Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Christopher Harris
) : Assertion Failed: fabs( CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) < cellEpsilon swarm.exe has triggered a breakpoint On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris wrote: cl_pclass classname run that with your ship classname and you get a nice easy to r

Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Christopher Harris
cl_pclass classname run that with your ship classname and you get a nice easy to read debug gui to see what predicted variables are off for all predicted parts of that entitytype. I only used it on an entity type I have 1 instance of so not sure what behavior occurs if you have many of em.

[hlcoders] 30 pass shader?

2010-12-27 Thread Christopher Harris
I've been trying to write a 30 pass shader and have been having some issues. Basically I saw that to make a single pass in a shader is basically: SHADER_DRAW { SHADOW_STATE { //Set us up the shader } DYNAMIC_STATE { //Set us up the shader } Draw(); } So I put that in a for loo

Re: [hlcoders] Source Engine 2!!!

2010-06-19 Thread Christopher Harris
http://www.youtube.com/watch?v=eXJUGLiZkV0 http://unlimiteddetailtechnology.com/pictures.html There is also possibility to render point cloud data instead. This company has an algorithm to select points to renders so that you have a 1 to 1 point to pixel ratio. Chris -Original Message-

Re: [hlcoders] Phoneme Extractor for Windows Vista/7

2010-06-05 Thread Christopher Harris
Using this it complains about Missing Phonemes so I rebuild the expression bitmaps and save to vfe and still says it. Not sure what is wrong. It outputs some non-Alphanumeric characters to desktop. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-bou

Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Christopher Harris
Hmm that is odd then. I do the exact same thing in our mod for blood effects on the weapons that fade out after some time, and for some special effects on some of the players. At first I had done it with all the variables stored into the proxy and I got the exact situation you describe where all t

Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-05 Thread Christopher Harris
. Christopher Harris Software Engineer Research Network Incorporated 770-235-8190 On May 5, 2010, at 5:41 PM, Ryan Sheffer wrote: > You mean every material of the same name is getting effected? That > seems very strange. Are you overriding the material in the entities > draw function? I remember

Re: [hlcoders] VS2010

2010-04-13 Thread Christopher Harris
Plus VS2005 works perfectly fine in XP, Vista, and 7 with the service pack so not really sure why you HAVE to use VS2010. Christopher Harris Software Engineer Research Network Incorporated 770-235-8190 On Apr 13, 2010, at 4:27 PM, Spencer 'voogru' MacDonald wrote: > But it

Re: [hlcoders] [GoldSrc] AviKit in any mods?

2010-03-18 Thread Christopher Harris
We have it working in our mod for replace a model's texture with a video. It is a bit tricky in this respect because you have to pre-design your uv to work with it, but it would be easy to translate it to just draw a quad in the world with that as the texture; Referring to IBIK. It isn't that hard.

Re: [hlcoders] Server Plugin message panel issue

2010-02-21 Thread Christopher Harris
That looks like it works Thanks -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan White Sent: Sunday, February 21, 2010 10:11 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server Plugin

[hlcoders] Server Plugin message panel issue

2010-02-20 Thread Christopher Harris
We have this issue with a message panel in our mod that is used for Server Plugins. http://www.dawgclan.net/images/pvkii/pvk2.3_hudmsg.jpg It is all white. I am wondering what exactly is this panel referred to in code as, and if anyone has seen this issue before. Chris

Re: [hlcoders] Vehicle View Judder

2010-01-26 Thread Christopher Harris
I can write up an abstraction, but can't post any of code for it. It also uses no entry/exit animations as when I coded it was very short time constraint and they were giving me problems. Chris On Jan 24, 2010, at 3:38 PM, Matt Hoffman wrote: > Yeah I've seen that, it's way out of date an

Re: [hlcoders] Vehicle View Judder

2010-01-24 Thread Christopher Harris
We have a multiple passenger system. Basically it is a matter of having a hitbox, and attachments per role and then modifying some of the vehicle logic to work with more roles. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftwa

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Christopher Harris
Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle ta

Re: [hlcoders] Making WorldVertexTransition, $blendmodulate and $detail play nice?

2010-01-17 Thread Christopher Harris
I've been working on this for our mod, but the shader is this way from 2.0 instruction limits. For 2.0b and up I've been working to allow all these things together. Christopher Harris Software Engineer Research Network Incorporated 770-235-8190 On Jan 17, 2010, at 5:15 PM, Sau

[hlcoders] Way to ForceOverrideMaterial on the World and Brush models?

2010-01-03 Thread Christopher Harris
Hey, I am wondering if there is some way to do something similar to ForceOverrideMaterial on a studio model so that I can override the material for all surfaces being rendered. This include the "world" model and then any brush entity models. I tried to look, but could not find anything in IView

Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Christopher Harris
d work! Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Christopher Harris Sent: Saturday, January 02, 2010 2:38 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Shader Compiling Is

Re: [hlcoders] Shader Compiling Issues

2010-01-02 Thread Christopher Harris
for OB). Do you have the same situation? See if EP1 compiler > works for you. > > ---------- > From: "Christopher Harris" > Sent: Thursday, December 31, 2009 11:36 PM > To: "'Discussion of Half-Life Programming'"

Re: [hlcoders] Shader Compiling Issues

2009-12-31 Thread Christopher Harris
] On Behalf Of Christopher Harris Sent: Monday, December 28, 2009 1:28 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Shader Compiling Issues I have narrowed this error down to occurring in shadercompile.exe and on my end I have all my path vars set correctly (my u

Re: [hlcoders] Shader Compiling Issues

2009-12-28 Thread Christopher Harris
I have narrowed this error down to occurring in shadercompile.exe and on my end I have all my path vars set correctly (my username is in the place of ). If you don't set it correctly the batch file will error out sooner because it could not even find the shadercompile.exe -Original Message---

Re: [hlcoders] Shader Compiling Issues

2009-12-28 Thread Christopher Harris
Been trying to compile as well and shadercompile.exe seems to bomb out because it is adding the directory my buildsdkshaders.bat is in to the directory I have for my %SDKBINDIR%. What may cause it for me is that my steam is on one drive and my code is stored on another drive. E:\ and D:\. I haven't

Re: [hlcoders] Culling particles in a system when the local camera is x units from the system?

2009-12-28 Thread Christopher Harris
AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Culling particles in a system when the local camera is x units from the system? There's a "maximum draw distance" value further down the list. Christopher Harris wrote: > Is there some way to have particles au

Re: [hlcoders] why UnDuckJump?

2009-12-20 Thread Christopher Harris
Nice, only suggestion would be to have it propose to use a derived class to make edits as it is generally cleaner that way to merge with new sdk updates. Newer coders usually edit directly in existing classes and just makes merging a big mess. Chris -Original Message- From: hlcoders-boun.

Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-13 Thread Christopher Harris
d yet, though. Thanks, - Saul. 2009/12/13 Michael > Saul Rennison wrote: > > What code are you using to do this? > > > > Off Topic: Are you a member of the CSPromod dev team? > > > > Thanks, > > - Saul. > > > > > > 2009/12/6 Christopher Har

[hlcoders] Culling particles in a system when the local camera is x units from the system?

2009-12-07 Thread Christopher Harris
Is there some way to have particles automatically culled (with fade if possible) when the camera (ie the player) is beyond a certain radius from the particle or the whole system? I tried setting the cull radius to 256 and yet the particles were still being rendered from far away. These particle

Re: [hlcoders] Bug with Outlined Text in VGUI?

2009-12-06 Thread Christopher Harris
lvesoftware.com] On Behalf Of Saul Rennison Sent: Sunday, December 06, 2009 5:29 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Bug with Outlined Text in VGUI? What code are you using to do this? Off Topic: Are you a member of the CSPromod dev team? Thanks, - Saul. 2009/1

[hlcoders] Bug with Outlined Text in VGUI?

2009-12-06 Thread Christopher Harris
I think there may be a bug with outlined text in regard to widescreen, when I use widescreen there is a very small gap between the actual text and the outline while in a 4:3 res like 1600x1200 I don't seem to notice this issue appearing. Has anyone else had experience with this problem? Chris

[hlcoders] Changing the localization of the mod to custom language file

2009-12-05 Thread Christopher Harris
I was wondering if there was some possible way to maybe override the language being loaded in Localization for the modname_%language%.txt so that it loads a custom one. We wanted to add a gimmicky translation of our mod into Pirate and have it activated with a convar that we would query at the star

Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Christopher Harris
I'd think it be best to derive a new gamemovement class where you implement movement logic for how your vehicle will behave, I suggest highly to not use the vehicle interface because then it will require that players have a decent ping or it will lag big time. By making a custom gamemovement logic

Re: [hlcoders] Replacing rain "particles" with updated real particles?

2009-11-22 Thread Christopher Harris
You can pass in data to a particle system using control points through code, maybe you can use that to somehow setup the initialization property for deciding a rectangle to spawn the rain in. Maybe even in not using a rectangle, but accessing the brush's model representation and spawning randomly i

Re: [hlcoders] Engine Error "SetupArrayProps_R"

2009-10-31 Thread Christopher Harris
If I remember I got it to get past that bug "SetupPropArrays_r", I forget how though, but it kept complaining of missing files as if it wasn't actually loading the GCFs my mod needed because res files that are found in the GCF were being complained about not being found. I just gave up as we have o

Re: [hlcoders] Engine Error "SetupArrayProps_R"

2009-10-31 Thread Christopher Harris
Nah, this error occurs for me too if I try to run a dedicated server of my OB mod on a machine where it is installed as a client. Dedicated servers on our server doesn't have the problem but it is installed not as a client. Chris -Original Message- From: hlcoders-boun...@list.valvesoftwar

Re: [hlcoders] whats happening with this engine

2009-10-09 Thread Christopher Harris
Postal 3 seems fine and it is going to be using source engine Sent from my iPhone On Oct 9, 2009, at 6:45 PM, Rodrigo 'r2d2rigo' Diaz wrote: > "To sleep"? Yeah, because there are no differences between vanilla > Source, > and the Ep1 and OB revisions. And who knows what are the changes for

Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Christopher Harris
Yes I agree bodygroups is the best method to do this. I was wondering also what method is Left4Dead using for its models? Even though it is a full-body awareness it looks somewhat like it might still be a "viewmodel". I'd looked at scripts and it seems they replace the arms based off the player mo

Re: [hlcoders] Servers list showing no server when "Show Map List" is checked

2009-10-04 Thread Christopher Harris
I believe it only shows servers that have people playing on them, are not full, and it only shows one server per map. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Janek Sent: Sunday, October 04, 2009 5

Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Christopher Harris
Hey, you can do the close captions also by using the close caption script that exists in the resource folder for each language. You give it the Sound's script name ie "npc_citizen.moan01" and then what the caption should be. Then you could put an ambient_generic in the map with play everywhere and

Re: [hlcoders] Audio Programming-Beat counter

2009-09-28 Thread Christopher Harris
I don't believe there is access to the sound buffer in the Source SDK, but if you integrate with something like FMod and use that as your audio engine when doing these "turntable" audio things and you will have a full access to do whatever you want unless you are going to be commercial and then I t

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-18 Thread Christopher Harris
Can you not do this on the local client's machine? if (steamapicontext->SteamFriends() && steamapicontext->SteamUtils()) { player_info_t pi; if ( engine->GetPlayerInfo( entindex(), &pi ) ) {

Re: [hlcoders] Optimising projectile bandwidth

2009-09-16 Thread Christopher Harris
I use net_graph 3. It shows packet size over time as a graph and shows what components of the code the packet is made up of. There may be better tools though. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf

Re: [hlcoders] Getting the SteamID or CommunityID if the player in a Singleplayer game?

2009-09-16 Thread Christopher Harris
Are you using the OB SDK? Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kyle Gospodnetich Sent: Wednesday, September 16, 2009 10:02 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Getting the

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Christopher Harris
When a cheat is used now if you turn off cheats it will revert all the vars back to their default states. Are you leaving cheats on? Anyways I think this list is not for bugs to CSS, probably the server lists would be more ideal for response because a) people on that list likely are playing said g

Re: [hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Behalf Of Christopher Harris Sent: Sunday, September 13, 2009 12:44 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Avi Materials I am not using a 3rd party method with a procedural material. I am trying to use an interface valve provided in avi/iavi.h which lets yo

Re: [hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
I am not using a 3rd party method with a procedural material. I am trying to use an interface valve provided in avi/iavi.h which lets you create a material for an avi on the fly in code. They also have the same interface for BIK files in avi/ibik.h I may try the BIK interface because I at least hav

[hlcoders] Avi Materials

2009-09-13 Thread Christopher Harris
Hello, I've tried to utilize the IAvi Interface to create a material for an avi file. I've the following code running when my entity is created on the client. The avi is a valid file because it complains if it can't find the file. The file I am passing in for now was created in the engi

Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Christopher Harris
Also if the player is the owner to the rocket then it should never trace from any rocket traces against the owner. To get the owned entity to trace against its owner in our mod for some owned objects that we wanted to have the player trace against we had to add a baseentity bool that we checked whe

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
If you are using the OB SDK Base then I believe it uses the same engine as TF2 and DOD:S. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Friday, August 21, 2009 7:02 PM To: Discussion o

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Christopher Harris
2009/8/22 botman : > Funny strange or funny "ha-ha"? > > On 8/21/2009 5:57 PM, Christopher Harris wrote: >> It is funny how all the exploits were fixed within a day of posting the link >> to the coders list. >> >> Chris >> >

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Christopher Harris
s NULL, also > don't > accept NaN as viewangles. > > On Fri, Aug 21, 2009 at 1:01 AM, Christopher Harris > wrote: > >> I agree. >> >> Chris >> >> -Original Message- >> From: hlcoders-boun...@list.valvesoftware.com >> [mail

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-21 Thread Christopher Harris
I agree. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Spencer 'voogru' MacDonald Sent: Friday, August 21, 2009 12:43 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Fragments memor

Re: [hlcoders] Running OB DS on a machine with mod installed like a client?

2009-08-20 Thread Christopher Harris
map example_map Owner Nigredo Studios http://www.nigredostudios.com --- On Fri, 21/8/09, Christopher Harris wrote: From: Christopher Harris Subject: [hlcoders] Running OB DS on a machine with mod installed like a client? To: "'Discussion of Half-Life Programming'" R

[hlcoders] Running OB DS on a machine with mod installed like a client?

2009-08-20 Thread Christopher Harris
I am having issues trying to run Dedicated server for our mod on a machine that is setup like a client would be. I can run TF2 fine, but if I run my mod using a shortcut to steam.exe with appid of 310 I get this error after reading in response_rules SetupArrayProps_R: array prop '(null)' is at

[hlcoders] NPC with Schedules to flee feared enemy failing

2009-08-11 Thread Christopher Harris
I have an NPC who is designed to act like a everyday civilian and so when gunfights occur in the area they reside in they will enter a fear "state" and try to find a safe place hidden from where the gunfight is taking place. What seems to happen instead is that the npc will find a safe place go to

Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Christopher Harris
If it is in the player resource that data will get sent otherwise you are correct. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Monday, August 10, 2009 9:30 PM To: Discussion of Half-Life Programmi

[hlcoders] Advanced Video Options for Mod Multi-core combo is empty.

2009-07-26 Thread Christopher Harris
Does anyone know if there is some file needing to be extracted to get this combo to have choices in it. Would be excellent to have the rendering done multi-core for those machines that can support it. Chris ___ To unsubscribe, edit your list preferen

Re: [hlcoders] whats happening with this engine

2009-07-25 Thread Christopher Harris
My only wish for updates to the tools is to update Faceposer to work fully with Vista. Currently it is not possible to do auto-generation of the lip-synch data in Vista, and furthermore another dev and I both had trouble on his XP machine locating a working link to the Speech SDK that Faceposer req

Re: [hlcoders] Multiplayer Inverse Kinematics?

2009-07-16 Thread Christopher Harris
ehalf Of Christopher Harris Sent: Thursday, July 16, 2009 7:55 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Multiplayer Inverse Kinematics? Hey, I've been trying to implement IK onto our models in a multiplayer OB mod and have been running into numerous iss

[hlcoders] Multiplayer Inverse Kinematics?

2009-07-16 Thread Christopher Harris
Hey, I've been trying to implement IK onto our models in a multiplayer OB mod and have been running into numerous issues. 1)The legs have a tendency, when near the max of the chain, to spaz out. (Basically it looks as though it is trying to find the ground to put the feet on, but fails an

Re: [hlcoders] G-15 Support?

2009-07-11 Thread Christopher Harris
15 Support? Well, if it doesn't work, do it yourself. On Sat, Jul 11, 2009 at 7:23 AM, Christopher Harris wrote: > Will we ever get the g15.dll to implement direct in-game lcd functionality, > or should we just create our own dll from the sdk and use it in place of the >

[hlcoders] G-15 Support?

2009-07-10 Thread Christopher Harris
Will we ever get the g15.dll to implement direct in-game lcd functionality, or should we just create our own dll from the sdk and use it in place of the one referenced in ig15.h? Thanks Chris ___ To unsubscribe, edit your list preferences, or view t

Re: [hlcoders] Remove corpse 5s after NPC death

2009-07-02 Thread Christopher Harris
When an NPC becomes a ragdoll it is essentially an independent object to the npc and generally one that is generated client-side versus server-side. If you are trying to remove the corpse after 5 seconds then you may need to be looking for the ragdoll entity then. Chris -Original Message-

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Christopher Harris
I suspect the model will never change LOD because all the models are always the same distance from the skybox render entity if they are in the skybox. The real benefit to 3d skybox is purely more suggested space in a map than what is physically allowed by the engine constraints. I don't suspect the

Re: [hlcoders] Death and Hurt Events

2009-05-17 Thread Christopher Harris
Event_Killed() OnTakeDamage() But why would you turn the player into a shader system? I am not sure if that can be possible. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jean Marcel Knapp dos Santos S

Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-28 Thread Christopher Harris
Ok here is where everyone goes... it took me all of 5 minutes to do this... DoFlashlightShadow( blah blah blah ) in common_flashlight_fxc.h is called in the shader file and it determines which method is used. Valve already kindly left in a great number of methods to choose from. If you want no gra

Re: [hlcoders] posting

2009-04-27 Thread Christopher Harris
Yes, I agree. It is very annoying to have all these posts to off-topic topics. While some people who have legitimate questions go unanswered sometimes at the expense of the spam gobbling around their email. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlc

Re: [hlcoders] AI Question

2009-04-10 Thread Christopher Harris
Just add a bool that when true causes NPCThink to bomb out and not run any code. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of quetzacolt...@aol.com Sent: Friday, April 10, 2009 1:56 PM To: hlcoders@lis

Re: [hlcoders] Laggy Beam in Hl2dm

2009-04-10 Thread Christopher Harris
I assume it is only laggy for the player shooting the beam. And it is because input is predicted for the player and if the beam is only serverside created then it is not being predicted on the client machine and so when he moves around the beam won't update till the server acknowledges. Chris ---

Re: [hlcoders] Laggy Beam in Hl2dm

2009-04-09 Thread Christopher Harris
Beam needs to be created clientside instead of serverside. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of James Murray Sent: Thursday, April 09, 2009 4:11 AM To: hlcoders@list.valvesoftware.com Subject:

Re: [hlcoders] Wierd Chatbubble problem

2009-03-20 Thread Christopher Harris
Er lol I mean Vector( 1, 0, 0) -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Friday, March 20, 2009 2:20 AM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Wierd Chatbubble

Re: [hlcoders] Wierd Chatbubble problem

2009-03-20 Thread Christopher Harris
Replace offset calc with Offset = GetAbsOrigin() + Vector(0,0,1) * 92; I think that would be why it happens. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaakov Smith Sent: Friday, March 20, 2009 2:

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Christopher Harris
In the shader generic dll there is a folder in the project called remove me when vac2 is out with some check sum stuff -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonas 'Sortie' Termansen Sent: Tuesday, Marc

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Christopher Harris
Will there ever be a phoneme extractor for 5.3? On vista you can't get 5.1 plus when someone with XP was looking for 5.1 all the Microsoft links were offline. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Yaak

Re: [hlcoders] Custom Pause/Load screens

2009-03-09 Thread Christopher Harris
Material Proxies. Since you are unable to directly access the panel you will have to edit its res file and add an imagepanel with a refrence to a texture with your proxy. Then your proxy is free to do what it wants to that imagepanel. Chris -Original Message- From: hlcoders-boun...@list.v

Re: [hlcoders] Looping .mp3 music

2009-03-02 Thread Christopher Harris
If you link in FMod which is free for non-commercial you can loop mp3 among other things. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Ryan Sheffer Sent: Monday, March 02, 2009 10:29 PM To: Discussion

Re: [hlcoders] Flight controls problem

2009-02-27 Thread Christopher Harris
eb 27, 2009 at 8:23 PM, Grash wrote: > >    >> They've been trying to figure this out for the past 3 weeks. What's the >> best way to tackle this problem? >> >> - Grash >> >> --- On Fri, 2/27/09, Christopher Harris wrote: >> >> From: Chri

Re: [hlcoders] Flight controls problem

2009-02-27 Thread Christopher Harris
I think that the more rolled toward 90 degrees on side you are the more yaw will need to adjusted versus pitch since to the game each axis of the angle is independent of each other. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valves

Re: [hlcoders] TF2 Colision

2009-02-14 Thread Christopher Harris
Oh I forgot in Game Movement you must also override LadderMask with the same logic as the other functions -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Mark Chandler Sent: Saturday, February 14, 2009 9:58 AM T

Re: [hlcoders] TF2 Colision

2009-02-14 Thread Christopher Harris
Well as a quick overview of what is needed to be done (The way we did it): 1. Add CONTENTS_TEAMX for each team 2. Override the PhysicsSolidMaskForEntity( void ) for players and add in the CONTENTS type depending on their team. 3. Override the PlayerSolidMask( bool brushOnly = false ) for players i

Re: [hlcoders] Misc questions about how to retrieve certain server state info

2009-02-13 Thread Christopher Harris
For 2. I would suggest CHandle It will give you a safe pointer to the player that will be safe across level changes which is the only case I can think of where potential issue may arise with stale pointers. It is always very highly encouraged I think to use a Handle to the object if you need to sto

Re: [hlcoders] CNetworkVar madness

2009-02-11 Thread Christopher Harris
Hi, Also no entities send network updates automatically unless they have a model by default. It is easy to override this behavior. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Sergi Sent: Wednesd

Re: [hlcoders] CAI_ExpresserHost in Multiplayer

2009-02-09 Thread Christopher Harris
You just need to derive your player class off of CBaseMultiplayerPlayer and VOILA! (If you are using OB which I assume you are because doing it for EP1 would be a waste of effort) Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesof

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Christopher Harris
ng the z-buffer? Actually, there are some code for that in vgui_video.cpp that draws the bink video as a mesh that covers the screen, but moving that into world space exactly where the TV would be, sounds quite tricky. - Original Message - From: "Christopher Harris" To:

Re: [hlcoders] Ingame Movie Playback

2009-02-04 Thread Christopher Harris
You can also create a vgui screen which will render vgui into the world space, was used sparingly in hl2. The bomb in CSS is using vgui screen for the timer on it. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Be

Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Christopher Harris
Agrizzle, This isn't a soapbox to complain your dislike of Valve. Generally this list is supposed be used to point out bugs to Valve or to get assistance from others on non-bug issues that you need help solving. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mail

Re: [hlcoders] Moving a non-NPC model as an NPC

2009-01-22 Thread Christopher Harris
You could also dynamically generate a path_node set for the path you want this thing to take then write a BaseAnimating derived train class that does the same functionality as the Brush Based Entity train does. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto

Re: [hlcoders] Client-side only model entity that can be bone merged?

2009-01-22 Thread Christopher Harris
I think that the two bones that the attachments are offsets of must be the same name for both models for the bonemerge to be possible. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Ritchie Sent: Thursd

Re: [hlcoders] Precache limit

2009-01-05 Thread Christopher Harris
It's a Networked String Table limit that is reached when precache limit is reached. The big problem is there is no checking done to make all inputted objects into the table to make sure they are all conforming to the same conventions such as all lowercase with only one character for the path separa

Re: [hlcoders] NPC's One npc for goal

2008-12-29 Thread Christopher Harris
The easiest way is to have the NPC tell the alarm he is attempting to press the alarm and store that in a safe pointer. CHandle. Then anytime someone wants to use the alarm they first must check if there is no other npc trying to use the alarm by checking if the chandle is not NULL. If it is NULL t

Re: [hlcoders] IK for player (red box)

2008-12-05 Thread Christopher Harris
to know for a that man which was engaged in the question of "look at". did you succeeded to do that a player looked on "noted" objects? > From: "Christopher Harris" <[EMAIL PROTECTED]> > Subject: Re: [hlcoders] IK for player > > He wants to know

Re: [hlcoders] Player solidity

2008-12-05 Thread Christopher Harris
Instead of changing the players collision group I would suggest trying to change is collision rules in ShouldCollide when he needs to change. VPhysics will collide with only things the game dlls say it should also so disabling physics collisions is redundant. I do temporary enabled collisions in ou

Re: [hlcoders] IK for player

2008-12-04 Thread Christopher Harris
He wants to know how to implement IK on a player. Where the feet will be flush with the ground and animate. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Ait. Sent: Thursday, December 04, 2008 8:13 AM To: Discussion of Half-Life Programming Subject:

Re: [hlcoders] Grenadesound problem fix?

2008-11-19 Thread Christopher Harris
It is not unlogical, it is in fact the way it MUST be done. You create the grenade entity, with EF_NODRAW, and no collisions and have it follow the player. When it is time to throw it out you teleport it to the players hand attachment at the moment of release, disable EF_NODRAW, enable collisions,

Re: [hlcoders] Weapon lag in OB not working properly?

2008-11-19 Thread Christopher Harris
You have to change the Color Correction Enable logic in the rendering code. There is basically a bool that is populated with a few different logic cases in one line that determines if it will do color correction or not. By default it won't enable the color correction unless there is actual color co

Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Christopher Harris
up the info for any other client. I think it will be pretty easy to send all that info to the server and then parse it how I need. Thanks Chris, that's pretty much what I needed to know. On Thu, Oct 23, 2008 at 6:46 PM, Christopher Harris <[EMAIL PROTECTED]>wrote: > Hi > > Yo

Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Christopher Harris
Hi You must first iterate all your groups and print out the name and CSteamID.id then you will create a CSteamID variable for your group using the id as well as a 0 instance, a Clan Type, and a public universe. Then you iterate to see on each local client if they are in that specific group id then

Re: [hlcoders] Material Proxy not finding a known existing variable, $selfillum

2008-10-18 Thread Christopher Harris
PROTECTED] On Behalf Of Christopher Harris Sent: Saturday, October 18, 2008 8:10 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Material Proxy not finding a known existing variable, $selfillum Hey, I am trying to write a proxy that enables and disables $selfillum ba

[hlcoders] Material Proxy not finding a known existing variable, $selfillum

2008-10-18 Thread Christopher Harris
Hey, I am trying to write a proxy that enables and disables $selfillum based on the game's state. The problem is that the Material Proxy is unable to find the variable "$selfillum". I can define it 0 in the vmt or 1 and no matter what it will always say that var does not exist. According to IMa

Re: [hlcoders] Scrolling Textures

2008-10-13 Thread Christopher Harris
ll go away soon. - Material : test/scrollingwatertest - Surface center : -234 -938 16 Warning: WorldTwoTextureBlend found on a non-displacement surface (material: test/scrollingwatertest). This wastes perf for no benefit. On Mon, Oct 13, 2008 at 5:05 PM, Christopher Harris <[EMAIL PROTECTED]&g

Re: [hlcoders] Using vectors to offset.

2008-10-13 Thread Christopher Harris
To do any offset of a vector to a new location you take the direction you wish to go. Forward, -forward(back), right, -right(left), up, -up(down) and you multiply it times the distance to offset and then add it to the vector, so the negative directions are really just subtractions. So examples: G

Re: [hlcoders] Scrolling Textures

2008-10-13 Thread Christopher Harris
The basetexturetransform is probably a matrix that is used to move/rotate the basetexture when rendering it in the vertex/pixel shader. So since you want it to scroll you pass It as the var so that it will change ever time the proxy is called resulting in a moving textures. Chris -Original Me

Re: [hlcoders] Archways as a displacement?

2008-10-12 Thread Christopher Harris
I've seen out of hammer tools that let you create different shapes with displacements that you can load in as a vmf. They should exist somewhere on the VDC Chris -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Lech Sent: Sunday, October 12, 2008 2:45 AM

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