Re: [hlcoders] why UnDuckJump?

2009-12-20 Thread Paul Peloski
I disagree. Putting your changes in a derived class requires readers to look in two (or more) places to understand how the code works. That kind of complication is only justified when you need *actual* polymorphic behavior. Modifying the behavior of an existing class because it's incorrect (or unsa

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Paul Peloski
The SDK is improving all the time, but only to the extent necessary for Valve to make awesome games. While an XML-based weapon system might be what *you* need, or maybe what *you think the community needs*, it's not what Valve needed. I suggest if that if you have list of massive improvements that

Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Paul Peloski
Over at BMS all our files (sources and build) are stored on a virtual private server. Pretty much everyone working on the mod (30-40 people?) uses our SVN to keep in sync with the development. We also keep a weekly rsync backup of the entire repository on another server. We use about 150Gb/month of

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Paul Peloski
Maybe they do remember that, and think, "if Counter-Strike and Team Fortress were made with our SDK, we must be doing a pretty good job." Paul On Thu, Jul 23, 2009 at 6:39 PM, Saul Rennison wrote: > Maybe Valve should then remember they wouldn't have Team Fortress and > Counter-Strike without mo

Re: [hlcoders] Sharing a depot in perforce

2009-06-25 Thread Paul Peloski
I think it's probably smartest to keep your mapsrc/modelsrc/src under SVN, and have a script that automatically builds your mod assets when the SVN revision changes. Then have the team use rsync to download the built assets into their sourcemods folder. As for SVN vs P4 vs git. SVN wins because of

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
rt itself on a fresh > set of DLLs once downloaded. > > "unreal tournament" handled this really nicely + was available to the > modder :D -> steam do have a mechanism, except its a walled garden :/ > > + damn you Jonas!, you got me grammar and spell checking EVERY emai

Re: [hlcoders] Dll updates : ways to update your clients

2009-06-01 Thread Paul Peloski
Nothing wrong with compressed files hosted on a website or torrent. I don't want another piece of software just to keep one (or even a few) mods up to date. If you give people the option I'm sure most will not want to install another "mod toaster". You're just making work for yourself trying to fin

Re: [hlcoders] Smoothly shrinking text on the HUD

2009-05-04 Thread Paul Peloski
@Steve: I would not use the camera solution because it's doing the same thing (rendering to a texture and scaling it) but in an indirect and map dependent way. @Jonas: I would not use the vgui text drawing functions because every font size/style combination you get a handle for caches a lot of bit

Re: [hlcoders] AI Question

2009-04-11 Thread Paul Peloski
npc_freeze will disable the NPC under the crosshair; under the hood it calls CAI_BaseNPC::ToggleFreeze Paul On Fri, Apr 10, 2009 at 11:22 AM, wrote: > Hello there, > I am making a mod and trying to turn off the NPC's ai. I know there is a > command to turn off all of the NPC's ai at the same ti

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-17 Thread Paul Peloski
Even better than having to throw out your code every-time valve updates, you could use git (http://git-scm.com/). Which makes merging disjoint source code branches easier (and as a bonus it's also a solid, free, version control system). Paul On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie' Termans

Re: [hlcoders] RecvTables and New Build Method

2009-02-28 Thread Paul Peloski
Sounds like the linker is discarding those symbols because analysis has determined they are unreferenced. Linker option /OPT:NOREF ( http://msdn.microsoft.com/en-us/library/bxwfs976(VS.80).aspx) sounds like it might fix the problem, if it works. I believe there are still some symbols that won't be

Re: [hlcoders] DispatchEffect call only arriving when called from one function.

2009-02-22 Thread Paul Peloski
Those server-dispatched effects can be suppressed when it makes sense for them to be (ie. local player might have already predicted the effect). Check out SetSuppressHost. In fact this is probably why it works from Event_Killed: te->SetSuppressHost( NULL ); g_MultiDamage.GetTarget()->TakeDamage( g

Re: [hlcoders] SetBodygroup

2009-01-15 Thread Paul Peloski
Sounds like you're trying to set the bodygroup from inside the weapon itself when you actually want to do it on the viewmodel, which is a separate entity you can from the player. On Thu, Jan 15, 2009 at 12:33 PM, Willem Engel wrote: > Hello! I keep running into a problem with "SetBodygroup( int

Re: [hlcoders] Preprocessor Trouble

2008-08-06 Thread Paul Peloski
IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 ) change to: IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_CWeaponAK74 ) Note the missing C in CWeaponAK74 in my version. The _ALIASED macro adds the C_ and C automatically Regards, Paul On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale <[

Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Paul Peloski
Just to clarify, you only need to mark the *declaration *of a member function virtual and only in the base class: class X { public: virtual float f() { return 0; } }; class Y : public X { public: float f(); }; // 'virtual' can be omitted here float Y::f() { return 1; } // 'virtual' is illegal her

Re: [hlcoders] CWeapon__ not overriding CBaseCombatWeapon

2008-08-06 Thread Paul Peloski
Probably easier if you post the relevant code. I read what you wrote twice and I still don't know how to help. Regards, Paul On Tue, Aug 5, 2008 at 8:45 PM, James C Lea <[EMAIL PROTECTED]> wrote: > Hey guys, > > This issue has been plaguing me for a week. > > Anyways, in my dynamic crosshair co

Re: [hlcoders] grenade code

2008-07-30 Thread Paul Peloski
I'd recommend you read Bjarne Stroustrup's "The C++ Programming Language" or a similar C++ introduction if the code you have there is what you're actually using. While it is legal to test a string literal like you have, it doesn't make any sense at all. A string literal will always evaluate as tru

Re: [hlcoders] couple questions - m_flClientMaxSpeed and reading client cvars

2008-07-28 Thread Paul Peloski
1. CBasePlayer::m_flMaxspeed is going to overwrite CMoveData::m_flClientMaxSpeed, so modify the one in the player instead. 2. engine->GetClientConVarValue Regards, Paul On Mon, Jul 28, 2008 at 9:23 PM, Henry Chang <[EMAIL PROTECTED]> wrote: > > hi new to the list! Been trying to code on my own

Re: [hlcoders] grenade code

2008-07-27 Thread Paul Peloski
1. /game/shared/hl2mp/weapon_frag.cpp is the weapon (viewmodel) for the HL2DM frag grenade /game/server/hl2/grenade_frag.cpp is the grenade entity itself (not the weapon) 2. There are some prototype grenades, satchels, tripmines, SMG grenades, etc. There are two versions for weapons because the SD

Re: [hlcoders] Bots & Server Plugins coming - woot

2008-07-25 Thread Paul Peloski
Congrats Jeremy I know you've been waiting for this for a long time. You've done some great work in those videos. My concern is that I really love playing TF2 and I don't think there's a need for bots in that game. I hope it's pretty clear when you're playing with bots and easy to avoid (ie, in the

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
t; > from scratch, HL2DM doesn't even come into the equation > > > > > > It should therefore be called Source SDK, since that's the platform, > > > like Windows SDK, iPhone SDK, etc > > > > > > > > > On 7 Jul 2008, at 17:10, Nick wrote

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
gards, Paul On Mon, Jul 7, 2008 at 12:10 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote: > This is true, the SDK has a bad name. If anything it should be GDK, but > it's > almost too late now. > > > On Mon, Jul 7, 2008 at 12:03 PM, Paul Peloski <[EMAIL PROTECTED]&

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
rtal. Hence we get a lot of people with questions like "So where's the code for CS:S" and "Where's the code for the Portal Gun". Regards, Paul On Mon, Jul 7, 2008 at 11:47 AM, Olly <[EMAIL PROTECTED]> wrote: > How many retail games do you know that release t

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Paul Peloski
I can see this actually, on the Portal page of the Steam Store it says "Includes Source SDK". I would be a little confused trying to explain "Includes Source SDK" to myself, I think it's: - Source code for the latest (give or take) HL2 and HL2DM - Some sample code that doesn't get you much further

Re: [hlcoders] SDK Beta Now Available

2008-06-12 Thread Paul Peloski
I was able to merge the new code in the SDK with our mod. I didn't find that we were missing any libs or headers. I merged by "Creating a mod" through the SDK with the "Source code only" option, then using WinMerge. Regards, Paul On Thu, Jun 12, 2008 at 10:35 AM, Matt Stafford <[EMAIL PROTECTED]

Re: [hlcoders] Best advice/tips for MP weapons?

2008-03-31 Thread Paul Peloski
Some tips for MP weapons: Should be mostly shared code. Most work that is done on the server should be done on the client as well, anything that is called out of ItemPostFrame especially (PrimaryAttack, SecondaryAttack, Reload, WeaponIdle, etc) needs to be very similar if not identical on the clie

Re: [hlcoders] MountFileSystem( 312 ) failed...

2008-03-25 Thread Paul Peloski
#include "filesystem.h" class CGCFMount : CAutoGameSystem { public: bool Init() { filesystem->AddSearchPath( "cstrike", "GAME" ); filesystem->MountSteamContent( 240 ); return true; } }; CGCFMount gGcfMount; Works for me after the update, my mod is based on 2

[hlcoders] Small func_rotating bug

2008-03-19 Thread Paul Peloski
#define SF_BRUSH_ROTATE_CLIENTSIDE 16 #define SF_BRUSH_ACCDCC 16 .. turning on Acc/Dcc for func_rotating has the unwanted side-effect of making it client-side. Regards, Paul ___ To unsubscribe, edit your list preferences, or view the list archives, ple

Re: [hlcoders] CUtlVector<*>... Memory management?

2008-02-15 Thread Paul Peloski
id you find it? > > Also, they do have some performance benchmarks buried at the bottom: > > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20 > > Nate > > On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski <[EMAIL PROTECTED]> > wrote:

Re: [hlcoders] CUtlVector<*>... Memory management?

2008-02-15 Thread Paul Peloski
7;t use STL. > > http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html > > Paul Peloski wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Why doesn't Valve use the STL, anyways? I've always wondered. I really > like >

Re: [hlcoders] RE: DOF-Portal-hl2ep2

2008-02-04 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Garry's mod has DOF and you can develop applications for it using Lua If you want to develop in C++, on Source, with DOF, there is a good review of DOF techniques in GPU Gems 1 (great GPU programming book published by NVidia) which you could use

Re: [hlcoders] Player position and view direction

2008-01-31 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Beat you to the punch! Regards, Paul On Jan 31, 2008 2:10 PM, Christopher Harris <[EMAIL PROTECTED]> wrote: > So you have the two vectors coming in on the client machine correct? To > get > the best movement out of your information would be be

Re: [hlcoders] Player position and view direction

2008-01-31 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] in_main.cpp: CInput::CreateMove This function fills out the members of a CUserCmd structure which represents the player's input (regardless of the type of input device), the input is then sent to the server and processed by game movement to clip

Re: [hlcoders] Was this suppose to be here?

2008-01-29 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Is that derived from a class in make_mossman_gordons_love_interest.cpp ? Regards, Paul On Jan 29, 2008 12:37 PM, Garry Newman <[EMAIL PROTECTED]> wrote: > You forgot please_kill_alyx_off.cpp > > garry > > On Jan 29, 2008 5:19 PM, Kori <[EMAIL

Re: [hlcoders] New update.

2008-01-23 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Don't get your hopes up. Notice how he left off the year on 1/23. He really means 1/23/2009. Why else would he specify the date in that format when he could have just said "later today." Regards, Paul On Jan 23, 2008 4:54 AM, Tom Leighton <[EMA

Re: [hlcoders] Confused about Prediction?

2008-01-19 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] The gravity gun creates a clientside prop_physics, and simulates client/server separately. When the prop is released from the gravity gun, the clientside prop is destroyed. So yeah, it works the way you said would be the best way already. Regards

Re: [hlcoders] CUtlVector<*>... Memory management?

2008-01-11 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Why doesn't Valve use the STL, anyways? I've always wondered. I really like the STL (and Boost). Is there some important consideration I missed about their usage with the Source SDK? Regards, Paul On Jan 11, 2008 3:07 PM, Yahn Bernier <[EMAIL P

Re: [hlcoders] Documenting the Orange Box SDK Source Code when it comes out

2007-12-28 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I'd help in a community effort to clean up and document SDK code. It would have to be in the form of a patch, since it's illegal to redistribute the actual SDK. The only problem is that it's a little late to start on an effort like that, consideri

Re: [hlcoders] Back from FollowEntity

2007-12-12 Thread Paul Peloski
; Btw, Paul, thank you again for your help. I really appreciate. > > > 2007/12/12, Paul Peloski <[EMAIL PROTECTED]>: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > IPhysicsObject *phys= VPhysicsGetObject(); > > > > phys->EnableM

Re: [hlcoders] Back from FollowEntity

2007-12-12 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] IPhysicsObject *phys= VPhysicsGetObject(); phys->EnableMotion( true ); phys->EnableGravity( true ); phys->EnableCollisions( true ); phys->Wake(); One of those should do it, taken from some old hl2ctf code that moved the flag from a bonmerge foll

Re: [hlcoders] Vis 2005 error

2007-12-11 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] It's kind of funny that it works in 2003. I'm with Jay, from what you've shown it doesn't look like that code should work in any compiler. typedef PD_GlobalData* PD_GlobalDataInterface; Would make more sense at least. Regards, Paul On Dec 11,

Re: [hlcoders] Re: NPC Animation Latency...

2007-12-05 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's still in the shipping SDK and someone is still encountering it at least once a month. We need an SDK code update, Mike! Regards, Paul On Dec 5, 2007 1:09 PM, Christophe

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Paul Peloski
et the behaviour below. > > LuaBind 0.7 > Lua 5.1 > > Paul Peloski wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > lua/luabind play fine with source, I've tried that before. It must be > > something you've done wrong, but you

Re: [hlcoders] Issues with LuaBind + Source

2007-12-04 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] lua/luabind play fine with source, I've tried that before. It must be something you've done wrong, but you haven't given enough info for me to make a suggestion what that might be. Regards, Paul On Dec 4, 2007 8:52 AM, Tom Leighton <[EMAIL PROT

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Make a render target, push it and a viewport the size of the render target, then render your vgui panel and pop the render target. Then break the face of the watch into its own .vmt, and in that vmt for the watch use $basetexture "whateveryoucalle

Re: [hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to sweep an OBB. But I don't think the path finding code is set up to use it. Though of course I haven't read every file in the SDK and I was hoping there was some NPC/code pat

[hlcoders] NPC hull vs. NPC size

2007-11-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hi guys, I'm trying to make an NPC that is longer than he is wide. For example he would be walk down a human sized hallway, but not turn around in the hallway. The problem I ran into is that the hulls are AABB, which means either I make the box s

Re: [hlcoders] Team Fortress 2 Critical Hits

2007-11-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] This is the wrong place for that topic. The hlds list might be better. Although I like critical hits myself, they add some unpredictability to what would normally be me getting owned every time I play. Undoubtedly the feature brings new and casual

Re: [hlcoders] Cant create source mod

2007-11-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] He brings up a good point though, can you mod for HL2 anymore? Shouldn't the tools come in 3 versions? There are tools and source code for HL2, EP1, EP2 (almost). Why not have the option to access them all. Forcing mod makers to upgrade their code

Re: [hlcoders] Cant create source mod

2007-11-16 Thread Paul Peloski
f tools work concurrently? If you answer "yes" to that question > you're pretty daft. > > -Tony > > > On Nov 16, 2007 7:53 AM, Paul Peloski <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well, I

Re: [hlcoders] Cant create source mod

2007-11-16 Thread Paul Peloski
iled them. I suppose if you run something off of the HL2 app-id, > sometime now before it gets updated to orange box.. with the new > achievements and whatnot.. > > Hence why source sdk base exists. > > On Nov 16, 2007 9:01 AM, Paul Peloski <[EMAIL PROTECTED]> wrote: &

Re: [hlcoders] Cant create source mod

2007-11-16 Thread Paul Peloski
o keep > it now). > > I hope Black Mesa will still be released in this century. Good luck. > > ~~ Ondra > > On 16.11.07 12:58 Uhr, Paul Peloski wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > He brings up a good point though, can you mod fo

Re: [hlcoders] Dynamically creating material including text

2007-11-15 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Another, easier way is with a render target. Initializing: - Create a render target texture of the size you need (derive CBaseClientRenderTargets, you have to init a render target at the right time), call it something like _my_rt0 Drawing: - U

Re: [hlcoders] SDK Update Available Tomorrow Morning

2007-11-06 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Thanks for the update, but from the subject line you really got me excited about code being in the update (this being hlcoders and all.) How long would you estimate before mods that require a lot of code can get up and running on the new SDK? Reg

Re: [hlcoders] SDK Update heads up?

2007-11-01 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hey Mike, I don't mean to be a pest, but we're into November now, is there a new estimated release time? Is there something in particular we're waiting on? Regards, Paul On 10/15/07, Mike Durand <[EMAIL PROTECTED]> wrote: > > This is a multi-p

Re: [hlcoders] Prediction of projectile-based weapons in Source

2007-10-24 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Does the HL2MP crossbow have the same delay? I never noticed it.. Regards, Paul On 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > > Im not using the missile entity from the HL2 r

Re: [hlcoders] Prediction of projectile-based weapons in Source

2007-10-24 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] How much of your code is based on the HL2MP weapon_rpg. You might want to look at CWeaponRPG::PrimaryAttack, CMissile::Spawn, no velocity is set for the missile until CMissile::IgniteThink is called 0.3s later. The delay was added intentionally, i

Re: [hlcoders] Enemy AI to attack you...

2007-10-21 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Does the weapon (not the NPC) do this: virtual int CapabilitiesGet() { return bits_CAP_WEAPON_RANGE_ATTACK1; } Regards, Paul On 10/21/07, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm

Re: [hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Those small beams use the alignment of the attachment to draw, though. So if you traced them out straight from the attachment they'd be pretty far off the mark. If you use the vector from the attachment's world position to the actual trace endpoin

Re: [hlcoders] Advice: Laser Beam Sight in Multiplayer

2007-10-17 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hi Richard, Code the beam as part of the weapon, the player class tends to get big enough doing its own stuff so adding weapon-specific code there should be a last resort. You'll find sometimes that the player originating the beam is outside the

Re: [hlcoders] SDK Update heads up?

2007-10-13 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hey Mike, Any word when the "big merge" will be ready for us to try? Now that the Orange Box is out and we've played the games we're itching to get our mod code working with the new engine. Any chance it will be this month? Regards, Paul On 9/

Re: [hlcoders] Creating a Sphere Trace

2007-09-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Does physenv->CreateSphereObject do what you want? Check out CPhysSphere, which creates a sphere instead of using the models physics data. I'm assuming that, internally, creating a physics sphere this way will use fast sphere/plane intersection bu

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I pointed this one out on hlcoders 14/8/06 and Yahn was the one who said to remove the line entirely. The original suggested fix by me was to remove the ! Regards, Paul On 9/26/07, Justin Krenz <[EMAIL PROTECTED]> wrote: > > I tracked down the

Re: [hlcoders] SDK Update heads up?

2007-09-12 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Can you give me an idea how cinematic physics works? A lot of the level designers on Black Mesa have been asking about it and we've been holding off on making certain sequences hoping that we will be able to use this new feature, but nobody has an

Re: [hlcoders] LoopingLerp_Hermite

2007-09-08 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] The only thing this is supposed to fix is looping issues. There was a jitter on the "edge" of interpolated loops going in the negative direction. So if theres a gun turret that's supposed to spin backwards and it hits the edge between -180 and 180

[hlcoders] LoopingLerp_Hermite

2007-09-08 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hey guys, I found a bug with LoopingLerp_Hermite (cl_dll/lerp_functions.h). Here is my proposed fix: http://pastebin.ca/686895 LoopingLerp_Hermite is used to interpolate m_iv_flCycle and m_iv_flPoseParameter. The function is capable of looping 0

Re: [hlcoders] _rt_Semthing

2007-08-09 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Look at baseclientrendertargets.h, InitClientRenderTargets is the appropriate place to create render targets. You can see Valve's render targets being created in baseclientrendertargets.cpp Regards, Paul On 8/8/07, [EMAIL PROTECTED] <[EMAIL PRO

Re: [hlcoders] Drawing Mesh through World not Models

2007-08-08 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I think you're trying to draw an effect after the world (and not occluded by the depth buffer), but before the other models (so as to be occluded/overlapped by them.) You can achieve this with ignorez and depth-sorting. Set ignorez 1 and then draw

Re: [hlcoders] Unorganised Code

2007-07-17 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I agree with what you're saying and I don't find it rude or inappropriate for hlcoders, since its an honest question and coming from a background modding other games or working with better SDKs (ie, ones that don't come free with a video game) it'

Re: [hlcoders] Source Engine Hitbox Interpolation

2007-06-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Search the hlcoders archive for sv_showlagcompensation cl_interp The hitboxes you see with sv_showhitboxes are not the hitboxes that shots are traced against. If there are problems with hit registration in source, it's not as simple as you think

Re: [hlcoders] New Source SDK Beta

2007-06-12 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] The problem with net_graph also effects cl_showfps and any debug text, it's probably in that material system "DrawColoredText" function... Regards, Paul On 6/12/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote: > > > This (net_graph crash) was a re

Re: [hlcoders] Server-Side Hitboxes

2007-06-04 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] sv_showlagcompensation 1 will show you what Garry is talking about, whenever you shoot at someone (including bots) it will draw a special blue hitbox set that shows how the player is moved during lag compensation. There's also cl_interp, which k

[hlcoders] Re: Was a texture used?

2007-04-23 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I managed to get the information I needed using a material proxy (not the ideal solution since I wanted to know at the texture level not the material level). But the OnBind does tell me when the material's basetexture is actually going to be rende

[hlcoders] Was a texture used?

2007-04-21 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hi guys, Is there a way to find out if a texture was used (as opposed to just loaded but not rendered)? +mat_texture_list (debugging tool) knows whether or not a texture was used - mat_texture_list_all removes unused textures from the list. How i

Re: [hlcoders] Shadow Texture Crashes

2007-03-28 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I added the second test as an assert and it wasn't hit when spawning 100 barrels and 20 SDK bots. How many props does it take before you start to hit that error? UseTexture looks a little fishy, I've noticed some other bugs with flickering and di

Re: [hlcoders] Problem with bounding boxes and "narrow models"

2007-03-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] SOLID_OBB says its not implemented yet but I think it works, SOLID_OBB_YAW might work as well (seems like what you'd want). For an NPC use HULL_WIDE_SHORT. Regards, Paul On 3/26/07, Minh <[EMAIL PROTECTED]> wrote: > > This is a multi-part messa

Re: [hlcoders] User messages: reliable vs. unreliable

2007-03-19 Thread Paul Peloski
user message > precede the entity data or not, can't remember at this point. I think > they might not. > > Unreliable messages do just dissappear. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski >

Re: [hlcoders] User messages: reliable vs. unreliable

2007-03-19 Thread Paul Peloski
? Regards, Paul On 3/19/07, Yahn Bernier <[EMAIL PROTECTED]> wrote: > > Reliable data is placed into the UDP packet before unreliable data > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski > Sent: Monday, March 19,

[hlcoders] User messages: reliable vs. unreliable

2007-03-19 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hi guys, I would like to spawn an entity and send a user message from the entity's Spawn function (so it the entity creation and user messages will likely be in the same packet), on the client I'd like the client side version of the entity to be

Re: [hlcoders] Downloadables Bug? VALVE?

2007-03-15 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Jay C. ([EMAIL PROTECTED]), give us a break. You use "back to the point.." to refer your personal gripes about Valve. Most your messages are unfriendly, not helpful, or rants. Let's keep this list useful, friendly and on topic. I vote to ban Jay C

Re: [hlcoders] Resolve relative paths to full path?

2007-02-22 Thread Paul Peloski
("gameinfo.txt", "MOD", fullpath, > sizeof(fullpath)); > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski > Sent: Wednesday, February 21, 2007 10:34 PM > To: hlcoders@list.valvesoftwar

Re: [hlcoders] Resolve relative paths to full path?

2007-02-21 Thread Paul Peloski
so I tried a few different things including NULL and it did the same thing each time. Any ideas? Regards, Paul On 2/22/07, Paul Peloski <[EMAIL PROTECTED]> wrote: > > Wow, how did I miss that. Thanks Yahn. > > Regards, > > Paul > > On 2/22/07, Yahn Bernier

Re: [hlcoders] Resolve relative paths to full path?

2007-02-21 Thread Paul Peloski
; that's the function I think you want. > > Yahn > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski > Sent: Wednesday, February 21, 2007 8:26 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] R

[hlcoders] Resolve relative paths to full path?

2007-02-21 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Hi guys, Is there an easy way to resolve the relative path: /resource/ to C:\Program Files\Steam\SteamApps\SourceMods\mod\resource\ I looked through the SDK for a while but I couldn't find and easy solution. I stumbled on something that does pa

Re: [hlcoders] Prediction with Prone

2007-02-15 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] When you added FL_PRONING (in const.h), did you increase PLAYER_FLAG_BITS (right below that)? If you didn't the m_fFlags will not come down with the FL_PRONING bit and the error correction system could erase that bit on the client - client code wi

Re: [hlcoders] Couple Bugs, can anyone help?

2007-02-10 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] 1) I made a post on here a while ago about predicting triggers (basically using the spatial partition to find triggers in the players AABB on the client side, then calling the touch function if they are inside the players AABB - what SolidMoved do

Re: [hlcoders] Replay Disappearing Bug

2007-02-07 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] The wiki is wrong, I pointed out this bug a long time ago. Whoever added it to the wiki neglected to read Yahn's opinion which was that removing the offending lines entirely seemed to fix all animation jitter. Regards, Paul On 2/7/07, Adam amck

Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery I think Yahn said that if you remove the lines mentioned here, it fixes jittery NPCs in demos? On 1/15/07, Nate Nichols <[EMAIL PROTECTED]> wrote: > > I put up

Re: [hlcoders] Disable sprint test cast upon +use?

2007-01-05 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Put a breakpoint at CHL2_Player::EnableSprint you will see its called from CPlayerPickupController::Init to disable sprinting when the player is controlling a physics object. Regards, Paul On 1/5/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrot

[hlcoders] Predicting triggers

2006-12-30 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] On the client side CMoveHelperClient::ProcessImpacts is empty in the SDK, indicating that Valve never intended for triggers to be touched on the client. I added this code to CMoveHelperClient::ProcessImpacts to test if the player's AABB (after bei

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-18 Thread Paul Peloski
with it, at least. > > ~dvander > http://www.bailopan.net/ > > Benjamin Davison wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Yeah I love it when some 14 year old server admin fucks with my settings > and > > sets my fire command to a suici

Re: [hlcoders] cl_restrict_server_commands fiasco

2006-11-17 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I don't think cl_restrict_server_commands is a mistake or bug. If there are exploitable client cvars that need to be monitored by a server plugin, those exploits need to be fixed. Officially supported fixes (not Mani-mod client cvar enforcement) c

Re: [hlcoders] Map not loading in mod, steams fault? :)

2006-11-14 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] What does the debugger tell you? Try getting one of the people experiencing this problem to attach windbg ( http://www.microsoft.com/whdc/devtools/debugging/default.mspx) to hl2 and break into the debugger when the problem occurs. I'm sure someon

Re: [hlcoders] November SDK - Final

2006-11-10 Thread Paul Peloski
ECTED]> wrote: > > Paul Peloski wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > I'd like it if discussion happened in public. I'd like to know what kind > of > > changes are planned. I think off-list talk should be reserved for >

Re: [hlcoders] November SDK - Final

2006-11-10 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I'd like it if discussion happened in public. I'd like to know what kind of changes are planned. I think off-list talk should be reserved for exploits. What "bot enhancements" are planned exactly and will it apply to Valve's Source games as well t

Re: [hlcoders] studiorender crash

2006-11-01 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I got studiorender to render the same model more than once in DrawModel, like what you're probably doing for that light switch. It also allowed me to pass a StudioRenderConfig_t to UpdateConfig before each model render without this crash. Regards

Re: [hlcoders] -beta sdk?

2006-11-01 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Nothing new for me when launching with -beta sdk. Regards, Paul On 11/1/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Looks like a beta was released yesterday. > > http://developer.v

Re: [hlcoders] accessing options/find servers

2006-10-25 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Well first off, you don't need to navigate to the game ui panel from PANEL_ROOT, you can use enginevgui->GetPanel( PANEL_GAMEUIDLL ); Regarding SendMessage it looks like the KeyValues needs to be named "Command" and the key/value pairs are just

Re: [hlcoders] accessing options/find servers

2006-10-24 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Well, there may be a better way to do it, but you can use the IEngineVgui and IPanel interfaces to do this. First get a VPANEL handle for the game ui panel. Note that the game UI is created in a different dll so you have to use VPANEL handles and

Re: [hlcoders] Multiple skins for prop_detail

2006-10-24 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Check out cl_dll/detailobjectsystem.cpp. Detail models are stored in their own lump in the bsp and are loaded in the client dll by CDetailObjectSystem at CDetailObjectSystem::LevelInitPreEntity Notice the LoadGameLump call from the engine interfa

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