[hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-29 Thread Matthew Lewis
I've been fighting that problem for a very long time. In fact, I'm actually having to come back to it yet again. I think this issue has appeared in the forums several times before with no resolution. The jerkiness is quite real in the motion of the player. Entities placed on plats jerk severely (

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
I have been trying to figure out why the platforms are so jerky in their motion. I've discovered a few of things: First, for some reason the client shows the platform as class "func_platrot" which is correct. But the the server lists the same entity as "func_plat" (the base class). I discovered t

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
I don't buy that. The plats in Q2 and in HL1 both worked properly in mp. Plus, because the plats are a predicted entity on both the client and server, there is no reason for the movement to be messed up the way it is. And this doesn't explain why the classname and velocity information is grossly d

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] > > >>/ First, for some reason the client shows the platform as class >/>/ "func_platrot" which is correct. But the the server lists the >/>/ same entity as "func_plat" (the base class). I discovered >/

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
Here is a somewhat long log I made of a player standing on a platform. I made a special map which is just a single room with a platform in the center. The origin of the platform at the bottom is (0,0,4). The platform moves up at 75units/sec. I printed the platform state everytime the ProcessMoveme

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
When making maps, with a func_door as my platform, and setting the move value higher then 120 units/s the player would be left under the platform, and travel at around 100 units/s - the jerky movemnt was not noticable, but it was very sad to see the platform way above you and you moving up on an

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
-- [ Picked text/plain from multipart/alternative ] The client shouldn't even know the entity's name anyways... it should only know the nearest defined network class relative to the networked entity's class. What function do you use to retrieve the entity's name on the client? -- ts2do -- M

[hlcoders] Sprites not animating on linux server.

2006-07-28 Thread Matthew Lewis
This problem has appeared here before, but I don't think there was a solution ever posted, and from what I think I've found, it looks like the problem is in the engine itself. The problem is that env_sprite's do not animate when a client connects to a linux-based server. I've traced the problem t

[hlcoders] "Unable to load authentication library", then crash

2007-01-06 Thread Matthew Lewis
This started about 2 weeks ago. When you try to run the debug version of a build, the game launches fine to the opening menu. But when the level starts to load, it gets about half way and then an error box pops up announcing "Unable to load authentication library, exiting...", followed by a game c

[hlcoders] Particle colors?

2001-12-13 Thread Matthew Lewis
What is the trick to setting a particle's color? I've tried using the sample Particles() test code in the entity.cpp file (cl_dll stuff) and resetting the the rgb values to white (255,255,255) but all I get is a dirty grey color. I tried setting it to yellow (255,255,0) but all I get is a dirty gr

[hlcoders] Particle Colors?

2001-12-14 Thread Matthew Lewis
I don't think the color functions from the TriAPI are going to work with the particle system. It really does look like the particles are using a fixed palette from somewhere. These are the sample engine calls that supposedly set the particle color: // make a particle particle_t *p; p = gEngfu

[hlcoders] Hull3?

2001-12-16 Thread Matthew Lewis
There are still issues with the hit boxes left over from the previous release. Basically, the hit boxes don't work very well with crouched players. What I've found is that it's impossible to head shot a player while he's crouched. You have to aim for the center of his chest to score a hit. Anythin

[hlcoders] Particle colors

2001-12-16 Thread Matthew Lewis
FYI: I've verified that the particle system is using the palette.lmp file for it's palette. I also found that if you set the color index directly, instead of using the color lookup function call, you'll be much happier for it. The lookup call won't set any RGB value higher than 127 which is why ev

[hlcoders] MShitVC++ question

2001-12-18 Thread Matthew Lewis
Is there a way to get a stack dump from the MSVC++ debugger. I have compiled with the debug project settings enabled and I am running HL with the +developer 1 switch turned on, but it's crashing with no stack dump. The context stack just has !HL0x488 or some address like that and nothing

[hlcoders] Valve: Crash bug found

2001-12-19 Thread Matthew Lewis
I've found a set of circumstances that will produce a crash 99% of the time. At first, I thought it was my mod code, but I found that the base game will also crash if you perform the same series of steps. How to crash the base game: *Start the game with the cheats enabled and open the console.

[hlcoders] Valve: Crash bug found

2001-12-20 Thread Matthew Lewis
OK, I found have some more information. First, the game is exiting with an exception 0xc005 at HL! 00484282(). (Like that really tells you anything.) Secondly, I switched the screen mode over to software rendering since I was getting tired of winblows locking up when the game puked and I actua

[hlcoders] Valve: Crash bug found

2001-12-20 Thread Matthew Lewis
"In any case, these are usually caused by entities in the next map counting on entities in the first map to exist or at least to have gotten to some known state, something that you can interrupt when cheats are enabled. If you're trying to build a mod where this is happening, try disabling entit

[hlcoders] Hit Box bug??

2001-12-28 Thread Matthew Lewis
I discovered a new oddity while testing a new model. It seems that if you have to hit boxes assigned to group 0, only the first is recognized. I have the hit boxes defined as follows in the .qc file: $attachment 0 "gun" 0 0 0 $attachment 1 "gun" 0 33 0 $hbox 0 "base" -10 -10 0 10 10 48 $hbox 0"

[hlcoders] ogc required to play??

2002-01-02 Thread Matthew Lewis
I'm curious how these DLL hacks work. Any one like to give a brief synopsis? If I know what they're doing, then I have a fighting change to stop it. But if I understand the process, the DLL hack inserts itself between the engine hooks and the mod DLL using the callback tables. (At least for aimbo

[hlcoders] ogc required to play??

2002-01-02 Thread Matthew Lewis
"Then the hook only need to listen on the network and it will get the key..." It won't do any good to get hold of the public key. That's the beauty of the public key system. You need both the private key and the public key to decrypt the message. The private key is never sent over the network. R

[hlcoders] Another Engine bug: Leaking File Descriptors

2002-01-09 Thread Matthew Lewis
Here's another engine bug for ya. It seems that when a level changes, most, if not all of the old file descriptors get left open, while new ones are being created to files that are already open. (Typically, the FD's are to wad files.) Eventually, the task uses up all of the allowed FD's and the en

[hlcoders] Basic Problem, many a hairs lost!

2002-01-18 Thread Matthew Lewis
Actually, I would have guessed that the define statement for MAX_PARTICLES has a ';' at the end of it when it shouldn't: #define MAX_PARTICLES 1024 ;

[hlcoders] OT: what do langauge microsoft use for their apps?

2002-03-08 Thread Matthew Lewis
I have it on good authority (the linux user's group) that Windoze OS's (prior to XP) were written using Mr. Bill's microBasic (circa 1975 vintage). Windoze XP was a complete re-write using interprative COBOL. This was done since M$ wants to move into the business enterprise software market. (Hey,

[hlcoders] portal engine theory

2002-04-05 Thread Matthew Lewis
I'm trying to understand how a portal style game engine works by writing one myself using openGL. I have written code that generates a leafy-BSP tree, but I'm not sure how you get portals out of it. I'm also unclear how you determine if a polygon is inside or outside the world or inside another br

[hlcoders] HL 1.1.0.9 Update

2002-04-19 Thread Matthew Lewis
DANGER! DANGER! DANGER! If the pre-release version of 109 does the same thing that 108 did, then you setting yourself up for a BIG screwing if you install it. When I installed the pre-release version of 108, the 'official' 108 version refused to install because of the version numbers being screwe

[hlcoders] 1109 to contain any code we should know about?

2002-04-21 Thread Matthew Lewis
I really think Valve needs to clarify how this steam thing is going to affect mod authors. Two things I gathered from the slide show on the steam website was that they are intending to go to a pay-to-play system for online gaming. I really think that's going to fly like a ton of bricks. The second

[hlcoders] Anti-cheat code in mods

2002-04-28 Thread Matthew Lewis
I don't see how attempting to hide an exploit by not posting its details accomplishes anything. I do know that as a mod author, I can't attempt to fix the problem without details as to what is causing the problem. Let's face it, the hackers who are doing the exploits are probably sharing informati

[hlcoders] triApi speed problems

2002-05-12 Thread Matthew Lewis
It's not just the triAPI that slows down. Decals will also bring the engine to a crawl. Try this: Walk up to a wall and fire a weapon that leaves a scorch mark decal. Make a few scorch marks (3 to 5) that overlap and fill much of the screen. The frate rate will plummet to single digits. _

[hlcoders] Limiting events to entities in the PVS

2002-05-13 Thread Matthew Lewis
Here's a tough problem. I have an event handler that handles the firing of a lightning gun. The event handler uses a R_BeamEnt entity to draw a lighting bolt from the shooter's weapon off into the direction the shooter is facing. The problem is that it seems the event message is sent to all client

[hlcoders] Limiting events to entities in the PVS

2002-05-15 Thread Matthew Lewis
Ummm, wrong kind of message. I was refering to event messages (PLAYBACK_EVENT_FULL() ). Actually, it turns out that Scott's solution works perfectly. >Look in common\const.h. Change your MESSAGE_BEGIN() event to use MSG_PVS > >MSG_BROADCAST // unreliable to all >MSG_ONE // reliable to one (m

[hlcoders] Policy change in the user forum?

2002-06-12 Thread Matthew Lewis
Is it just me, or did the policy change regarding viewing the archives? For some reason, everytime I try to view the archives, it demands a new login. (Yes, I have cookies enabled.) Also, I can no longer view the other HL archives like I once did (such as hl_announce). What's going on here? Whatev

[hlcoders] "Your CD-Key is currently in use" error.

2002-09-17 Thread Matthew Lewis
It looks like its a bug in the authentication system. This is what happened: I am in the process of publishing the next release of my mod, so I'm doing a lot of connecting/disconnecting from my test server. During one of these connections, I left the game to enter the controls setup menu. If you'

[hlcoders] Changing default number of players on a lan server

2002-09-17 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there a way to change the default number of players on a LAN server? Currently, whenever you start a LAN game using create game, the default number of players always comes up at 8. I would like th

[hlcoders] Unable to run libraries made with gcc3.2 under RH8.0

2002-10-28 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Has anyone been able to compile and run their mod using gcc3.2 under RH8.0? I recompiled my mod with no errors, but the resulting modules no longer run. It either core dumps, or I get the missing API

[hlcoders] ERROR: No EXPORT

2002-11-19 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] You need to make sure that the EXPORT macro is on all the Think and Touch function declarations. Also, make sure that none of the Think or Touch functions are declared as 'virtual'. Finally, rebuild t

[hlcoders] estimated release date foe hl2 sdk?

2003-05-31 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I seem to remember seeing that the SDK for HL2 will be released ahead of the full game. Is there a target release date for the SDK? -- ___ To unsubscribe, e

[hlcoders] SDK line crashing linux servers

2003-06-08 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The problem is that the CBasePlayerClass memory has been released, but the pointer is still around. This typically happens when you have entities owned by a player that disconnects unexpectantly. The

[hlcoders] SDK line crashing linux servers

2003-06-09 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Excellent! This was frustrating me to no end. I've simply been trying to tell if a player is connected or not. As you have indicated, when a player disconnects, the pointer is still valid or no

[hlcoders] compiling linux .so

2003-06-10 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] -- [ Picked text/plain from multipart/alternative ] I give up. I've tried patching the sdk code and got it to compile but it d= oesn't work(unmodified code) - crashes the game talking about not being a

[hlcoders] origin problem

2003-06-15 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Individual player origins are only sent to clients when the player is in the client's PVS. -- ___ To unsubscribe, edit your list preferences, or view the li

[hlcoders] pfnPEntityOfEntIndex( 1 )

2003-06-27 Thread matthew lewis
--- I've seen this in CTriggerCamera::Use. Which entity does it refer to? I originally thought that it was the player, but this: if ( !pActivator || !pActivator->IsPlayer() ) seems to rule that out. Which entity is it pointing at?

[hlcoders] Tool for Creating TGA files

2003-07-29 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There are a couple of things that can happen to a TGA file. First, is the alpha channel. Second is the picture can be flipped upside-down. And the third (and the most nasty) is that TGA files can have

[hlcoders] winsock question

2003-08-03 Thread matthew lewis
Does anyone know why winsock2 also opens a TCP socket when you create a UDP socket? It's not hurting anything, but its very strange. (The TCP socket shows up when doing a netstat.) ___ To unsubscribe, edit your list preferences, or view the list archives

[hlcoders] winsock question

2003-08-03 Thread matthew lewis
| | I have never seen this happen. Are you sure you aren't looking at netstat | the wrong way, or that you aren't opening a TCP socket by accident? | | Jeroen "ShadowLord" Bogers | Here's the actual code: //- int CIrisSockets::OpenS

[hlcoders] SDK coming soon?

2003-08-15 Thread matthew lewis
September 30 is rapidly approaching. From earlier announcements it was mentioned that the SDK would be available prior to HL2's release. Is this still true and has a date been set? ___ To unsubscribe, edit your list preferences, or view the list archives

[hlcoders] Creating and removing entities

2003-08-24 Thread matthew lewis
99% of the time when you get crashes from an entity that was deleted, it's because some other entity is still trying to reference it. In other words, something is still trying to use the battery even though it's been removed from the world. Some other cases are an owned entity who tries to send fee

[hlcoders] It's official: HL2 will not be released on Sept. 30.

2003-09-23 Thread matthew lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] This isn't a surprise to anyone who has noticed the absence of the "hl2 is gold" announcement. But according to Valve, they are going to try to make the holidays (as opposed to "We will make the holid

[hlcoders] HL2 SDK

2004-08-21 Thread Matthew Lewis
Since Valve plans to start preloading portions of HL2, does this mean that the promised SDK release is now imminent? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hl

[hlcoders] HL2 SDK

2004-08-23 Thread Matthew Lewis
ains if they're not going to follow through. Vaporware just isn't cool. >will there ever be a gold, with steam distro, and all? --- "Jeffrey \"botman\" Broome" <[EMAIL PROTECTED]> wrote: >>> Matthew Lewis wrote: >>> > Since Valve plans to sta

[hlcoders] sdk release and a surprise ideas..

2004-11-30 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I think the surprise might be that Valve actually delivers something on time. Previous experience has shown 'next week' to actually mean a month. -- [ Picked text/plain from multipart/alternative ] ok

[hlcoders] localization() question

2004-12-09 Thread Matthew Lewis
I have been trying to get the localization to work in my mod without any success. I added a token file into my mod's resource directory per instructions given in the vgui SDK docs, but for whatever reason it seems to ignore it. The game directory is "mymod", so I named the file "mymod_english.txt".

[hlcoders] Drawing additive textures, alpha channels in VGUI panels

2004-12-11 Thread Matthew Lewis
Is there a way to draw a texture in VGUI using the equivelent of the old DRAW_ADDITIVE sprite mode? Currently, my code looks like this: CHudThing::CHudThing () // contructor { m_iArmorIconID = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile( m_iArmorIconID, "vgui/

[hlcoders] fopen and player model sequences

2004-12-14 Thread Matthew Lewis
Two questions: First, is there a way to re-enable 'fopen()'? I am trying to generate a log file for testing purposes and it seems that someone thought it would be funny to disable key functions of the stdio library. Very annoying. I'd rather not deal with the Valve file system as it is klunky and

[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
I tried switching the view mode to thirdperson and discovered that the player animations are stuck in the 'scarcrow' reference pose. Also, I noticed that the third person view is positioned to look sideways to the player rather than from behind. My questions are: * Is anyone else seeing this? (Mayb

[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
Well I tried the suggestions given by the Wavelength site, but as it turns out, I had already made most of the recommended changes already, except for blocking the rendering of the viewmodel in third person mode. After fighting with the problem some more, I finally got the the upper body to render

[hlcoders] Player Animations

2004-12-16 Thread Matthew Lewis
Just a follow up listing what I've learned. It seems that the problem lies with the call to UpdateAimSequenceLayers(). Everything works so long as the upper animation is doing the same thing as the lower animation. For example, if the lower activity is set to ACT_RUN and the upper sequence is se

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

2004-12-17 Thread Matthew Lewis
What does "Can't find factory for entity: rpg_missile" mean? I get it in the system console when the game loads. The rpg_missile works just fine as near as I can tell, but the engine seems to feel that something is missing. I am not familiar with the 'factory' concept for entities. I don't remember

[hlcoders] BUG:: Eyeangle pitch not working on client

2005-01-11 Thread Matthew Lewis
I discovered a problem with the Eyeangles on the clientside. It seems that the pitch angle is getting forced to zero on the clientside. I traced the problem to the C_SDKPlayer declaration shown below: C_SDKPlayer::C_SDKPlayer() : m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" ) { m_PlayerA

[hlcoders] moveable Spawnpoints

2005-01-27 Thread Matthew Lewis
This is easy. All you need to do is modify the EntSelectSpawnPoint() function in player.cpp to include your tank entity as a valid spawnpoint. The trick is adjusting the player position relative to the tank so that he doesn't spawn inside a solid. But that shouldn't be too hard to do. The easy way

[hlcoders] Underwater sound continues to loop after water death

2005-01-27 Thread Matthew Lewis
There seems to be a bug with the "player.swim" sound continuing to loop after respawn if the player dies underwater. Is there a way to fix this? I can't seem to find anything to force this sound to stop playing except for using the "stopsound" command in the console. -- No virus found in this outg

[hlcoders] "Pure Virtual method called" server crash

2005-03-01 Thread Matthew Lewis
I installed all the patches from the latest SDK and recompiled on my linux system. Now when I start the linux server it instantly crashes with the error "Pure virtual method called... teminate called without active exception". The core file shows the the error is occuring when the InvokeMethod

[hlcoders] SDK ladders not working

2005-03-06 Thread Matthew Lewis
Has anyone been able to get ladders to work using the SDK code? I have had nothing but trouble with them. The func_usableladder entity doesn't work at all and func_ladder causes server crashes on spawn (on linux anyway). I tried the ladder prefab in Hammer and it didn't work, nor does following the

[hlcoders] Re: Annoying view model animation glitch

2005-03-19 Thread Matthew Lewis
I have no idea how to fix that despite having fought with it for over a week. The animation problem is not limited to just the shoot sequence for the shotgun. All of the animation sequences suffer from the problem to some extend. The shotgun reload animations are especially vulnerable it seems. I w

[hlcoders] platform trigger touch not working in SDK

2005-06-25 Thread Matthew Lewis
Has anyone gotten the platforms to work with their default touch triggers? I've been playing with them off and on over the last few weeks and have yet to get them to trigger properly. I put a message in the touch() function which shows it never gets called despite having a player jumping up and do

[hlcoders] platform trigger touch not working in SDK

2005-06-25 Thread Matthew Lewis
Of course, now that I actually read your first email, I see that you were having trouble with platforms, not triggers. Are you using a func_plat? If so, you'll see in CFuncPlat::Precache() that it spawns a plat_trigger to detect the player moving onto the plat. When you said you didn't see the

[hlcoders] XSI SMD exporter problem

2005-06-26 Thread Matthew Lewis
I know that this is not strictly a coding issue, but it's significant enough that it is holding up progress on my mod and the Valve-ERC forums were no help. The problem I'm having is trying to attach a weapon model to the hands model provided in the SDK. The weapon model is skinned and has a simp

[hlcoders] Ragdoll causes Assert (ragdoll_shared.cpp: 274 pCollide)

2005-10-22 Thread Matthew Lewis
I am trying to figure out why the ragdoll model causes an Assert() to be thrown. What I did was take one of the HL2 models (in this case the humans/group03/female03.mdl) and decompile it. I changed the qc file so that the model would have multiple skins and recompiled it using studiomdl. The model

[hlcoders] re: Ragdoll causes Assert (ragdoll_shared.cpp: 274 pCollide)

2005-10-22 Thread Matthew Lewis
Sounds likely. But the thing is that the decompiler didn't produce a .phy file. I was also unable to find one in the sample player models provided in the SDK. I read thru the .qc files looking for a hint as to where the phy file might be, but didn't find one. There must be one somewhere. The quest

[hlcoders] Player model always faces east.

2005-11-01 Thread Matthew Lewis
I am having trouble with some recompiled player models. I took the female_03 model, decompiled it, added a new skin, and recompiled it. The model works fine in the HL model viewer, and it works in the game. But it soon became apparent when other players joined the server that the model never chang

[hlcoders] viewmodel animation skipping problem has returned

2005-11-12 Thread Matthew Lewis
This is an old bug that I never found a solution for. It involves the viewmodel animation skipping in multiplayer games. The problem was present in early versions of the SDK, but disappeared in later versions. About a week ago, I decided to move my mod over to the "Start a mod from scratch (advanc

[hlcoders] viewmodel animation skipping problem has returned

2005-11-14 Thread Matthew Lewis
ion the 3rd person view is fine. Maybe something you did to fix the 3rd person animations in the HL2DM code is having an adverse effect on the "start from scratch" code. On 11/12/05, Matthew Lewis <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote: / />/ This is an old bu

[hlcoders] Steam Service Closing Unexpectedly

2005-11-22 Thread Matthew Lewis
I've also had multiple Steam icons sitting on my toolbar. This started about a weerk or so ago. It requires that all the instances be closed and Steam restarted from scratch in order to launch anything. ___ To unsubscribe, edit your list preferences, or

[hlcoders] m_angEyeAngles gets corrupted on client

2005-11-29 Thread Matthew Lewis
This is an old problem that I've never been able to fully fix. The problem is that that when you watch a another player look up and down, the model animation jerks violently and randomly. As a test, I added a print function to watch the value of m_angEyeAngles[PITCH] on the screen as I looked up

[hlcoders] Viewmodel skipping animation saga - continued

2006-01-15 Thread Matthew Lewis
This is a very old problem -- One to which no solution has yet been found. The problem is with the viewmodel skipping and jerking in its animation playback. I traced the problem to the server and client fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate networked variables. In pa