Re: [hlcoders] Any ideas on how to get thought bubbles to appear above character heads?

2011-04-26 Thread Maarten De Meyer
Just look at the code that shows something above the player's head for voice communication. We copied that for speech bubbles when typing for instance. On 26/04/2011 19:38, Saul Rennison wrote: You'd be best off creating a sprite (CSpriteOriented) at player creation, then making it visible whe

Re: [hlcoders] CUtlVector crash ( screenshake )

2011-04-02 Thread Maarten De Meyer
slightly slower version of it that's just as unsafe. On Fri, Apr 1, 2011 at 3:14 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: No, both windows and linux. I suspected it was a valid construction. St

Re: [hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Maarten De Meyer
Shake ); m_ShakeList.FastRemove( nShake ); delete shake; continue; -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De Meyer Sent: Thursday, March 31, 2011 11:38 AM To: Discussion of Half-Life Programming Subject:

[hlcoders] CUtlVector crash ( screenshake )

2011-03-31 Thread Maarten De Meyer
Hi List! So, we're finally out there in closed beta. One of the most annyoing issues is a client side crash. The call stack doesn't say all that much, but still: it always happens in the Purge command in the destructor of CUtlVector: template< typename T, class A > inline CUtlVector::~CUtlVe

[hlcoders] GetSoundDuration on linux

2011-03-26 Thread Maarten De Meyer
This doesn't seem to work, returns a negative duration. Anyone have any experience with/fix for this? For now I think I can bypass it by using constant values. -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, plea

[hlcoders] Linux vphysics infinite NaN m_vecAbsVelocity IS_NAN grenade PhysicsToss PhysicsCheckVelocity grrr

2011-03-24 Thread Maarten De Meyer
there, that should do it as far as keywords go for future generations, might save someone a good night's sleep. FYI: The IS_NAN macro doesn't work on all platforms. Or the extern const int nanmask; is. Or it's wrong somewhere. But don't depend on IS_NAN on linux, it gives false positives. I

Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Maarten De Meyer
d report, and hope for the best. On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: > I did some checking, and you are right. My issue is unrelated to the linux > build, it just didn't show on windows or listenserver c

Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Maarten De Meyer
d help you find it :) garry On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer wrote: > Hi list, > > As a fix for a previously posted issue we seriously scaled down all our view > models. As a consequence i've had to change quite a few things in code ( eg > muzzle flashes,

[hlcoders] View model transform @ mouselook

2011-03-03 Thread Maarten De Meyer
Hi list, As a fix for a previously posted issue we seriously scaled down all our view models. As a consequence i've had to change quite a few things in code ( eg muzzle flashes, sprint bob code,...) One thing still escapes me: when turning around quickly using the mouse, the view model gets dis

Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-25 Thread Maarten De Meyer
seems like desaturation could be done in one instruction, e.g. "color.rgb = dot(color.rgb, float3(0.2126, 0.7152, 0.0722));" :) On Fri, Feb 25, 2011 at 11:13 AM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: It depends what you put in your part of the combo and wh

Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-25 Thread Maarten De Meyer
replacing the materials, but that sounds even harder to implement cleanly. Thanks. On Tue, Feb 22, 2011 at 9:23 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: Wasnt there a replacematerial method? I remember something like that. For our alternate vision i ended up making

Re: [hlcoders] Shell eject issue

2011-02-22 Thread Maarten De Meyer
Tom Edwards wrote: $scale *is* the method. In theory you should be able to apply the same value for each weapon. Just remember to define it before any SMD references. On 22/02/2011 11:33, Maarten De Meyer wrote: Scale does seem to be the issue alright, our view models are big. But indeed, scaling

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-22 Thread Maarten De Meyer
what gcc version finally is the way to go, if there is any :) On 20/02/2011 16:04, Maarten De Meyer wrote: No no, I'm fairly sure it's not me :D I beyond-compare'd anything between prop_physics and the engine, no relevant changes on my side. I still think it'll turn out to b

Re: [hlcoders] Overriding materials, especially while rendering world (BSP) geometry

2011-02-22 Thread Maarten De Meyer
Wasnt there a replacematerial method? I remember something like that. For our alternate vision i ended up making a custom version of all the stock shaders with a material proxy allowing me to switch between vision modes in the shader itself. Advantages there are the switch is immediate and you c

Re: [hlcoders] Shell eject issue

2011-02-22 Thread Maarten De Meyer
of the viewmodels as it was originally. http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_before.jpg after it was scaled down to hl2 viewmodel size: http://freelancenerd.com/blog/wp-content/uploads/2011/02/aks_normal.jpg On Mon, Feb 21, 2011 at 1:42 PM, Maarten De Meyer wrote: >

Re: [hlcoders] Shell eject issue

2011-02-21 Thread Maarten De Meyer
at a much larger scale then the standard scale most viewmodels were made at and that was causing problems. On Sun, Feb 20, 2011 at 3:40 AM, Maarten De Meyer wrote: Hi list! I have a problem that I think is a common one. Some effects, like muzzle flash and shell eject, take an attachment&#

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
st. - ScarT On 20 February 2011 14:18, Maarten De Meyer <mailto:maar...@off-limits.be>> wrote: Found out another piece of interesting information. When we drop weapons, we give them the direction of the player to make the drop look realistic. This has always worked de

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-20 Thread Maarten De Meyer
ed player walks around the affected object, hugging it tightly? ---- *From:* Maarten De Meyer *To:* hlcoders@list.valvesoftware.com *Sent:* Saturday, 19 February, 2011 11:14:39 *Subject:* Re: [hlcoders] Physics props 90° angle snap

[hlcoders] Shell eject issue

2011-02-20 Thread Maarten De Meyer
Hi list! I have a problem that I think is a common one. Some effects, like muzzle flash and shell eject, take an attachment's position in view model space, transform it to world space and act upon it. I have some issues with that: if you are looking down ( even a little bit under the straight

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
On Sat, Feb 19, 2011 at 10:15 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: That was my first try, but I can't reproduce it with net_fakelag. On 19/02/2011 11:41, Jonathan Murphy wrote: In my experience it is unlikely to be a Linux specific

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
ue is reproducable. That should make it much easier to debug. On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: Yes, they are. From: Jonathan Murphy Sent:

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
is unlikely to be a Linux specific issue, and more of a prediction issue. Try introducing fake lag on a listen server (net_fakelag 200) and seeing if the issue is reproducable. That should make it much easier to debug. On Sat, Feb 19, 2011 at 9:33 PM, Maarten De Meyer mailto:maar...@off-limits.be>

[hlcoders] RE: Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
t, Feb 19, 2011 at 2:22 AM, Maarten De Meyer > wrote: > >> As great as Noir Desir's song is, obviously it's not what I wanted to >> show :D >> Here's the real vid with the issue: >> >> *http://www.youtube.com/watch?v=QhmrP6eSAek* >> >&

Re: [hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
As great as Noir Desir's song is, obviously it's not what I wanted to show :D Here's the real vid with the issue: *http://www.youtube.com/watch?v=QhmrP6eSAek* sorry for that. On 19/02/2011 9:15, Maarten De Meyer wrote: Hi list, we're facing an issue I don't immedi

[hlcoders] Physics props 90° angle snap issue - (linux?)

2011-02-19 Thread Maarten De Meyer
Hi list, we're facing an issue I don't immediately know where to start to debug. Basically, in all of our maps, some physics props have an issue where the orientation of their model snaps at 90° angles instantaneously. This is not only with props, but also eg with our vehicles, so I'm looking

Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Maarten De Meyer
r ago, since online play become unmanageable for a lot of players. On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer mailto:maar...@off-limits.be>> wrote: Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to co

[hlcoders] Linux build prediction? issues

2011-01-23 Thread Maarten De Meyer
Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to compile & run fine, but there's a serious general issue with the way the game acts when playing on the linux server. It runs OK, but some things are clearly off, like sprint behavior/an

Re: [hlcoders] SMG model affects player rendercolor

2010-12-27 Thread Maarten De Meyer
God, I hope I'm not the only one left here that's still actually modding HL2 :) On 27/12/2010 19:45, drgreen2003 wrote: Its some sort of reverse Valve-Time (http://developer.valvesoftware.com/wiki/Valve_Time). Valve managed it to make the world spin in wrong direction (Must be related to the

Re: [hlcoders] (no subject)

2009-03-06 Thread Maarten De Meyer
About 5 more and I'm gonna follow the OP I think. > AFAIK the longest thread is "What MSVC version do you use/have?" by Alfred > Reynolds, with 91 responses. > > That's 50 more to go :) > > > 2009/3/6 John Standish > >> Sir, I think that is happening. >> So this one time, at band camp.oh wait

Re: [hlcoders] Multi-Pass Shaders?

2009-01-17 Thread Maarten De Meyer
ink > libraries, and it seems like kind of a hack. > > Is there a better/prettier way to do this that doesn't involve adding in > extra link libraries to the stdshader project? I've looked around, but > I can't seem to find any appropriate examples. I expect I'm

Re: [hlcoders] Multi-Pass Shaders?

2009-01-16 Thread Maarten De Meyer
I can give you some samples of my multipass post-process shaders, both code & shader-side, when I get home tonight, if you still need them. They're fairly easy to understand examples. -- Maarten > Thanks! I'll take another look at it. > > Tony Sergi wrote: >> Core is multipass. >> >> >> -Ori

[hlcoders] Round Restart wiki tutorial & soundscapes

2009-01-02 Thread Maarten De Meyer
Hi list! I followed the tutorial at http://developer.valvesoftware.com/wiki/Resetting_Maps_and_Entities to do round restarts. [ This code preserves certain entities, among which env_soundscape, on restart ] It specified the use of an event, and clientside, adds this to the handler of the restart

Re: [hlcoders] Simple question ? on mouse key bindings

2008-12-29 Thread Maarten De Meyer
s like a very strange question.What are you trying to achieve > with > this? > -Skyler Clark > > On Fri, Dec 26, 2008 at 6:57 AM, Maarten De Meyer > wrote: > >> Update >> >> I found out engine->Key_LookupBinding("duck"); is returning "MOUSE2&quo

Re: [hlcoders] rounds not ending and scoreboard?

2008-12-26 Thread Maarten De Meyer
Debug. Set a breakpoint. Press F10 repeatedly. Use watches. See what's not how you expect it. No offense but it is a bug in your own gameplay code probably. Just step into it see what doesn't happen the way you want it and take it from there. If there's something about Source that doesn't happen t

Re: [hlcoders] Simple question ? on mouse key bindings

2008-12-26 Thread Maarten De Meyer
Update I found out engine->Key_LookupBinding("duck"); is returning "MOUSE2", but only if it's the first bound key. I don't understand why this function doesn't return an array of strings, since a binding can map to any number of keys? Or at least supply an inverse function, which would allow you t

[hlcoders] Simple question ? on mouse key bindings

2008-12-26 Thread Maarten De Meyer
Hi, How can I check if e.g. my right mouse button is bound to e.g. duck ? I'm trying to close the spectator menu. My duck is bound to F and right mouse button. I can catch the mousepressed, and see in the vgui::MouseCode it's right mouse button, but how can I find the mapping between a mousekey an

[hlcoders] Hud elements / specgui Z ordering

2008-12-24 Thread Maarten De Meyer
Hi list! I think last year I swore it'd be my last christmas developing on Source. Har har, how time flies. I guess I'll add it to my list of recurring new year resolutions. I'm trying to have some of my hud elements render before ( before in z space, not in render order ) my specgui. I first tin

Re: [hlcoders] specating bug and rounds not ending

2008-12-23 Thread Maarten De Meyer
I fixed mine with http://forums.thewavelength.net/index.php?showtopic=11140&st=15 hth > Hey list, > > my previous attemts at making a windnade turned out good :D > so I'm now going back to fixing some bugs > > First bug is been in for a while and I've seen other mods that have it > too: > Now an

Re: [hlcoders] Push Gun

2008-12-08 Thread Maarten De Meyer
If by push you mean blown back in a single blow, VelocityPunch? > I would like to create a weapon that when fired pushes the other player > backwards > > how would I go about applying a force to a player? > > > > > ___ > To unsubscribe, edit your list pr

Re: [hlcoders] .fxc Shaders not found

2008-11-22 Thread Maarten De Meyer
Are you sure your environment settings are correct for your mod? He's not copying the files to another directory? > I've recently attempted to run through the shader tutorials on the wiki > and > on wraith's website, and I seem to be running into an error in both. I'm > using the episode one engi

[hlcoders] Custom shaders in hammer?

2008-11-15 Thread Maarten De Meyer
Hi list, We've created custom shaders for our mod as a replacement for e.g. VertexLitGeneric, LightmappedGeneric etc. However, Hammer doesn't seem to like that change, and our mapper needs to revert his version to the materials before the change to be able to develop & compile. How can I let hamm

Re: [hlcoders] EmitSound not always emitting sound

2008-11-05 Thread Maarten De Meyer
ly a subset of the sounds to other players too, I'm not sure what the best approach is? > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: November-01-08 8:14 AM > To: Discussion of Half-Life Program

Re: [hlcoders] EmitSound not always emitting sound

2008-11-01 Thread Maarten De Meyer
t of thing, instead of using emitsound. > Do everything else you already did for maintaining it's state though. > > > -Tony > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: Wednesday,

Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
's only certain parts of the map then it may be the above problem... > > Maarten De Meyer wrote: >> If no-one has any idea why EmitSound can be unreliable, is there >> another/better way to emit sounds? Anyone here implemented a minigun >> with >> alternating, looping sounds

Re: [hlcoders] EmitSound not always emitting sound

2008-10-29 Thread Maarten De Meyer
If no-one has any idea why EmitSound can be unreliable, is there another/better way to emit sounds? Anyone here implemented a minigun with alternating, looping sounds being played in sequence? > Hi list, > > *if this is a duplicate mail, ignore it, I'm having mailhost problems* > > I'm doing soun

[hlcoders] background01_widescreen.vtf and 16:10 resolutions

2008-10-19 Thread Maarten De Meyer
Hi list, since this seems basic to me, I risk asking a FAQ, but google didn't help, so here goes. Apparently, people playing in 16:10 ( tested on 1920*1200 ) get the background01.vtf image in the main menu in stead of the background01_widescreen.vtf image. 16:9 reso's display background01_widescr

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
ot;TextureScroll" >> > > > > >{ >> > > > > > "textureScrollVar" "$basetexture2" >> > > > > >"textureScrollAngle" "90" >> > > > > >"

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
is. Is > this possible? > > On Sun, Oct 12, 2008 at 8:54 AM, Maarten De Meyer > <[EMAIL PROTECTED]>wrote: > >> try using $bumptransform in stead of $baseTextureTransform as >> texturescrollvar. That help? >> >> -- Maarten >> >> > I'd lik

Re: [hlcoders] Scrolling Textures

2008-10-12 Thread Maarten De Meyer
try using $bumptransform in stead of $baseTextureTransform as texturescrollvar. That help? -- Maarten > I'd like to know why my texture wont scroll. It refracts beautifully, > but... > well, it looks utterly fake. Can anybody figure out what I've done wrong > here? > > VMT CODE: > "Refract" > { >

Re: [hlcoders] Vector Math Wallwalking problem

2008-10-07 Thread Maarten De Meyer
wall like it does when your walking normally. > > I would love to see the math you used in your approach or any other help > :) > > Mitchel > > On Sun, Oct 5, 2008 at 5:52 PM, Maarten De Meyer > <[EMAIL PROTECTED]>wrote: > >> Hi Mitchel, >> >> I i

Re: [hlcoders] Vector Math Wallwalking problem

2008-10-04 Thread Maarten De Meyer
Hi Mitchel, I implemented fully functional wallwalking about two years ago for the first implementation of our gameplay, when we still had an alien. I'm not sure which part you're referring to though. Personally, when players in my mod jumped to or walked over a new surface, I kept the current cam

Re: [hlcoders] Which are the other 3 mods that get access to the steamworks sdk?

2008-09-30 Thread Maarten De Meyer
Personally, as far as my mod is concerned, we want to get something releaseworthy first, after that I'm probably gonna ask valve to do a little playtest with us and give us some feedback. But I think prerequisite one is releasing a public beta and get noticed. [ Which is an art in itself. We're one

[hlcoders] Predicted variable override

2008-09-30 Thread Maarten De Meyer
Hi list! I'm using a client-side concommand to directly set the value of a variable that's predicted. My problem is that the prediction immediately overrides this value. [ I've already used a recvproxy to disable network updates to override this value, which works decently ]. How can I either inva

[hlcoders] WorldVertexTransition shader

2008-09-28 Thread Maarten De Meyer
Hi list, I'm wrapping up some modifications to all the standard shaders for my mod ( LightmappedGeneric, VertexLitGeneric ). Works a charm so far ( thx for the help Tony ), only thing is for my modifications to make sense I need to apply them to the WorldVertexTransition shader as well, and I'm no

Re: [hlcoders] problems with dedicated server and mod start (frontiers)

2008-09-25 Thread Maarten De Meyer
Do you have a steam.inf file in your mod directory? I didn't have the same problem but related ones, see the thread at http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23714.html > hi, > > got here some problem with a source dedicated server(windows). > The mod is called Frontiers.

Re: [hlcoders] How to do things

2008-09-17 Thread Maarten De Meyer
I'm very sorry but I can't help saying it: Welcome to Source development. > I've only just got into the plug-in scene but I've got several years > experience in C++, C# and Java. Thing that I'm confused about, is if > I'm missing something. I was looking at in-game menus and saw a > tutorial on s

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
ECTED]> > >> The values are added to the Data Table of the parent base rules class: >> CTeamplayRoundBasedRules ( >> game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested >> ) >> >> 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]>

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
ded to the Data Table of the parent base rules class: > CTeamplayRoundBasedRules ( > game/shared/teamplayroundbased_gamerules.cpp/.h if anyone is interested ) > > 2008/9/16 Maarten De Meyer <[EMAIL PROTECTED]> > >> Yeah, but that should be transparent, no? since the send/r

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
Yeah, but that should be transparent, no? since the send/recv table from the proxy is referencing the one in gamerules: BEGIN_SEND_TABLE( COffLGameRulesProxy, DT_OffLGameRulesProxy ) SendPropDataTable( "offl_gamerules_data", 0, &REFERENCE_SEND_TABLE( DT_OffLGameRules ), SendProxy_

Re: [hlcoders] Networking Game Rules

2008-09-16 Thread Maarten De Meyer
Unless if I'm really very mistaken, I'm using just basic CNetworkVar's in my gamerules class without any problem. I'm on the latst ep1 SDK btw, created a mod from scratch if that's relevant. > I read somewhere in the archive that rules arn't networked. They said it > could be done (obviously or va

Re: [hlcoders] Basic HDR question

2008-09-04 Thread Maarten De Meyer
Yup, looks a lot like what I'm trying to do. I'm already rendering the glowing models in a separate render target for my own techniques, I'll try applying the modified HDR pass like you did in stead of my own glows/blurs to see which one looks best. Id have loved to have combined the glow for the H

[hlcoders] Basic HDR question

2008-09-04 Thread Maarten De Meyer
Hi list! (tm) I'm wondering about something. HDR causes light areas to glow, with bloomy edges and all. I'm looking for a way to have the same effect applied to one of my dynamic models ( a specific model ). I've already implemented my own post-process glow using custom blurs that does the trick,

Re: [hlcoders] Graphical Debugging

2008-09-02 Thread Maarten De Meyer
/me hits myself in the head. Should've thought of that myself, I didn't think it'd work out of the box with a random directx application. [ Although I have a habit of looking down on pix for windows, it's absolute horror compared to the xbox version :p ] Thanks! > Maarten

[hlcoders] Graphical Debugging

2008-09-02 Thread Maarten De Meyer
This mail is intended more for valve employees than the list I guess, but you never know. Simple question, as usual: is there a way to do some graphical debugging in Source, similar to eg nvperfhud or the likes? [ where you can see contents of rendertargets per drawcall etc ]? I assume not, or at

Re: [hlcoders] grenade code

2008-08-30 Thread Maarten De Meyer
I haven't followed the discussion from the beginning, so I don't know where you are in the code, but you seem to be talking about grenades, so typically if you want to wait until the end of an animation you do sth like: SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); or m_fNextTime

Re: [hlcoders] grenade code

2008-08-22 Thread Maarten De Meyer
probably cause you're using a hl2 mod or something, I have a from scratch mod ( ep1 based ), and my code uses base projectile grenades :) > still haven't got it working > the base projectile grenade was useless, it wasnt even included in the > project and seems part of the sdk code? or whatever..

Re: [hlcoders] grenade code

2008-08-20 Thread Maarten De Meyer
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/ but impact grenades should be peanuts. Check out void CBaseGrenadeProjectile::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ) hth > Alright back with a new problem, > been working on a grenade that explodes on impa

[hlcoders] [ep1] Stencil Buffer availability

2008-08-15 Thread Maarten De Meyer
Hi list, I'd like to use the stencil buffer to store a mask during my main render pass so I can use it in a postprocess effect. My question is simple: is the main stencil available and preserved during the main render loop or is it used by something already? The only use of stencil I see is in mat

Re: [hlcoders] TF2 style player collisions

2008-08-14 Thread Maarten De Meyer
gt; 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 <[EM

[hlcoders] TF2 style player collisions

2008-08-12 Thread Maarten De Meyer
Hi list, In my mod by default players collide ( hard ) against eachother. For obvious reasons I want to disable this for teammates and rather have a soft collision/physics push like in TF2, where you still have the option to clip through a teammate if you want to, but you do get a slight physics r

Re: [hlcoders] Per non local player client side simulation code - where do I put it ?

2008-07-29 Thread Maarten De Meyer
Think perhaps? > > On Tue, Jul 29, 2008 at 5:41 PM, Maarten De Meyer > <[EMAIL PROTECTED]>wrote: > >> Hi list! >> >> Simple question really, I want to simulate a part of a certain weapon's >> behavior on the client, since it's visual and I don't

[hlcoders] Per non local player client side simulation code - where do I put it ?

2008-07-29 Thread Maarten De Meyer
Hi list! Simple question really, I want to simulate a part of a certain weapon's behavior on the client, since it's visual and I don't want the visual aspects networked ( not necessary and makes things laggy ). I usually put stuff like that in ItemPostFrame, but I'm discovering that only the local

Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
which probably isn't what they want to do. > > Yahn > > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De > Meyer > Sent: Saturday, July 12, 2008 7:09 AM > To: Discussion of Half-Life Programming > Subje

Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
; causes the gap. >> >>> It doesn't look like the two sliders are both on 0.5: the top one is >>> further to the left than the bottom one. >>> >>> Maarten De Meyer wrote: >>>> Hi list! >>>> >>>> I'm trying to understan

Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
both on 0.5: the top one is >> further to the left than the bottom one. >> >> Maarten De Meyer wrote: >>> Hi list! >>> >>> I'm trying to understand a blending problem. Simple question: >>> >>> http://i336.photobucket.com/albums/

Re: [hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
causes the gap. > It doesn't look like the two sliders are both on 0.5: the top one is > further to the left than the bottom one. > > Maarten De Meyer wrote: >> Hi list! >> >> I'm trying to understand a blending problem. Simple question: >> >> http:/

[hlcoders] Character Animation Blending problem

2008-07-12 Thread Maarten De Meyer
Hi list! I'm trying to understand a blending problem. Simple question: http://i336.photobucket.com/albums/n330/jfkeats/problem.jpg In this setup, run_lower only affects the legs ( so the upper pose is Jesus, weightlists are at 0 for upper body ). run_upper_minigun and walk_upper_minigun are both

Re: [hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-11 Thread Maarten De Meyer
The saga continues! The problem basically is that a certain flag for effects, which forces it to get rendered just before the view model and out of the leaf system ( FLAGS_DRAW_BEFORE_VIEW_MODEL ), is not working properly. There's a function CParticleMgr::DrawBeforeViewModelEffects that is not ca

Re: [hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-10 Thread Maarten De Meyer
Just a quick update, to maybe still ring a bell somewhere: apparently my muzzle flash for my view model has a bounding box that is being tested against world geometry, if I turn on the debug I clearly see the muzzle flash disappearing the moment the bounding box is completely in the world geometry

[hlcoders] [ep1] CLocalSpaceEmitter vs CSimpleEmitter

2008-07-09 Thread Maarten De Meyer
Hi list! I'm debugging an issue with our muzzle flashes and wanted to check if one of you could give me an answer faster than I can debug it myself. Basically, our muzzle flash particles are invisible when you look down when you're on the ground or when you look up near a ceiling. I thought maybe

Re: [hlcoders] Performance : "OB engine" vs "ep1 engine"

2008-04-25 Thread Maarten De Meyer
That reply only makes sense if the OB engine has some serious features added that require these performances. If you want the same functionality on a more modern engine, the performance should stay the same or increase, not decrease. I don't know what they added in the OB engine that justifies a pe

Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
That is correct. You are wrong ;) I use it with a custom render target material, so I don't think there are limitations to the material you're using. > I believe it can also only use sprite textures. > > Unless I'm wrong? > > > ___ > To unsubscribe, edi

Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
Sorry, I didn't answer your questions: > Hi, I have questions about using the dynamic mesh > > 1. what should be the order of vertices in a triangle? That depends on your cullmode, either clockwise or counter-cw :p. Try once, find out! > 2. given three points, how to order them correctly (the fa

Re: [hlcoders] dynamic mesh

2008-04-15 Thread Maarten De Meyer
usage example : void CViewRender::DrawAlienLens( IMaterialSystem * materials, IMaterial* pMaterial ) { materials->Bind( pMaterial ); AlienLens = materials->GetDynamicMesh( true ); CMeshBuilder meshBuilder; meshBuilder.Begin( AlienLens, MATERIAL_TRIANGLES, 1512 );

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-14 Thread Maarten De Meyer
btw). I've been able to reproduce the problem when connecting to a >>> specific Eternal Silence server, at 62.212.73.20:27015, but if I try >>> any >>> other server, even for the same mod, there's no issue! >>> >>> An odd one, that's fo

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-08 Thread Maarten De Meyer
Still no luck. > I'd recommend to try adding: > > Game sourcetest > > in the search paths section. > > Maarten De Meyer wrote: >> attached, thanks for your effort! >> >>> List the contents of your gameinfo.txt. >

Re: [hlcoders] tr.plane.normal only returns y value of normal?

2008-04-07 Thread Maarten De Meyer
Vector components are floats, use %f in stead of %d. > I added a secondary attack to the 357 (just for testing) in which I find > the > wall in front of the gun and find the normal vector of that wall. However, > when I read out the x,y, and z values of this vector, it seems only the y > vector ch

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Maarten De Meyer
attached, thanks for your effort! > List the contents of your gameinfo.txt. > > Maarten De Meyer wrote: >> Hi list/valve! >> >> I'm gonna repost a problem I posted earlier since I really need a fix >> for >> this before we release. Basically, double-c

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Maarten De Meyer
ppID specified in the GameInfo.txt > not matching. > > Not too sure though! > > /ScarT > > > On 06/04/2008, Maarten De Meyer <[EMAIL PROTECTED]> wrote: >> >> Hi list/valve! >> >> I'm gonna repost a problem I posted earlier since I really need a

[hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Maarten De Meyer
Hi list/valve! I'm gonna repost a problem I posted earlier since I really need a fix for this before we release. Basically, double-clicking on a server in the steam client's server browser doesn't work when not ingame. More details: If you doubleclick on a server of our mod when you're in windows

Re: [hlcoders] Rotating a player

2008-04-04 Thread Maarten De Meyer
Implement CSDKPlayer::PostThink, call it's baseclass's PostThink and afterwards call SetAbsAngles() with your desired angles as parameter. That will modify the hitboxes. As for rotating the player model, I've hooked CSDKPlayerAnimState::ComputePoseParam_BodyYaw() to override angRender with what I

Re: [hlcoders] Rotating a player

2008-04-03 Thread Maarten De Meyer
I went through that recently. Can show you the code when I'm at home. -- Maarten > Ok, well i've been working trying to rotate a player. I've figured out > rotating the player model (just modify C_SDKPlayer::GetRenderAngles()). > However, this doesn't modify the angle the hitboxes are at and it d

Re: [hlcoders] A number of vehicle irregularities

2008-04-02 Thread Maarten De Meyer
We've got pretty playable multiplayer vehicles, and yeah, the script file is a mess. As for the physics behavior with the barrel rolls and all, I used a nice little hack which uses the center of mass override to set it at several meters below the ground, that way your car won't topple over anymore,

Re: [hlcoders] "Star Wars" content

2008-03-30 Thread Maarten De Meyer
I'm no lawyer, but in many countries there are exceptions if what he does really classifies as a parody. ( Without this clause, parodies would be a lot less present, since many people would not allow their work to be criticised/ridiculed ). If you google for it, you'll find a lot of information on

Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Maarten De Meyer
Much needed. Much appreciated. Can finally finish my mod =] > Hi All- > > > > The Source SDK has been updated to address some crashes and is no > longer in beta. Here are the release notes: > > > > =Enhancements= > > * There is now a drop list in the SDK Launcher that allows the user to > switch

Re: [hlcoders] Bad Command {

2008-03-22 Thread Maarten De Meyer
Slightly off-topic, but still. Is there a way to patch up the studiomdl in the ep1 source so it eg loads the MaterialSystem.dll hardcoded/possible other fixes? Waiting for the new studiomdl is all good and well, but if it's going to take months ( and it's been a while already ), it's catastrophic

Re: [hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
Ok, thanks. At the risk of sounding cliché, when's the next sdk update planned, in non-valve time? :p > STudiomdl has been fixed for the next SDK update; hang tight! > -Tony > > On Sat, Mar 15, 2008 at 11:24 AM, Maarten De Meyer <[EMAIL PROTECTED]> > wrote: > >&g

Re: [hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
t version: > http://qsextreme.com//SDK/ep1_bin/studiomdl.zip > > I only use batch files to compile models: > > "%sourcesdk%\bin\ep1\bin\studiomdl" .qc > > KevinO > > > - Original Message - > From: "Maarten De Meyer" > To: > Sent: Saturday,

[hlcoders] Model compile error - followup

2008-03-15 Thread Maarten De Meyer
Hi list, I'd like to check on the status or a workaround for this bug. Ever since orange box SDK was released my studiomdl.exe doesn't work anymore - it just says 'ERROR: Can't load MaterialSystem.dll'. I'm still on ep1 sdk, codebase & tools. I use studiomdl.exe in \sourcesdk\bin\ep1\bin> . Open

Re: [hlcoders] Studiomdl Broken

2008-02-13 Thread Maarten De Meyer
So there is a way to compile with the ep1 studiomdl? Because I'm getting the MaterialSystem.dll error, regardless if I have HLMV running or not. Is this fixed if I compile the studiomdl from the beta code? -- Maarten > Well I figured out why vphysics.dll wasn't being loaded. > I was running: > >

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