[hlcoders] Connecting Multiple Entities for Damage

2007-12-18 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Hey guys, Does anyone know of some way to group multiple entities so that they all receive damage as if they were one? We have some rather large structures in our mod, and it's becoming problematic to have these all under a single entity with a s

Re: [hlcoders] Loading screen art

2008-02-09 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Old thread, but how exactly did you go about replacing the loading dialog Louti. I couldn't find an obvious way of doing it, since the loading dialog doesn't show up anywhere in the hierarchy. Dan On Fri, Aug 17, 2007 at 5:53 PM, Louka Outrebon

Re: [hlcoders] Loading screen art

2008-02-10 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] I currently do something similar but I can't seem to get the panel to take up the full screen. I think having a custom loading screen would be great though. Insurgency has done this but I can't figure out how they replaced the GameUI panel and got

[hlcoders] Valve: mdmp Help

2008-06-12 Thread Daniel Menard
Hey, We have a weird crash in Eternal Silence. It seems to be caused by some kind of rendering bug. We're running off the Episode 1 engine and I've gotten dozens of mdmp files. All of them land in engine code. I was wondering if anyone at Valve could help demystify these so I can track down the pr

Re: [hlcoders] Valve: mdmp Help

2008-06-12 Thread Daniel Menard
ine to know what is causing it. On Thu, Jun 12, 2008 at 9:34 AM, Tom Leighton <[EMAIL PROTECTED]> wrote: > Before the crash happens, put breakpoints then step through your code > when they get hit. You will see what line is before the crash and you > can check for null pointers. >

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-03 Thread Daniel Menard
I've tried doing this, and while it works fine for the game collision code, the VPhysicsShadows that follow the player around still seem to register collisions. Does anyone have a fix on this? I've tried setting the CONTENTS_TEAM content types to the physics objects using SetContents, but it doesn'

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-04 Thread Daniel Menard
t for you. > > -Tony > > On Sun, Aug 3, 2008 at 5:30 PM, Daniel Menard <[EMAIL PROTECTED]> wrote: > >> I've tried doing this, and while it works fine for the game collision >> code, the VPhysicsShadows that follow the player around still seem to >> registe

Re: [hlcoders] Player collisions, enemies vs friendlies.

2008-08-04 Thread Daniel Menard
need to modify; just to make teammates non-solid, is > playersolidmask, and shouldcollide (on the player) that's it. > > > On Mon, Aug 4, 2008 at 9:16 AM, Daniel Menard <[EMAIL PROTECTED]> wrote: > >> That would be swell. What am I missing though? >> >> On Sun, Aug

Re: [hlcoders] TF2 style player collisions

2008-08-14 Thread Daniel Menard
I'm looking for the same check the "Player collisions, enemies vs friendlies." thread for more details. I still haven't found a fix to the prediction issues (if you have any insight, let me know). On Tue, Aug 12, 2008 at 5:43 AM, Maarten De Meyer <[EMAIL PROTECTED]> wrote: > Hi list, > > In my mod

Re: [hlcoders] TF2 style player collisions

2008-08-18 Thread Daniel Menard
That would be very helpful. It's a common piece of code a lot of mods want to implement. Dan On Fri, Aug 15, 2008 at 9:49 PM, Adrian Finol <[EMAIL PROTECTED]> wrote: > TF2 players are only solid to enemies. The way we do all the soft > collision behavior on the client is by modifying their user c

[hlcoders] Impossible Assert

2006-07-19 Thread Daniel Menard
I built a bullet_manager system similar to the one featured on the SDK for bullets with a simulated velocity, but with a few modifications. It is currently using a temp ent to send the bullets to all clients (except the local client, where it is predicted). The temp ent contains an EHANDLE to pAt

Re: [hlcoders] Drawing the name to the right of a player

2006-07-21 Thread Daniel Menard
Rather than take the origin on the player in screenspace (that ends up somewhere on the floor) why not take the rightmost bound. I think GetRenderBounds() can do this. Then its a matter or transforming to screen space and painting. On 7/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: -- [ Pic

[hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard
Is it possible to change the distance at which the distance variant sounds are crossfaded. Right now the default seems to be 1000 units or so. Is there some way to modify this in the script? Also, these seems to be a bug with distance variant sounds where they don't attenuate correctly, was this

Re: [hlcoders] Re: Portal

2006-08-01 Thread Daniel Menard
Well, examining the portal trailer frame by frame, it would seem that John was correct in his assumption. The portals seem to be dynamically sized render textures (much like the water refraction and reflection render textures) with entity "shadow copies" being created as they pass through the port

Re: [hlcoders] Distance Variant Sounds

2006-08-01 Thread Daniel Menard
sage- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Daniel Menard > Sent: Tuesday, August 01, 2006 9:12 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Distance Variant Sounds > > Is it possible to change the distance at which the distance &g

Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Daniel Menard
SDK update or in development at this time. > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Daniel Menard > Sent: Tuesday, August 01, 2006 2:06 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Distance Variant Sounds > >

Re: [hlcoders] Distance Variant Sounds

2006-08-03 Thread Daniel Menard
ED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Daniel Menard > Sent: Wednesday, August 02, 2006 8:09 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Distance Variant Sounds > > Ok Jay, I got my attenuation problem fixed (attenuation was > set way too low, 140dB

[hlcoders] FileSystem_Steam.dll Crash

2006-08-27 Thread Daniel Menard
I have been getting this for a while now, it used to be just once and a while and a restart of my mod would fix it, now it seems to be happening all the time. I'm not quite sure if this is because of my code or not. Let me get you guys the dmp http://www.eternal-silence.net/filesystem_steam_crash

Re: [hlcoders] FileSystem_Steam.dll Crash

2006-08-27 Thread Daniel Menard
for posting a bogus crash, but anyways. On 8/27/06, Daniel Menard <[EMAIL PROTECTED]> wrote: I have been getting this for a while now, it used to be just once and a while and a restart of my mod would fix it, now it seems to be happening all the time. I'm not quite sure if this is becaus

Re: [hlcoders] hl1 question - switching between players

2006-09-07 Thread Daniel Menard
Well I've found an interesting hierarchy related bug. I figured I should notify the list about this one because it took me a while to wrap my head around it. I'm not sure if this has been fixed in the new SDK update (my mod is still running on the old codebase until we have time to merge in the ne

Re: [hlcoders] hl1 question - switching between players

2006-09-07 Thread Daniel Menard
Hmm wow, that was supposed to be a new topic... oops. Disregard please. On 9/8/06, Daniel Menard <[EMAIL PROTECTED]> wrote: Well I've found an interesting hierarchy related bug. I figured I should notify the list about this one because it took me a while to wrap my head around it. I

[hlcoders] Interesting Hierarchy Bug

2006-09-07 Thread Daniel Menard
Well I've found an interesting hierarchy related bug. I figured I should notify the list about this one because it took me a while to wrap my head around it. I'm not sure if this has been fixed in the new SDK update (my mod is still running on the old codebase until we have time to merge in the ne

Re: [hlcoders] Interesting Hierarchy Bug

2006-09-14 Thread Daniel Menard
e > least, > >anyone else w/ experience in this field wanting to comment? > > > >-Original Message----- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard > >Sent: Friday, September 08, 2006 12:12 AM > >To: hlcoders@list.valve

Re: [hlcoders] Coded Ironsights

2006-10-15 Thread Daniel Menard
Just use an animation and call it when you zoom in or zoom out. On 10/13/06, Stephen Swires <[EMAIL PROTECTED]> wrote: Hello again, Since I'm quite amateur at this and don't know what I'm looking for, I was wondering what I would need to do. I already have the FOV part sussed (and making it all

[hlcoders] Engine Crash, Need Insight

2006-11-01 Thread Daniel Menard
Alright, well we've successfully merged the EP1 SDK code into our code base a couple of weeks ago, things seemed to be going fine. Though now as we test the build with the rest of the team, it seems that none of them can get it running. They crash to desktop before they even get to the main menu.

Re: [hlcoders] Engine Crash, Need Insight

2006-11-01 Thread Daniel Menard
Tim McLennan <[EMAIL PROTECTED]> wrote: Go into the properties of whatever game its based on (SDK Base, I assume) and add -dev -allowdebug in the 'set launch options' dialogue. Regards, Tim > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- >

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Daniel Menard
As far as I know, stuffcmds is only for the + arguments are console commands you run after the exe has started. The - commands go straight to the exe and it seems valve hasn't done that for mods based on Source SDK Base On 11/5/06, Skillet <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from m

[hlcoders] Missing Entry Point??

2006-11-23 Thread Daniel Menard
Is anybody else getting this error when starting their mod? It also happens while loading a map (after getting it on startup). hl2.exe - Entry Point Not Found The procedure entry point IsLogActive could not be located in the dynamic link library tier0_s.dll It started cropping up right around th

Re: [hlcoders] Missing Entry Point??

2006-11-26 Thread Daniel Menard
abbing the new update. I thought it was something I did with >>>>>> my code. I'll try your fix, it's really annoying having it pop >>>>>> up 2 times as my server loads, and I load it up a lot for >>>>>> testing my mod. >

Re: [hlcoders] Can't shove the player

2006-11-26 Thread Daniel Menard
I haven't looked into this much, but I have a few hunches that might get you started. The player is mainly controlled through the PlayerMove class, it handles parsing the commands and turning them into velocities. I have a feeling that because your trying to set the velocity from a touch function,

[hlcoders] Split Collision Routines

2007-01-05 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Is it at all possible to "hot-swap" VPhysics Objects in the middle of simulation depending on what is being collided against? Say for energy shields, where we want players to go through, but other objects to hit the shield. We could also use it fo

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] We are attempting to rewrite our prediction code in order to make collisions less crazy. We might just drop the idea at this point. As for custom physics, this is the implementation we currently have, however there is no way to trace a collideable

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Daniel Menard
taking place and then > override the response (return false, halt its velocity, and create > opposing reaction force) to make things "less crazy?" > > Daniel Menard wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > We are attempting to rew

Re: [hlcoders] Multiplayer Vehicles

2007-01-13 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] That sure is helpful Justin. I think we may be able to hack together something with that. I remember finding an algorithm to compute an AABB from an arbitrary collide that we could trace the hull of to do a broadphase collision. Then we could do i

[hlcoders] VPhysics Crash Dump

2007-01-21 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Hey, I have this vphysics crash dump which I am getting only in a specific map with the spacecraft from Eternal-Silence. This map is the only one with displacements. The crash seems almost random and the call stack offers no information whatsoeve

Re: [hlcoders] VPhysics Crash Dump

2007-01-24 Thread Daniel Menard
> methods are equally effective :-) > > On 1/24/07, [EMAIL PROTECTED] > <[EMAIL PROTECTED]> wrote: > > Uh-oh, if you've followed this mailing list for a while, you'll know I > sure don't envy you! :) > > > > At 2007/01/21 04:11 PM, Daniel Menard wrote

Re: [hlcoders] VPhysics Crash Dump

2007-01-24 Thread Daniel Menard
> Jay > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of > > Daniel Menard > > Sent: Wednesday, January 24, 2007 5:27 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] VPhysic

[hlcoders] Custom Ray Tracing

2007-03-28 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Right, so I recently adventured into the custom raytracing stuff to get working traces between ray's and ellipsoids and spheres. It works awesome server side, however I ran into a roadblock client side. For some reason TestCollision never gets cal

Re: [hlcoders] Creating a Sphere Trace

2007-09-29 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Not having a method of tracing a VCollide to the world really limits what we can do with prediction, especially when talking about vehicles. Since VPhysics is essentially unpredictable in the networking sense, we can't run the collision code clien

Re: [hlcoders] World shader override

2007-09-29 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] As far as I know you can't override the base shaders, you have to make new ones. You can make some that use lightmaps but the problem is that Hammer won't create lightmaps for materials other than LightmappedGeneric, so you have to constantly hots

Re: [hlcoders] drag and drop

2007-09-29 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] I would assume this is because the mouse is only updated after your OnTick code, and there is one frame lag there... I had a similar problem in my mod because we were setting the position for a panel in the Paint function of another. The only thin

[hlcoders] Map Backgrounds

2007-10-06 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Hey, I need a little help with background maps... is there some standard way of implementing these in a multiplayer game. Ours seems to start a server when we try to load the background map. How can we revert the gamerules back to singleplayer wh

Re: [hlcoders] Map Backgrounds

2007-10-07 Thread Daniel Menard
re and make > the game use a specific gamerule class. > > Ging > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard > Sent: 06 October 2007 21:57 > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Map Backg

[hlcoders] Orangebox Map Converter?

2007-11-08 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Hey, I've read that the Orange Box version of Hammer doesn't load old maps. Will somesort of converter be available to bring old VMF files into the new format? The reason I'm asking is because we have a bunch of maps currently in development for

Re: [hlcoders] Steam crashes when we load our mod configuration into Hammer

2004-12-16 Thread Daniel Menard
I am actually having the exact same problem with my mod. This is also my first post on this list (MadMechwarrior for those who know the name, teddy rings a bell) anyways are you saying its because steam is loading hidden folders too or something? I have CVS setup on my folder, it never caused a pro

Re: [hlcoders] Can't find factory for entity: rpg_missile

2004-12-17 Thread Daniel Menard
I had this problem when my entity was getting loaded twice, might wanna make sure your not putting the entity declaration stuff in a header file that gets included many times. On Fri, 17 Dec 2004 16:02:06 -0600, Matthew Lewis <[EMAIL PROTECTED]> wrote: > What does "Can't find factory for entity:

Re: [hlcoders] Today's Steam DLL update

2004-12-20 Thread Daniel Menard
Im very happy with the way you valve guys are listening to the community. All these changes are definitly for the better. Keep up the good work and we will hopefully have some released mods soon :) On Tue, 21 Dec 2004 01:14:10 +, Ian <[EMAIL PROTECTED]> wrote: > Alfred thanks for the note. I

Re: [hlcoders] HL2dm SDK

2004-12-27 Thread Daniel Menard
Honestly im not that excited about getting my hands on the HL2dm code. The HL2 code is already there and IMO it's plenty to figure out how it all works. I just hope they don't start making major changes to the code base, because my mod is already on its way and having to accomodate changes to the c

[hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlcoders] Re: [hlco ders] Remove hl²SDK source control

2005-01-02 Thread Daniel Menard
go into the source control properties of the project and select HL and Client and UnBind them. This removes the source control. It's the screen you get to when you press Work Disconnected On Sun, 2 Jan 2005 04:10:39 +0100, Yarin Kaul <[EMAIL PROTECTED]> wrote: > Hallo James, > > Du schriebst: > >

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Daniel Menard
Not that I'm personally facing this problem, but wouldnt you be able to do a simple distance check and have the hitscan move down depending on how far it traveled and the gravity. The only problem I could see with this is that hitscan is a line and it would actually modify the trajectory of the bul

Re: [hlcoders] Keybind / prone

2005-01-09 Thread Daniel Menard
You guys are going through lots of trouble for such a simple thing to implement. The m_nButtons array just shows the state of the keys, if you wanna know which keys went down or up recently you have to use 2 other arrays: m_afButtonPressed and m_afButtonReleased Use them in the exact same way you

[hlcoders] Particle System Not Working??

2005-01-18 Thread Daniel Menard
I have been trying to get particles to emanate from one of my weapon's projectile. I am using the simple emitter code provided in the SDK Docs and nothing seems to get rendered, I have even copied the code exactly and still nothing. Then I changed the projectile to the env_sparkler entity which is

Re: [hlcoders] Particle System Not Working??

2005-01-19 Thread Daniel Menard
a values or sie values or color values it > might not render. also if alpha is 0 well obciously it won't render :P > > I presonally have used the simple particle emitter and it worked for > me, and I'm deriving my own emitter from it. > > > On Tue, 18 Jan 2005 18:11:4

Re: [hlcoders] GetMaxHealth

2005-07-19 Thread Daniel Menard
Kamran: I wouldnt be surprised if this is a limitation set in the send tables. Either your SendProp for the health doesn't have enough bits to go up to 200, or the SendProp has a maximum value set to it, which would make it default to 1. That's why client side it's not returning the right value, it