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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
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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
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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
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
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.
>
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'
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
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
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
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
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
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
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
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
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
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
>
>
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
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
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
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
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
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
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
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
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.
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-
>
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:
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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
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.
>
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,
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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
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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
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
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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
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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
> 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
> 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
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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
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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
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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
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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
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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 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
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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
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
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:
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
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
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:
> >
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
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
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
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
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
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