> > I need to figure out a way to restrict the players' yaw
> movement to a
> > certain cone. I slaved over my keyboard for hours trying to
A better place to do this is in CL_CreateMove - then you limit the view
angles before any other code uses it. Note that there are a lot of places
in input.cp
> how succesful did this "hack" work for you Jim?
It works perfectly for me. Since it doesn't appear to affect the monsters,
I assume that monster movement doesn't use the bsp tree used for player
hulls. Anyone know for sure?
Jim
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> P.S. I seem to remember some bug in this code where the '='
> operator for
> Vectors to float pointers wasn't overloaded so it wouldn't actually
> initialize the return values properly.
Yes, as I mentioned in the previous thread, correcting that bug is
what led to the clipping offset problem.
J
This is a followup to my previous posts on the clipping problems
introduced by rescaling. I apologize for not replying to that
thread, but I've deleted the original message. I wanted to post
this to share the "solution" (more of a hack) that I found in case
anyone else is interested.
It appears
Resent: First time sent from wrong account. Apologies if 2 copies arrive.
This is in followup to my previous post about scaling and clipping
problems. I've done some further testing, and when the hull sizes
set in GetHullBounds (and HUD_GetHullBounds) are set to the
original default sizes (-16,
> Might need to use/change the SetObjectCollisionBox function
> for all of the
> monsters.
> In this function, the pev->absmin and pev->absmax values are
> set. They're
> the collision hulls for entities.
I thought of that and checked the values for pev->absmin and
pev->absmax in SetObjectCollisio
> www.nofadz.com/blackened/hltuts/rescale.html
>
> I wrote that a long time ago, it covers pretty much all of your
> problems, bowever there are some extra stuff I had to do
> later to fix a
> few other issues; but I can't quite remember what I had to do.
Actually, I did everything in that tutoria
After scaling down to 1/4 size, I'm having problems with the player
model not colliding with the world properly. Actually, the player
model would collide with the world correctly, but would not collide
with monsters correctly (the player would stop a short distance away
from the monsters' (Barney'
> so the bone parenting stuff is what effects it in the model?
> I.e for the
> legs you need the tops of the legs to be children of the
> right bone in order
> for sequence and gaitsequence to work correctly (or something to that
> effect)?
No, it depends only on the *order* of the bones, not thei
> We only have 2 player models, (Team based mod) both have exactly the same
> anims (and the same problems).
>
> Somehow, I don't know why, but surely this must be a model compiling problem
> ?
I'm assuming you checked to make sure the name of the animation in the qc file or
compiled into the mod
On 21 Oct 2002 at 17:30, Leon Hartwig wrote:
> Not used by anything.
Thanks for the confirmation!
Jim
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Does anyone know for certain whether the impact_position member of usercmd_s is
currently used by anything? Or is it safe to
appropriate it for my own nefarious purposes?
Thanks in advance.
Jim
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On 16 Oct 2002 at 15:16, Peter Immarco wrote:
> The character the graphics artist is designing will have a neck bone
> that allows the characters head to both:
>
> 1) Rotate left to right like the standard HL human model does
> 2) But also move the head up and down along the Y axis. Think of
> s
I hesitate to even suggest this, since my ignorance of networking is truly
astronomical. But this just occurred to me, so I throw it out for what it's
worth. How difficult would it be to establish a separate TCP connection
from client to server (over a different port, I guess)? Then you could s
> Sure, having the ability to create a *variable* number of particles is a
> plus by using a linked list over an array. Why have 20,000 dormant
> classes/structures taking up memory when you don't have to? How about
> allocating new particles? Are you supposed to scan through the entire
array
> ea
Resending this since I sent it from the wrong account before and it bounced.
> > B) Instead of sending an updatedata command for each field, encode
> > the data into a big long char stream and send it over. First of all,
> > there are problems with sending encoded chars, specifically the pro
> any know of the post I am speaking of or the individuals I can speak to
> regarding the
> post?
The only thread I remember recently was in May - the thread name was triAPI speed
problems. Here's the link:
http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003350.html
Note that s
>first entity with MOSNTER_BARNEY classname, executes precaching -
>loads barney.mdl into memory. Then engine found another
>MONSTER_BARNEY. Does it checks if such model was already loaded and
>then loads model if it wasn't loaded? Or loads it again and
>again???
It only loads
> Eric distinctly said there would be an sdk release "around" the same time
> as the 1.1.1.0 patch, which by my estimation is, err, now...
I believe that statement was made before they decided to make another (unanticipated)
release so soon, so it applies to the next patch (1.1.1.1)
Jim
_
>
> From: "SACKFRISCH Clan" <[EMAIL PROTECTED]>
> Date: 2002/06/13 Thu PM 03:45:30 EDT
> To: <[EMAIL PROTECTED]>
> Subject: [hlcoders] Re: Contents of hlcoders digest...
>
>
>
> ___
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> to view archives. This change was made in response to list members
> complaining about receiving spam due to their e-mail addresses being
openly
> visible on the web via the archives.
It did have the unfortunate sid
>Does anyone have an idea how I would make a player turn on a dime?
>I don't want there to be any acceleration, I just want the player to
>instantly move in the direction he's facing
Acceleration is handled in PM_Accelerate (in pm_shared.c) IIRC. You just need to take
the forward, side and up m
ctually it would be 16 bytes * server_updates_per_second,
though. Running a quick test shows about 10 updates per second (don't know if this
varies much), or 160 bytes/second. Your point is, however, still valid.
> #define MIN_PERSENT_TO_SEND_FULL 0.75
I surrender already! LOL!
Th
> come across 64bit pointers. On the other hand, it is not
> guaranteed that an int will be 32bit large. So your code is living
> on some assumptions not necessarily true.
Good point - I hadn't thought of that.
> WRITE_ function. Sending byte by byte has the advantage that you
> don't have to c
the entire structure with each update. (Of
course, not much is gained if every member of the structure is likely to have changed
since the last update).
Thanks for the feedback.
Jim
Jim Hunter
[EMAIL PROTECTED]
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If you feel it was inappropriate to post this here, please
let me know and accept my apologies. I also apologize for
the length of this post. I am looking for comments and
constructive criticism on the code I've written.
Since most of the user variables in entvars_t, playermove_s
and other stru
Here's where the bug is: in PM_Accelerate, the calculation of currentspeed
is wrong, which causes addspeed to be too high, leading to a velocity after
acceleration greater than maxspeed. This only happens when the direction of
your movement commands differs from the direction you're actually mov
> Nothing is impossible.
Yeah, right.
Cracking any code is possible, given enough time, but if they used
public-key cryptography, it can be so difficult as to be practically
impossible.
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> I know I could do this with messages, but it seems to me that this would be
> a cheaper (bandwith), and more logical, method.
You could also "reuse" the impulse byte. (cheaper, but not logical)
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I'm feeling a bit schizophrenic, so I'm going to answer some of my own
questions. Please let me know if my answers are wrong.
> I know the local player is run through PM_Move. Are the
> non-local players predicted too?
It appears to me this does NOT happen. The entity_state_s struct for
non-l
Hello, Ralph, and thanks for responding. Did you ever get my e-mail off
list the last time?
> > (1) Are all players predicted?
>
> So far as I can tell. PM_Move runs on the server and the player's
> client. This is the "physics" prediction, there may be other predicted
> things that work differ
Can anyone direct me to information regarding client-side prediction? What I need to
know is:
(1) Are all players predicted?
(2) Is there a limit to the number of frames that can be predicted? How many? I'm
assuming that ALL data about each predicted frame is stored, so there would have to
> The team icon seems to "Walk back and forth" in the Y plane (or whatever
> the forward/back direction is) in tandem with the player.
So this movement is always oriented in the same way relative to the player? That is,
if you have a side view you're seeing it jump back and forth, then if the p
Where is your code to render them? I would think if you had your team
sprite
function called from CStudioModelRenderer::StudioDrawPlayer the origins
would be dead on.
Jim
- Original Message -
From: "Dynerman David M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, May 01, 2
> You obviously arent very bright, and you still try to take credit for
> other's work.
AAAHAHAHAHA!! That's good! A cheater bitching about someone cheating
him!!!
*dries eyes*
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> Don't you think that the cheat developers weren't the first ones to
> register to this list?
And your point is that people who want to cheat don't know how to use google
to find new cheats? Or was it that there are no other means by which cheat
developers find out about new cheats? For crying
I don't think you'll be able to do what you want to do without modifying the
engine or writing an external piece of software that intercepts keyboard
input before it goes to Half-Life, which might be possible by intercepting
the keyboard messages from Windows to the game engine, but I'm not
knowle
> is there any way of coding a radio for single player? so like the player
> presses a button and it'll play a certain sound on the map? like 1 map
> would just play a static sound and another map would play a sound of some
> one giving u orders or some thing?
A. They did it in Opposing Force
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I'm having problems getting Half-Life to behave properly in windowed mode. When I
Alt-Tab away from Half-life, or when I hit a breakpoint, the game window loses focus
but is still in the foreground.
> LINK : fatal error LNK2023: bad dll or entry point
> 'msobj10.dll'!'?FCreateReader@IDebugSSectionReader@@SA_NPAEIPAPAV1@K@Z'
Error executing link.exe.
That's a weird one. I'm probably out of my depth here, but I'm going to go out on a
limb. I think that file (msobj10.dll) is corrupted; you n
> what compilers can be used with the SDK, I
> would use VC++ but for some reason, it doesn't compile (errors etc.)
While I personally find BCB easier to use than VC++ for most stuff (personal bias), if
you have VC++, I would recommend using it for Half-Life, since that's what the code
was writ
> If you are accidentally stepping into code that you don't have the source
for
> (like standard C functions or engine code) you can use the
> "step-out-of-function" button (the arrow pointing out of the 2 braces)
Yes, IF you're in a function. If you're in the engine code, this usually
doesn't w
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Is there any way in VC++ 6 to "break on available source"? What I'm ineffectively
trying to say is, when you're stepping through the source code and you reach a section
of code for which the source
> How can you do that? So far as I can tell there is nothing called "pev"
> accesable from within pm_shared.c. The correct variable to change is
> pmove->angles.
Absolutely correct. That was a misstatement. I did not access the entvars structure
in pm_shared - AFAIK, you can't. I'm not 100% s
> Do you want to rotate the player model but NOT the player's view?
No, I want the model to be facing in the same direction as the view, so that if the
view angles were, for example, pitch +90, yaw 0, roll 0, the model should be facing
straight down (along the negative z axis) with the body ext
> I'm trying to add some information that I want to encode and send over to
> the client by storing it in the weapon_data_t structure.
Can't you use the user fields that already exist in weapon_data_t?
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> I think you could use pPlayer->pev->punchangle ( .x for upside and down,
.y for horizontal)
If I'm not mistaken, punchangle is only an offset to the view angle, so it
won't change the orientation of the player model in space. Thanks for the
suggestion, though.
I've finally found (after a coup
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Is it possible to change the orientation of the player model other than rotation
around the z axis (yaw)? For example, is it possible to have the player model
rendered upside down? Horizontal?
--
I've found BCB much easier to use than MSVC, especially for creating a user interface,
but in fairness I've only been using MSVC for a month or two (The only reason I'm
using MSVC at all is to compile Half-Life). The only tutorials I've seen were in the
documentation that came with BCB (in th
There must be something I'm missing... Why would you want to use a float to store RGB
values?? Is there some advantage to doing it this way?
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What is the difference between PM_PlayerTrace and PM_Trace Model?
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> I think it is used in some mods, like DMC, but not HL itself.
Guess that means I should play something besides "plain old" HLdeathmatch,
huh? :)
Thanks for the info
Jim
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Anyone know where in the game this function's effect is seen? It appears to me that
this function rolls the view based on the player's sideways speed, but if the
parameters rollangle and rollspeed a
x27;s being on the same
> list
>
> -Jim
>
>
> - Original Message -
> From: "Jim Hunter" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Sunday, February 24, 2002 8:06 PM
> Subject: Re: [hlcoders] Argh!
>
>
> > Is it possible th
Is it possible that your header is being included by another file before
this cpp file (for example another header?)
Jim
-Original Message-
From: Yacketta, Ronald <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Sunday, February 24, 2002 2:54 PM
Subject: RE: [hlcoders]
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