hi, I've got an odd problem with the Jalopy (jeep_episodic) in that the drivers eyes are always set too low (you view the dashboard and almost up to the top of the steering wheel). Now I havn't changed the code, the attachment points for the model are correct in HLMV and the jalopy links throug

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-30 Thread Chief Whosm
Thanks, I should have noticed the word "PAS" in there to have given me a hint in the first place :( But once I found the attenuation function I was able to see how it worked and will work on it. Currently I'm cheating in recipientfilter.cpp and have just done: void CPASAttenuationFilter::Filter(

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-29 Thread Chief Whosm
Do you mean I should use CRecipientFilter within the CEnvMicrophone::SoundPlayed function, just prior to it emitting the sound? If so, is this what you mean: // Add the speaker flag. Detected at playback and applies the speaker filter. iFlags |= SND_SPEAKER; //CPASAttenuationFilter filter

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Chief Whosm
Setting it to maxplayers 1 instantly made the sound work. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-28 Thread Chief Whosm
Unfortunately, though I am indeed an HDMI sound user, the lack of sound happens to everyone on my development team so that can be ruled out as not everyone has HDMI. I had another look over the code and I'd not noticed before till it was mentioned here, there is no client code, nor is there a c_ c

[hlcoders] Any idea how to get audio from tv screens (breencasts) working in the multiplayer sdk?

2010-01-27 Thread Chief Whosm
Has anyone got any ideas as to why the audio never plays from the breencasts (and any monitor screen) to any player (even if you're a listen server host you get nothing). The actual AI are playing their speeches as you can no-clip out to their map rooms and once inside hear them. Any suggestions?

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Chief Whosm
http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold Might be worth taking a look at it, it's been around for a while though and I never got it working mind (but that's not saying much considering my skill as a coder is quite near to zilch).

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Chief Whosm
Wow! Thanks for that code it works beautifully for the interior view. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Chief Whosm
Odd, got no warning to all those replies when I posted my last post - maybe gmail is slow today. So is the "*InvalidateBoneCache();"* the reason why Scratch SDK mp vehicles are fine, while hl2mp vehicles aren't since its all the same vehicle code for the most part? It's just Ive hunted the code an

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Chief Whosm
Sorry, should have mentioned that I'd tried that code (on the wiki), and it seems not to work with the latest OB SDK. It doesn't seem to do anything, the problem remains as it was. ___ To unsubscribe, edit your list preferences, or view the list archives

[hlcoders] Vehicle View Judder

2010-01-23 Thread Chief Whosm
Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, "ghosting/juddering" are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test gam

Re: [hlcoders] Dynamically Mounted GCFs in hl2mp.

2010-01-13 Thread Chief Whosm
Thanks for the code. Took a bit of editing and figuring out but got there in the end. Turns out I was wrong when I said those rotor blade sounds worked in v1.5 of shadow source, they dont. They dont with your code either, but only in official maps - if you make a custom map (the whole point of shad

[hlcoders] Dynamically Mounted GCFs in hl2mp.

2010-01-11 Thread Chief Whosm
Thanks, the majority of my problems with my current code turned out to be the lack of the mdl and material flush commands. However some sounds which work through my static mount code still failed to work through the dynamic code I'd posted on pastebin. A good example was the gunship not making any

[hlcoders] Dynamically Mounted GCFs in hl2mp.

2010-01-10 Thread Chief Whosm
Hi, I'm trying to get GCFs to mount per map so that users of Shadow Source ( http://developer.valvesoftware.com/wiki/Shadowsource) can set their map to use specific content (hl2, ep1 and ep2 respectively). I think most of my troubles are down to not being able to UnMount a specified AppID. I ha