Hey guys, this sounds somewhat nonsensical (prediction of non local) but
bear with me.
I've got attacks that knock other players away, as well as cause the other
players to flinch / pain animation. Now, I'm not aware of how other Source
mods deal with this, but how are things like that normally
Hi Flavio
I haven't tested this technique but something I was thinking of trying
since we are about to do the same with particles. Try using a material
proxy for the material that your particle is going to use, and control the
color / tinting that way. AFAIK there aren't many ways for the
Hopefully this message gets to Yahn but if anyone else knows anything please
help as well.
I'm referring specifically to this issue, in this very post circa 2004
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg09429.html
Here's an excerpt
Predicting entity creation is something
Micheal, as you know I'm doing something rather similar. I've gotten it
working reasonably well, but in truth I don't like the way I have it
working. It's laggy and a bit jumpy, and plays terribly for players with
latency more than 50. But I can basically show you how it works, here's the
Hi Minh
This method won't work if your animations are in-place (ie. the
animations are within a predefined bounding box).
Right. I know this much :D
All our animations are move from A to B and not in-place. Having hell of a
time extracting motion out of the A to B part though.
Jorge's method
Hi all
I need the following but I'm not sure how to do it:
1. How do I set up my animation QCs so they contain the Move information?
That is: I don't want a move-in-place animation, I want animation with
actual velocity data. I've tried this with LX LY then printing out
GetInstantaneousVelocity
Hi all, been a while since I asked a question here.
I have a simple animated entity with the model all set up and ready to go,
with animations.
Question 1:
Do I have to do StudioFrameAdvance() in order to animate it?
Question 2:
Do I need to set a sequence before calling StudioFrameAdvance()?
You can find all names of bones and attachments using HLMV, under bones and
attachment tabs respectively.
~M
FollowEntity(pPlayer, false) produces no different effect, and using 'true'
puts the flag at the base of the player, and it still rotates with the
player's view, albeit around that
Hey all
The say command works on a listen server, and has worked with HL2DM
dedicated.
We've switched to scratch sdk. We've compiled a linux dedicated server...
and no one can say anything with with the say command. The command is
totally missing.
Finally, we can actually use rcon say and that
Hi Tony
Thanks for the swift reply.
I tried what you mentioned (both methods) but the same problem still
persists. Could it be possible that I'm calling RestartMainSequence() from
sdk_playeranimstate at some bad point in animation transition?
I'm currently doing all animations following how the
Hey all
Got a bit of a weird problem and I'm not sure if anyone's experienced this.
My animation events are firing twice, once when it's supposed to, and
another time as soon as the animation ends and m_flCycle is at 1.00
It appears that m_nResetEventsParity is being set at the wrong time, or
Hi Ryan
I've moved all the set velocity stuff into gamemovement, using mv-etc
instead of SetAbsVelocity. This seems to be more reliable in terms of when
it does things, however I'm still getting a view hitch.
I've also tried printing out time stamps. An example for net_fakelag 0
first attack
Hi all
Thanks for helping me last time Jorge and Ryan. But I need more help... I
think I've whittled down the problem to its core.
I'm trying to do a very simple SetAbsVelocity on the player but I'm getting
prediction problems.
First I tried doing SetAbsVelocity on ItemPreFrame for the player
-curtime never matches. It seems like they need to
in order to fire the velocity together at the same time.
What do I do in this situation?
~M
On Sun, Jan 18, 2009 at 4:39 PM, Michael Chang flux.black...@gmail.comwrote:
Hi all
Thanks for helping me last time Jorge and Ryan. But I need more help
Hi Jorge
Thanks for the tip on net_fakelag. That's disconcerting I've been testing
with 600 ping all this time... _
~M
net_fakelag 200 is 400 ping, I can't expect any game to be playable under
those circumstances. Even ordinary walking gets laggy in those
circumstances. I never go above
Ryan
Thank a bunch for your help.
I traced up and down the Source SDK codebase looking for clues on where
mstudioevent_t are created and stored into SeqDesc's. All I can find are
stuff that accesses the events, and sets their indices, but never
instantiating and storing them. It seems like
Hey all
I have animation events that physically move the player, with velocities
defined in the animation script.
Unfortunately, this model breaks when there is any lag, since the animation
event is only executed server-side. As soon as the event is dispatched, the
player's client position is
On a related note
I've resolved the previous email's error by placing HandleAnimEvent and
DispatchAnimEvents to C_BasePlayer instead of C_BaseAnimating which fixes
any conflicts entities might be having with that. It's a hack, but I don't
care about that for now.
Unfortunately, a new problem
I've had something similar happen once, although not directly associated
with ragdolls.
If I had to guess, it's something to do with using UTIL_Remove in an unsafe
location in code, possibly during the an object's post-frame where something
might be expected of an object after which it has been
Thanks for all your suggestions and points of views, guys. It's much more
satisfying than just rename it ;)
~M
From an actual game architecture perspective I agree with you, but for ease
of development I don't.
CSDKPlayer is like a second layer BasePlayer. It provides the basics, as
you
Hey all
After months (years?) of failing to fix HL2DM I've finally switched over to
scratch SDK, thank heavens for that.
I want to know how best to mod scratch SDK. For example I want to implement
my own player type that inherits SDKPlayer. Where in the code do I tell
gamerules to instantiate my
Both can be done with velocitypunch as it takes a Vector.
For your question about force direction, you'll want to find the direction
(as a vector) you want, normalize it, and multiply it by the force
magnitude, then pass that vector off into VelocityPush. That should do it.
~M
On Thu, Dec 18,
Hi all
This has been brought up before and I don't think the details of fixing it
has ever been fully disclosed. I think I'm running exactly into this problem
as described by Tony Sergi from 2007
http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/6392737.html
Hey guys, I'm
What's the difference between VelocityPush and doing Get/SetAbsVelocity and
adding a force vector?
I'm away from the SDK otherwise I would open it and check it out. Someone
wish to enlighten the rest of us? :)
~M
If by push you mean blown back in a single blow, VelocityPunch?
I would like
Hey List
I've tried this both ways. First I tried:
http://developer.valvesoftware.com/wiki/Particles_In_Animations
Then I tried
http://developer.valvesoftware.com/wiki/Particles_In_Code
Both times I specify spawning on an attachment, then follow the attachment.
Both do not work, they spawn
Did you include in the particle system an initializer to spawn near the
attachment and an operator to lock movement to that attachment?
That's exactly what I did.
I tried:
Position Modify Offset Random
Position Within Sphere Random
And
Movement Lock to Bone
Nothing works. Always at origin.
Alright I think I got it. I was trying to make a particle an emitter, then
have another particle spawn from that as a child. Only the child works with
setting its initial position to bone, the parent does not.
Thanks for the help!
~M
On Fri, Nov 28, 2008 at 2:21 PM, Michael Chang [EMAIL
Also I've noticed that the colorcorrectionui function also seems to be
broken, as in you can change the settings and see the ui,?but it has no
affect in-game, if anyone has managed to fix this also some advice would be
great! thanks!
?
Rob
For color correction to show, you must have the
We're actually already doing this with our mod. Feel free to check it out
with the following (shameless) plug
http://www.moddb.com/mods/10890/berimbau
A more recent video of it is at
http://www.ghost-hack.com/berimbau/heavy_combo_test.wmv
Another, albeit crappy quality, youtube video is at
I wish this thread was paid more attention to. I have the same problem too.
We have a sword weapon that emits a swing sound but if the player swings too
fast the sound no longer gets emitted.
Just want to let OP know... you are not alone :)
~M
Well EmitSound is unreliable for me when
You're not alone Matt
I thought I've fixed this issue with prediction and third-person but
unfortunately there are still plenty of problems. I think I've tried just
about every single proposed solution by Tony, Yahn, and everything everyone
mentioned on VERC and Steamforums. I guess we'll just
Can someone explain this one to me?
In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the
code was modified by our mod when it comes time
Hey Emiel
I've had the exact same problem as you did once. I've traced the problem
down to the creation and deletion of entities (and thus the modification of
their vphysics?) while during hit-detection code. To solve this I've setup
flags for delete me or create me for entities that had this
Hi List
Is this possible? In response to my thread on using animation to move
the player, someone suggested I look into Choreography:
http://forums.steampowered.com/forums/showthread.php?p=8097958posted=1#post8097958
To recap: I'm trying to accomplish third-person animation in
multiplayer OB that
Hi list
I've asked this before but was ignored :( Can anyone please help me on
this issue?
I have animations in our mod that need to directly influence a
player's absorigin, for example a dash or roll or cartwheel, etc.
These animations are pretty sophisticated and don't look good if we do
QC
Hey all..
As of the last Steam / SDK / OB updates today (7/30/08) my studiomdl.exe
broke. Is this a problem only I'm getting?
I am using the studiomdl from sourcesdk\bin\ep1\bin since that's the only
one that works.
When I run it, it claims that it can't find an entry point in vstdlib.dll. I
Hello thar!
I'm trying to use GetLayerDuration to obtain the length of an animation, so
that my entity knows to do something when the animation is over (assume for
now I don't want to use IsGesturePlaying(), I just need to know beforehand
how long an animation should last).
My code looks
Hi guys.
I want to use SetPoseParameter to move my character into a specific pose,
instead of using Sequences.
SetPoseParameter(index,value) sets the pose parameter directly to some
value.
Is there some built-in method in Source that allows me to say
SetPoseParameter(index,value,time) and have
Valve has interpolation variable support but you will have to declare an
interpolated variable for your pose parameter value. And use
CInterpolatedVarfloat in interpolatedvar.h
Hot, thank you!
~M
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Hey all, I believe I found a bug and I'm not aware that it's been reported.
How to reproduce the bug:
Open up any existing particle system file. Copy any particle system with
Control+C or menu edit copy.
Then, make a new particle system file, and paste.
Save the PCF file, quit, and restart, then
Hi there
Did moving out of beta just break the particles from the particle editor? Or
did I do something stupid that made my particles go away?
Particles were fine a day ago, and now they're gone! Magic!
Halp plz. thx. Do we need to merge again?
~M
___
D'oh, sorry for posting to this again.
I'm getting this error from particles:
C_0P-RenderSprites:RenderUnsorted: Attempting to use an unimplemented sprite
renderer for system blade_hit_spark!
What? This error appeared when I used some weird sprites before.. but now
it's showing for most sprites
Uh oh, not this again
If someone is big enough to sell it, they are probably big enough to
write their own portal gun code.
Not releasing portal gun code, only hurts small modders, and players, and
valve.
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Ah nevermind I got it. Didn't fully read what you said. I've included
GameStats.cpp/h from shared into the server project and that works.
Thank you!
~M
Hi, thanks for the tip.
I deleted the pairs and did a rebuild but ofcourse I got a bunch of
linker errors. Were those files supposed to be
Hey all
Thanks for suggesting that I switch to the new Beta SDK.
I just merged my code with the new SDK, an OB HL2MP game.
As soon as the player loads into the game, a crash occurs in
hl2mp_client.cpp as shown from the dump:
void FinishClientPutInServer( CHL2MP_Player *pPlayer )
{
Hi. This is as much of the callstack as the memdump would give me:
server.dll!CBasePlayer::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0,
IMoveHelper * moveHelper=0x11b9cce4) Line 3522 + 0x13 bytesC++
server.dll!CHL2_Player::PlayerRunCommand(CUserCmd * ucmd=0x0468e5a0,
IMoveHelper *
Hi, thanks for the tip.
I deleted the pairs and did a rebuild but ofcourse I got a bunch of
linker errors. Were those files supposed to be replaced by something?
Thanks. I'm so close to getting this
~M
yes i had about the same problem.
it seems to crash without reason in initalspawn but
Hi all
I recently tried to add attachments to my player model, only to discover
that after running SetAttachment from a particle, my aim layers for the
world model totally break. Instead pitching up and down from his chest to
aim his weapon, his entire character model will rotate.
I traced it
Hey all
I'm looking for something similar to CSpriteTrail entity.
I'm making a sword trail that's similar to soul calibur:
http://youtube.com/watch?v=l3-BZzkxyM4feature=related
Quite frankly, building my own MeshBuilder and IMesh scares the crap out of
me, there's no documentation for any of
Hi Adam
I don't want to be spoonfed, just want to be pointed in the right direction.
What's the name of the specific .res file you're talking about?
I'm wondering about the multiplayer menu, too.
~M
There's no fix because it's not broken. You need to customize the
resource file for those
Please see this image:
http://www.ghost-hack.com/berimbau/rose0002.jpg
I need your help identifying the blue spherical looking particle in the
lower left corner. If possible, the name of the VTF file, as well as which
GCF.
I'm using OB engine (perhaps irrelevant), mounting HL2MP content.
It's
Doing some final testing now.
Just a heads-up: you will need to opt in to the SDK beta via the Steam
UI.
-Mike
Hi
How do you do this in the steam UI? Are you talking about the SDK beta (code
update)?
~M
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Absolutely cannot wait. Thanks!
~M
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visit:
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of trace arc. Like trace in the arc of the
attack at 10-15 degree intervals over a short distance.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang
Sent: Thursday, May 15, 2008 12:26 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders
I've been knee-deep trying to swim in the Source engine I have some meaty
questions I hope to get some advice from you experts :)
Preface:
I'm coding a HL2DM OB mod.
1. Weapon entities.
I see that when doing cl_predictionlist that my weapons are all predicted.
However, the entities that get
Hey coders, hope you can help me out--
I'm trying to get a model to render with additive blending. I've tried it
with two ways, the first with giving my model a VMT with something like:
VertexLitGeneric
{
$basetexture models/tracemodels/trace_map
$model 1
$alpha .5
$additive 1
Ah isn't this the old fix for the player angle flipping left and right? I
think this no longer happens in HL2DM mods, a quick glance at the code seems
to show this is fixed up.
Although, the gestures animations are still broken with HL2DM, because the
frames seem to be skipping / not
I greatly appreciate the help you guys are giving... Thanks for that
heads-up tom I fixed the gameinfo and mounted the content in the init
routines.
Here's the exact issue:
As soon as I load a map, the game quits. Error message:
UserMessageBegin: Unregistered message 'Rumble'
From the wiki, I
Hey all I'm having some issues getting the Orange Box scratch SDK up and
running with my custom map and content. Here's the exact steps I've done.
1. Create a Mod with start a mod from scratch (NOT source code only).
2. Compiled in VS2005, with bin files copied over, no errors.
At this point I
Hi Andrew
What is this Advanced SDK you speak of? I did a bit of googling but no
mention of this. Are you referring to Start a Mod from scratch? If so,
does that have multiplayer support..?
If you're desperate to use the
HL2DM stuff though it is possible to smooth out as well.
I do think it's
Hey all
I posted back in 2006 trying to get third-person animation to work in a
HL2MP client with no success. I'm back trying it again this time in the
Orange Box 2007 release of the SDK.
I've looked through a ton of the code and it seems everywhere there's
scattered INVASION_CLIENT_DLL
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Hello once again guys.
I'm trying to implement clientside SetAnimation() so it required me to much
around in animationlayer.h
One of the required functions that I needed to duplicate was Init() from
BaseAnimatingOverlays. Inside Init, there's a
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Thanks that worked out!
~M
It's because one of the header files that BaseAnimatingOverlay.cpp
includes goes back and defines that class. You need to include the
header file that defines it by adding:
#include globalvars_base.h
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If you're using HL2MP then it would be found under hl2mp_player.cpp with
SetAnimation. SetAnimation parses the animation command given to it, then
decides which animations to blend together.
You'll notice two sets of commands.
A Gesture is
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The first thing I would do is go to HLMV and see if any of the sequences
match those ACTS, and see the differences in HLMV.
Unfortunately, HLMV is broken right now. You can only see single-player
sequences!
I actually don't know why there are
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Thank you so much for that explanation Paul.
Our team of two programmers (myself and another person) have been digesting
what you've been saying to try and crack at the problem.
I've been actually trying to fix m_flCycle in c_baseanimating all
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Yeah. I've been a long-time participant in that thread. If you look at the
latest posts, there is still no proper solution.
I don't think this is directly related to third-person, simply a bug in
client-side animation.
Please help. Thanks!
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Hello guys, my first time posting to this list. Please bear with me.
This is directly related to something Paul Peloski mentioned earlier, with
removing.
if ( !IsSelfAnimating() )
{
m_flAnimTime = engine-GetLastTimeStamp();
}
I am
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