[hlcoders] Prediction on non local player

2012-03-15 Thread Michael Chang
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

Re: [hlcoders] Using CPs to change particle colors

2012-03-15 Thread Michael Chang
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

[hlcoders] Player-Created Predicted Entities

2010-02-13 Thread Michael Chang
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

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Michael Chang
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

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Michael Chang
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

[hlcoders] getting animation velocity and applying it to player

2009-09-23 Thread Michael Chang
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

[hlcoders] Getting a CBaseAnimatedEntity to animate

2009-09-11 Thread Michael Chang
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()?

Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-07 Thread Michael Chang
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

[hlcoders] commands missing from dedicated server build

2009-02-25 Thread Michael Chang
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

Re: [hlcoders] anim events doubling up, firing at the wrong time

2009-02-20 Thread Michael Chang
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

[hlcoders] anim events doubling up, firing at the wrong time

2009-02-19 Thread Michael Chang
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

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-19 Thread Michael Chang
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

[hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
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

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
-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

Re: [hlcoders] SetAbsVelocity prediction problems

2009-01-18 Thread Michael Chang
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

Re: [hlcoders] Animation Events on Server only?

2009-01-12 Thread Michael Chang
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

[hlcoders] Animation Events on Server only?

2009-01-08 Thread Michael Chang
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

Re: [hlcoders] Animation Events on Server only?

2009-01-08 Thread Michael Chang
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

Re: [hlcoders] Possible Crash

2008-12-22 Thread Michael Chang
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

Re: [hlcoders] Best way to mod scratch SDK

2008-12-21 Thread Michael Chang
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

[hlcoders] Best way to mod scratch SDK

2008-12-20 Thread Michael Chang
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

Re: [hlcoders] VelocityPunch and... what else?

2008-12-17 Thread Michael Chang
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,

[hlcoders] weapon animation prediction problems, client-side

2008-12-16 Thread Michael Chang
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

Re: [hlcoders] Push Gun

2008-12-09 Thread Michael Chang
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

[hlcoders] How to get effects to spawn from attachment?

2008-11-27 Thread Michael Chang
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

Re: [hlcoders] How to get effects to spawn from attachment?

2008-11-27 Thread Michael Chang
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.

Re: [hlcoders] How to get effects to spawn from attachment?

2008-11-27 Thread Michael Chang
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

Re: [hlcoders] Weapon lag in OB not working properly? To: Discussion of Half-Life Programming

2008-11-19 Thread Michael Chang
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

Re: [hlcoders] hlcoders Digest, Vol 9, Issue 22

2008-11-12 Thread Michael Chang
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

Re: [hlcoders] EmitSound not always emitting sound To: Discussion of Half-Life Programming

2008-10-29 Thread Michael Chang
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

Re: [hlcoders] Muzzle flash issue

2008-10-07 Thread Michael Chang
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

[hlcoders] physics shadow?

2008-10-02 Thread Michael Chang
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

Re: [hlcoders] Crash in VPhysics on suicide

2008-09-21 Thread Michael Chang
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

[hlcoders] Using Choreography in multiplayer

2008-09-02 Thread Michael Chang
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

[hlcoders] Using animation to offset player position

2008-08-28 Thread Michael Chang
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

[hlcoders] studiomdl broke

2008-07-30 Thread Michael Chang
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

[hlcoders] Getting the duration of a gesture animation.

2008-07-27 Thread Michael Chang
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

[hlcoders] Automatically interpolate SetPoseParameter?

2008-07-23 Thread Michael Chang
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

Re: [hlcoders] Automatically interpolate SetPoseParameter?

2008-07-23 Thread Michael Chang
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 ___ To unsubscribe, edit your list preferences, or

[hlcoders] Bug with copying particle systems in the particle editor

2008-07-13 Thread Michael Chang
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

[hlcoders] moving out of beta broke particles?

2008-07-10 Thread Michael Chang
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 ___

[hlcoders] particle error

2008-07-10 Thread Michael Chang
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

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Michael Chang
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. ___ To unsubscribe, edit your list

Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-06 Thread Michael Chang
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

[hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Michael Chang
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 ) {

Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Michael Chang
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 *

Re: [hlcoders] beta crash related to FinishClientPutInServer

2008-07-05 Thread Michael Chang
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

[hlcoders] Buggy C_BaseAnimating::GetAttachment, CalcAttachments, SetupBones

2008-07-04 Thread Michael Chang
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

[hlcoders] Looking for an effect that leaves line trails

2008-07-04 Thread Michael Chang
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

Re: [hlcoders] Multiplayer Options Menu Still Broken after 8 months of waiting for fix?

2008-07-01 Thread Michael Chang
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

[hlcoders] need help identifying this particle

2008-06-30 Thread Michael Chang
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

Re: [hlcoders] New Content Authoring Tools In Tonight's Update

2008-06-11 Thread Michael Chang
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 ___ To unsubscribe, edit your list

Re: [hlcoders] SDK UPDATE

2008-06-09 Thread Michael Chang
Absolutely cannot wait. Thanks! ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] some fundamental questions on prediction, weapon

2008-05-17 Thread Michael Chang
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

[hlcoders] some fundamental questions on prediction, weapon entities, and touch

2008-05-15 Thread Michael Chang
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

[hlcoders] models with additive blending

2008-05-05 Thread Michael Chang
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

Re: [hlcoders] orange box tf2 third person animation code

2008-04-28 Thread Michael Chang
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

Re: [hlcoders] Getting OB scratch SDK running with no errors

2008-04-28 Thread Michael Chang
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

[hlcoders] Getting OB scratch SDK running with no errors / bugs?

2008-04-27 Thread Michael Chang
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

Re: [hlcoders] orange box tf2 third person animation code

2008-04-24 Thread Michael Chang
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

[hlcoders] orange box tf2 third person animation code

2008-04-23 Thread Michael Chang
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

[hlcoders] gpGlobals-curtime inaccessable from animationlayer.h

2006-12-20 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] gpGlobals-curtime inaccessable from animationlayer.h

2006-12-20 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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 --

Re: [hlcoders] Reloading while running/walking?

2006-08-17 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Reloading while running/walking?

2006-08-17 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] laggy animations

2006-08-15 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] laggy animations

2006-08-14 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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!

[hlcoders] laggy animations

2006-08-13 Thread Michael Chang
-- [ Picked text/plain from multipart/alternative ] 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