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 (
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
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
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>
>
>>/ 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
>/
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
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
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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?
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M
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
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
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
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
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
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
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
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.
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
"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
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
$hbox 0"
I'm curious how these DLL hacks work. Any one like to give a brief synopsis?
If I know what they're doing, then I have a fighting change to stop it.
But if I understand the process, the DLL hack inserts itself between the
engine hooks and the mod DLL using the callback tables. (At least for
aimbo
"Then the hook only need to listen on the network and it will get the
key..."
It won't do any good to get hold of the public key. That's the beauty of the
public key system. You need both the private key and the public key to
decrypt the message. The private key is never sent over the network.
R
Here's another engine bug for ya. It seems that when a level changes, most,
if not all of the old file descriptors get left open, while new ones are
being created to files that are already open. (Typically, the FD's are to
wad files.) Eventually, the task uses up all of the allowed FD's and the
en
Actually, I would have guessed that the define statement for MAX_PARTICLES
has a ';' at the end of it when it shouldn't:
#define MAX_PARTICLES 1024 ;
I have it on good authority (the linux user's group) that Windoze OS's
(prior to XP) were written using Mr. Bill's microBasic (circa 1975 vintage).
Windoze XP was a complete re-write using interprative COBOL. This was done
since M$ wants to move into the business enterprise software market. (Hey,
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
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
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
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
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.
_
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
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
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
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'
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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
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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
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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
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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?
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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
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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
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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
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Individual player origins are only sent to clients when the player is in the client's
PVS.
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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?
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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
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.)
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|
| 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
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?
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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
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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
Since Valve plans to start preloading portions of HL2, does this mean
that the promised SDK release is now imminent?
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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
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I think the surprise might be that Valve actually delivers
something on time. Previous experience has shown 'next week' to
actually mean a month.
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ok
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".
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/
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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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
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
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