[hlcoders] Crash in vgui_TeamFortressViewport.cpp

2004-12-06 Thread Greg \"Monder\"; Chadwick
I've had a couple of odd crashes occuring in vgui_TeamFortressViewport.cpp on line 328 (vgui::ipanel()->DeletePanel( vPanel );) and I can't work out what's causing them. The first occured when I was writing a new game rules class inherited from CMultiplayRules for teamplay. In its constructor I cr

Re: [hlcoders] Crash in vgui_TeamFortressViewport.cpp

2004-12-06 Thread Greg \"Monder\"; Chadwick
Hmm got it all working now :) The crash after firing an event happened because I was calling DeleteThis on the KeyValues class after I'd passed it to FireEvent. The other crash which I hadn't fixed was occuring because of something I'd done to the CTeam class however it's all fixed now. ___

[hlcoders] Prediction data

2005-02-26 Thread Greg \"Monder\"; Chadwick
All the predicted weapons appear to have prediction data tables which are setup in a very similar way to an entities network table (a DECLARE_PREDICTABLE() statement is put in the class def and you have a BEGIN_PREDICITION_DATA( )/END_PREDICTION_DATA( ) pair in a source file somewhere between which

[hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \"Monder\"; Chadwick
I'm currently writing a melee weapon system for the mod I'm working on. It's going to work rather differently to way say the HL2 crowbar works in that instead of just whacking buttons to make your character do different attacks the movements of your mouse will determine how you attack. I've setup

Re: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \"Monder\"; Chadwick
> It sounds like you've got collisions enabled between the sword's bone > followers and the player. The simplest way to fix this is to call > SetOwnerEntity() on each of the bone followers and set the player as > the owner of them. Yup that was it, it's working fine now (or at least the player ca

[hlcoders] Possible bug in INetworkStringTable::FindStringIndex

2005-04-12 Thread Greg \"Monder\"; Chadwick
Acording to the comment beside FindStringIndex in the INetworkStringTable interface definition it returns -1 if the string is not found. However it appears to return 65535 which seems like it may be the result of a signed/unsigned mismatch within the implementation that is used. I'm just wonderin

RE: [hlcoders] Shader question

2005-04-19 Thread Greg \"Monder\"; Chadwick
You should be able to write a shader proxy to handle this -Original Message- Ok so I have a question about tieing a shader to an entity. Im trying to write a shader so that its tied to an entity so as the entity is activated the shader is then run. I.E Im trying to give the impression of a

RE: [hlcoders] PoserParameters in the QC

2005-04-30 Thread Greg \"Monder\"; Chadwick
Look in the modelsrc directories under cstrike, hl2 and hl2mp in the sourcesdk_content directory. The urban player model uses pose parameters for its walking animations (see sourcesdk_content/cstrike/modelsrc/animation for the source QC files). Also if you get a copy of cannonfodder's mdl decompil

[hlcoders] Ragdolls and Constraints

2005-05-26 Thread Greg \"Monder\"; Chadwick
I'm currently writing code for a trebuchet, the arm of which is a ragdoll and it's sling is a prop_physics entity. The sling needs to be attached to the arm via ropes. Creating the actual rope is easy enough but I'm having trouble with setting up length constraints between the sling and the arm.