Re: [hlcoders] poorer prediction with new SDK?

2006-09-24 Thread Robbie Groenewoudt
o reach the server. > > And yes, like I said you can do it in FireBullets if you use IsPlayer and > cast the entity to CBasePlayer, but you can also do it in RunCommand and > catch other situations where you use tracelines but are not necessarily > calling FireBullets. > >

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Please note that CBaseEntity::FireBullets() is the same as FX_FireBullets(), only in the HL2DM-source. On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > In fact, I already moved it to CBaseEntity::FireBullets and I tested

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
bot, you should see a > bunch > of blue hitboxes which are the lag compensated hitboxes that are actually > used when tracing your shots. In slowmo you can see that the blue boxes > overlap the client-rendered player pretty well. > > Hope that helps, BK & Robbie. > > On 9

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
st thinking out loud here... Please tell me if I am wrong :) On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where the > bullet-code is done. > > However, with mods based on HL2DM, it's a bit

Re: [hlcoders] poorer prediction with new SDK?

2006-09-23 Thread Robbie Groenewoudt
a sticky player > >> >collisions). The problem with this is if your weapon needs unlagged > >> >positions for anything other than firing bullets, it won't work. > >> > > >> >I would recommend you instead StartLagCompensation before > >>

Re: [hlcoders] poorer prediction with new SDK?

2006-09-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Damn, you are right. There's no StartLagCompensation-call in the entire code. I don't see any reason why it isn't because it worked good. In the new SDK-code the lagcompensation-code is even expended... It's a bug I guess On 9/22/06, Paul Pel

Re: [hlcoders] Re: hlcoders digest, Vol 1 #2746 - 6 msgs

2006-09-18 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] "Thanks" in German On 9/18/06, Nick <[EMAIL PROTECTED]> wrote: > > what does danke mean? > > On 9/18/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > > [EMAIL PROTECTED] wrote: > > > Ich bin erst am Montag, den 2/10 > > > wieder im Büro. >

Re: [hlcoders] Re: hlcoders digest, Vol 1 #2745 - 6 msgs

2006-09-17 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] uhm? On 9/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Ich bin erst am Montag, den 2/10 > wieder im Büro. > > I'm out of office and back on monday > october 2 > > Tom Halbleib > > ___

Re: [hlcoders] wasteful armor networking?

2006-09-17 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Sending the health twice is not a big waste of bandwidth. Hell, almost everything that player_resource sends is already networked. Anyway, the usermessages are meant to send a message to the client, not to network variables. It's more like... when

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-16 Thread Robbie Groenewoudt
()); Msg("2 Entity classname: %s\n", pEntity1->GetClassname()); } This should give a nice list of all entities colliding with the player. However, I'm getting entities listed which aren't even colliding with the player and are at least 100 units away... On 9/16/06, Ro

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
m is probably the simplest solution. I > don't understand why you can't replace uses of > COLLISION_GROUP_PLAYER_MOVEMENT with a new group. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent:

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
iding with COLLISION_GROUP_PLAYER_MOVEMENT. Also, how the hell do I know to which team the entity belongs if I have only information about the collisiongroup and contentsmask... On 9/15/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > That is harder then it seems... You can only override > C

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
hes the team of the player touching it, return false. > > -- > -- omega > Heroes of Excelsior > http://www.heroesofexcelsior.com > Blackened Interactive > http://www.blackened-interactive.com > > -Original Message- > > From: Robbie Groenewoud

Re: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
know how to do this with team players, but i > use an NPCClip texture to stop my npc's while leting > the player through. > > You might want to look at some clip brush stuff, > either in the map compiler, or in the code. > > Adam > > --- Robbie Groenewoudt <[EMAIL P

[hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] *bump* I'd like to want a combine forcefield that only lets NPC/players through based on team. Any know how to manage this in the code? Robbie -- ___ To unsubscribe, edit your list preferences, or vie

Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The client and server have different times and ticks so it's quite possible the 2 are different. Some more code would help. Also, you should make it an networked entity so the client predicts it but receives the right position from the server. On

[hlcoders] Is this a little bug?

2006-09-10 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Check out the function void Physics_RunThinkFunctions( bool simulating ) in physics_main.cpp. It has the following code: for ( int i = 1; i < gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );

Re: [hlcoders] Interesting Hierarchy Bug

2006-09-09 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Maybe you could provide us with an example. An entity that has the flag FL_EDICT_ALWAYS and a child of that entity with a PVS check. Anyway, can't you just prevent that the entity goes dormant on the client? (C_BaseEntity::NotifyShouldTransmit)

[hlcoders] Re: ShouldCollide() for players & NPCs

2006-09-09 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Anyway, in short: I want to have a combine forcefield that only lets NPC/Players through based on team. SourceForts also has something like this. On 9/9/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > Maybe I shouldn'

[hlcoders] Re: ShouldCollide() for players & NPCs

2006-09-09 Thread Robbie Groenewoudt
loor, was due a problem in ShouldCollide()) Any idea why isn't working good? On 9/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > Hey, > > I was wondering, is there a something similiar to ShouldCollide() for > players & NPCs? > For example, I'd like

[hlcoders] ShouldCollide() for players & NPCs

2006-09-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, I was wondering, is there a something similiar to ShouldCollide() for players & NPCs? For example, I'd like to add an entity that collides with players/NPCs based on team. Robbie -- ___ To unsubs

Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I love Gmail On 9/8/06, Nathan Voge <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Sorry for that. I'm not at home, so I used MSN Live Hotmail and it screwed > everything up. :( > -- > > ___

Re: [hlcoders] damage indicator

2006-09-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] HudDamageIndicator { "fieldName" "HudDamageIndicator" "visible" "1" "enabled" "1" "DmgColorLeft" "255 0 0 0" "DmgColorRight" "255 0 0 0" "dmg_xpos" "30" "dmg_ypos" "100" "dmg_wid

Re: [hlcoders] HL2:EP2 Gameplay Video vs Gameplay Demo

2006-09-07 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Are you shitting me? A demonstation of the gameplay... aka gameplay demo. I doubt the word 'video' needs to be added, considering everyone can see it's an email. I wouldn't worry about it, Valve has some good marketing people ;) On 9/7/06, Natha

Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-09-07 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I just saw that a new fix is posted by bloodykenny at the VDC. Maybe that one works? On 9/7/06, Nick <[EMAIL PROTECTED]> wrote: > > I don't care much about any shader updates really. Linux is much more > important to me than some shader bugs :P >

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
n m/* <-- HERE > / at /usr/share/bugzilla/lib/globals.pl line 699. > > > > On 9/6/06, Nick <[EMAIL PROTECTED]> wrote: > > > > Inexperienced users can, and do contribute. > > > > On 9/6/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > >

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
y which VDC users are 'more experienced'? > > What if a person isn't a member of the VDC, is a member of the list and > wishes to submit a bug? > > Basically, you can't limit membership to the bug tracker in that sort of > way! > > -Original Message----- &g

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I'm getting the same error when I try to register. On 9/6/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote: > > Software error: > Quantifier follows nothing in regex; marked by <-- HERE in m/* <-- HERE / > at > /usr/share/bugzilla/lib/globals.pl li

Re: [hlcoders] SDK Bug Tracking Web Page

2006-09-06 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] What about letting only the more experienced users on the VDC add bugs to bugzilla and the other users just use the wiki-pages. This would prevent that bugs are added that are not confirmed or just aren't undocumented well. On 9/6/06, Matt Staffo

Re: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );

2006-09-04 Thread Robbie Groenewoudt
ou're certain you haven't regressed that one. > > > > At 2006/09/03 02:21 PM, Robbie Groenewoudt wrote: > > >-- > > >[ Picked text/plain from multipart/alternative ] > > >My first crash with this: > > > > > >void C_HL2M

Re: [hlcoders] AssertOnce( pModelCache->IsFrameLocking() );

2006-09-03 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] My first crash with this: void C_HL2MP_Player::Initialize( void ) { m_headYawPoseParam = LookupPoseParameter( "head_yaw" ); GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax ); m_headPitchPoseParam = LookupPosePar

Re: [hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-30 Thread Robbie Groenewoudt
st, we are working on a way around this. Havnt been making much > progress im afraid. > > On 8/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Hey, > > > > It seems that with t

Re: [hlcoders] ded server crash

2006-08-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I'm getting so often a 'pure virtual function call'-error when the mod crashes.. It has to do something with trying to debug or something. Anyway.. It's just a plain crash. On 8/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I can confir

[hlcoders] Topview

2006-08-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, I want to add a sort of topview to my mod. I've been looking to the code that cl_leveloverview uses but it doesn't work really perfect. The ConVar uses CViewRender::SetUpOverView(), however I have noticed that are some glitches in that code.

Re: [hlcoders] PrintPlayerEvent..

2006-08-26 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I would guess: CBasePlayer::OnTakeDamage_Alive is called and sents the player_hurt event with the userid 26. And.. that player doesn't exists... Do you have 26 players on the server? On 8/26/06, Jay C. <[EMAIL PROTECTED]> wrote: > > CEventLog::

Re: [hlcoders] Eye position during stand/crouch/prone

2006-08-25 Thread Robbie Groenewoudt
16, 18 ), // Prone HullMax > Vector( 0, 0, 15 ), // Prone View > > Vector( -10, -10, -10 ),// Obs HullMin > Vector( 10, 10, 10 ), // Obs HullMax > Vector( 0, 0, 14 ), // Obs View &

[hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, It seems that with the new SDK-code, level transitions in multplayer, as described by the tutorial at http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer, doesn't work anymore. I'm getting the error: Host_Error: S

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
? > > Thanks, > Michael > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 23, 2006 10:20 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Headshots Per Kill in

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The CSS code isn't available On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote: > > I don't really care about the size of the hitbox. Because if it is > roughly the size of the model's head, there is no problem. I want to > know where

Re: RE[3][hlcoders] New Bug found in Ep1 Source code

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I have no idea. You should do some basic debugging. Take a look in CBaseEntity::FireBullets, this is where the code for shooting originates On 8/23/06, Vitaliy Protasov <[EMAIL PROTECTED]> wrote: > > And? Did you know fast fix for that? > > > Me

Re: [2][hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Turn digest mode off please :( Anyway, do the tracers only start on the wrong location or is also the direction not good? On 8/22/06, Витас Протасов <[EMAIL PROTECTED]> wrote: > > No i mean the trails go in wrong position for some weapons, i kno

Re: [hlcoders] Player movement issues after SDK update?

2006-08-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] My guess is this the result of a bad code merge. I don't think it's an SDK problem because I and many others would be spamming this mailinglist. On 8/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Player movement issues after SDK update?

Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-21 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Does it also work fine with a HL2DM-based mod? On 8/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Also I have tried a from scratch mod and it debugs fine(Although mine is > MP > bas

Re: [hlcoders] Source Engine Bugs

2006-08-21 Thread Robbie Groenewoudt
arn how to make a game. You don't sound much like this. This is just an explanation about any replies you (may) get. On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Pay me and I might. X'D > > On 20 Aug 2006 at 17:17, Robbie Groenewoudt wrote: >

Re: [hlcoders] Crashes trying to debug since the DOD: S update.

2006-08-20 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Try renaming your username-directory and (re)start Steam. On 8/20/06, Garry Newman <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > It's still working for me - what's your command line in the debugger? Did >

Re: [hlcoders] Source Engine Bugs

2006-08-20 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Well, why don't you fix it and post the fixes? On 8/20/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I think I should note some serious physics bigs I found today: > > Bricks float in water - this is a big WHAT THE FUCK. > > Bricks certain

Re: [hlcoders] multiple spawn points

2006-08-20 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] pff... This is one of the easiest things to change. Do you even have programming experience at other areas? Are you working on HL2DM-code or SDK-code? (did you got the code via Create new Mod -> HL2DM?) In CHL2MP_Player::EntSelectSpawnPoint a spa

Re: [hlcoders] Crash on change level

2006-08-19 Thread Robbie Groenewoudt
to do all my testing in relase, and after > hearing about the many topical asserts in debug, i > thought it better not to go there. > > So i should build a debug, ignore all the asserts, and > it should dump me into the right hole when i change > levels with the trigger? > > Ada

Re: [hlcoders] Crash on change level

2006-08-19 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Are you running in debug-mode? I noticed that sometimes the callstack isn't complete when you get crashes in release-mode. On 8/19/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Sure your removing it properly? I had a similar problem a whil

Re: [hlcoders] multiple spawn points

2006-08-18 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The code is already there. Look for TEAM_COMBINE/TEAM_RED, info_player_combine/info_combine_red and something about selecting the spawnpoint (at the bottom of hl2mp_player.cpp) On 8/18/06, Greg Lindquist <[EMAIL PROTECTED]> wrote: > > -- > [ Pick

Re: [hlcoders] Game Crash on Exploding Barrel

2006-08-18 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] You might want to read the article about debugging at the VDC. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I have no idea what I have done; to be honest I don't recall changing > anying significant last > night. > > However now a

Re: [hlcoders] A tool retuned an Error Code.

2006-08-17 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I'm always getting that compile error but it works good. Just check the date of the files in sourcemods/yourmod/bin. If that's oke, just ignore the error. On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from

Re: [hlcoders] 2 versions of same gui

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] PANEL_ROOT On 8/17/06, Oliver Gray <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hi all, > > In our mod we want to have the same frame reachable from both the main > menu > (i.e. the menu you see when the

Re: [hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
send an effect to the client and then call the appropriate functions > with > parameters. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 16, 2006 4:24 PM > To: hlcoders@list.valv

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
ROTECTED]> wrote: > > Already done that, even deleted the SDK GCF files and had them > re-downloaded. Same issue. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 16, 2006 4:18 PM

[hlcoders] Muzzleflashes

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I'm working on a coop-mod, which means that you have NPCs in multiplayer. Only in the new SDK-code, I don't see muzzleflashes in multiplayer. In the old code, the problem was with the prediction. With cl_predict 0, the muzzleflashes worked again.

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
e HLTVCamera, and foot steps. These are the > errors that are most repeated most often. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 16, 2006 3:51 PM > To: hlcoders@list.valves

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] What errors? On 8/16/06, Ben Everett <[EMAIL PROTECTED]> wrote: > > Has anyone had issues getting the from-scratch SDK to compile with no > modifications? I am getting chronic errors that have no easy work-around. > > > __

[hlcoders] CSoundEnvelopeController in multiplayer

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] It seems that CSoundEnvelopeController, which is used to play looping sounds, doesn't work in multiplayer. It works with maxplayers 1 but not with maxplayers 2. I can't find much in the code. The class is used for things like helicopter & gravity

Re: [hlcoders] Aug4 SDK problems...

2006-08-16 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I just noticed that the animations of func_tank are kinda weird. ( = server animated) if ( !IsSelfAnimating() && !IsNPC() && !IsPlayer() ) m_flAnimTime = engine->GetLastTimeStamp(); } This seems to work. On 8/12/06, Paul Peloski <[EMAIL PROT

Re: [hlcoders] Vehicles in HL2

2006-08-16 Thread Robbie Groenewoudt
gt; input > > will have to be acknowledged by the server and sent back before you see > it > > happen. The higher your ping, the worse the response time. It works fine > for > > single player games but not for fast-paced multiplayer. > > > > On 8/15/06, Robbie Gr

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I was thinking though. You can't really predict any driver-input so when the driver has a higher ping ( like 200) and riding hard, prediction wouldn't really make it better. (for example, the driver stops but due ping the command gets 200 ms later

Re: [hlcoders] Vehicles in HL2

2006-08-14 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] First of all. HL2DM has no vehicles, only HL2 has. And because there's only 1 player in HL2, you don't have to see the players in the vehicle. The solution for this is animations. (actually I don't know much about animations) You will need to play

Re: [hlcoders] laggy animations

2006-08-14 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Checkout http://www.chatbear.com/board.plm?a=viewthread&t=826,1113377026,18039&id=835790&b=4991&v=flatold On 8/14/06, Michael Chang <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hello guys, my first time p

Re: [hlcoders] Animation bug in August 04 SDK Code?

2006-08-14 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Well, it works good here. The animations of the NPCs were jittery and totaly not good. When I removed that code, it works fine. On 8/14/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > So you confirm the > http://developer.valvesoftware.com/w

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
layers of your mod download a 1,2 GB file to make use > of a few sounds? > Ignoring the fact that they won't get the file on any of the big > download sites or via Steam. > Wouldn't it be easier to ask Valve if you're allowed to extract the > files out of the GCF and sh

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Are you people sure you can mount ep1 shared without owning EP1? On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > Mounting 213 doesn't work. No errors but I can't play any EP1 sounds > (which work

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
> , > 213 is the content appid. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Tuesday, August 08, 2006 2:22 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Mou

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I had an another friend test it. Same error. Arg?! On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > Well, I've added the MountSteamContent for 380. > However, I can use the ep1 maps (which should not happen when

Re: [hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
ultipart/alternative ] > > You need to mount the GCF first.. > > > > filesystem->MountSteamContent( 220 ); > > > > (I don't know what the real appid is) > > > > > > > > On 8/8/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > > &

[hlcoders] Mounting episode one shared.gcf

2006-08-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] According to some, you can use content from episode one shared.gcf, without actually owning EP1. However, adding filesystem->AddSearchPath("episodic", "GAME"); filesystem->AddSearchPath("sourcetest", "GAME"); filesystem->AddSearch

Re: [hlcoders] gravity gun sprites with the SDK update

2006-08-08 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] No, it isn't. Did you restart Steam after changing SteamAppId? On 8/8/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I've already tried that. I changed both the GameInfo.txt and run_mod.bat > to >

Re: [hlcoders] datacache.dll crash after mod creation

2006-08-07 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I always get a datacache.dll crash when alt-tabbing On 8/7/06, Sebastian 'Darth.Hunter' Kreutz <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Good morning, > >

Re: [hlcoders] Valve foggot put Zombine Code?

2006-08-06 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Just decompile the model and you'll see eveything what the Zombine can do :) Still, I thought it wasn't allowed to put Zombine in a mod without requiring EP1 for playing the mod but it doesn't seem that Valve does much about it. On 8/6/06, Ryan

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] lol On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > I'm probably 20% through merging my codebase. Some of these changes from > Valve I just don't fathom. Boggle... so pointless... > > bool CPropCombineBall::CreateVPhysics() > { >

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] It's quite possible HL3 is never going to come but they'll stick to episodic content. I doubt there's a team working on HL3 in secret. So far I know, Valve wants to keep the current engine and enhance it continually. On 8/5/06, Nick <[EMAIL PROTE

Re: [hlcoders] Source SDK Update Is Released - the patch file

2006-08-05 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] When all games before HL3 are finished On 8/5/06, John Sheu <[EMAIL PROTECTED]> wrote: > > Believe it or not, it appears that the SDK codebase update is out. > Incidentally, I've heard reports that NORAD is on alert after detecting > flying pigs

Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
> > mention about code. > > > > http://www.steampowered.com/index.php?area=news > > > > > > > > > > On 8/4/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] >

Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Wow.. 1394 files modified. Anyway, Mike, could you edit the pages at the VDC and add the information about this SDK-update. What's new/changed? On 8/5/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > Who is the first to

Re: [hlcoders] Source SDK Base?

2006-08-04 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Who is the first to post a diff-patch at the VDC? On 8/4/06, Nick <[EMAIL PROTECTED]> wrote: > > RELEASED!! yaay > > On 8/4/06, Sylvain Rochette <[EMAIL PROTECTED]> wrote: > > Great cannot wait! > > > > Thank you > > > > - Origina

Re: [hlcoders] Basic Bot Stub

2006-08-02 Thread Robbie Groenewoudt
er plugins for 2005. I would recommend using Visual Studio 2003. On 8/2/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > 1. Turn off digest mode... It sucks when also replying at the list ;) > 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005 > > &g

Re: [hlcoders] Basic Bot Stub

2006-08-02 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] 1. Turn off digest mode... It sucks when also replying at the list ;) 2. http://developer.valvesoftware.com/wiki/Compiling_under_VS2005 On 8/2/06, Scott Tuttle <[EMAIL PROTECTED]> wrote: > > I guess that's just a small amount of the compile error

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Wasn't the 2004 HL2 source leaked due a bug in Outlook? On 8/2/06, Mike Durand <[EMAIL PROTECTED]> wrote: > > It works for me too in Outlook. (yeah, we have to use it) > > But the archive does show the thread as being broken whenever I post to >

Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
ote: > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] Maybe this will > > > help you, tho if you haven't done this already, I'd wait for the SDK > > > > update, maybe they've done all t

Re: [SPAM:: score=5.6] Re: [hlcoders] Upcoming SDK Release

2006-08-02 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] We are just all very impatient On 8/2/06, Wraiyth <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Smart arse ;) > > On 8/2/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote: > > > > Ooooh, oooh, oooh! Can I say

Re: [hlcoders] HL2DM bots

2006-08-02 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Only things are different when using modcode and not server plugins. The modcode doesn't have these issues... On 8/2/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > You certainly do need a

Re: [hlcoders] SDK tools, and offline mode

2006-08-01 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] You need to start Steam in online mode and start HL2, HL2DM, SDK and hammer/faceposer/whatever. After that switch to offline mode and it should work. On 8/1/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/a

Re: [hlcoders] Re: Portal

2006-08-01 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I haven't thought about that.. A MP version of Portal would be nice... but hard to code On 8/1/06, Drew Kirkpatrick <[EMAIL PROTECTED]> wrote: > > What's more interesting I think that how to render it, would be if > this were turned into a MP gam

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
> > > worst weekend of my life... but it is a great way to do some > housekeeping. > > > > > > Oi, > > > > > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote: > > > > > > > > Ok, thanks. > > > > > >

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Robbie Groenewoudt
g to manually transfer everything... boy will that be > the > > worst weekend of my life... but it is a great way to do some > housekeeping. > > > > Oi, > > > > On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote: > > > > > > Ok, thanks.

[hlcoders] Entitygroundcontact & IK

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, I've been working on a mod with NPCs now and I noticed I'm getting an assert when spawning a NPC. It seems that the assert was coming from usercmd.h: entitygroundcontact= src.entitygroundcontact; After this, I've been looking w

Re: [hlcoders] Re: Eye position during stand/crouch/prone

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Are you using HL2DM models? In that case, everyone else with the models has the same problem On 7/30/06, Jed <[EMAIL PROTECTED]> wrote: > > > That yeah, those I guess it's also defined in hl2mp_gamerules. > > I'm too lazy today > > Ah thanks Robb

Re: [hlcoders] GCF .Cache Extraction

2006-07-30 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] That was me. This is ideal, I now can extract the soundcaches from HL2's GCF with the installer. On 7/30/06, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > > Yeah, this was more or less as a second option to the > person asking about the abilty

Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] That yeah, those I guess it's also defined in hl2mp_gamerules. I'm too lazy today On 7/30/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Gamerules.cpp ~Line 34 I believe. > static CViewVectors

Re: [hlcoders] Creating VGUI background map

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Or be more clear... I don't really understand... Do you want a graphic background with VGUI? On 7/30/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > You'll have to go into a little more deta

Re: [hlcoders] Eye position during stand/crouch/prone

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] gamerules On 7/30/06, Jed <[EMAIL PROTECTED]> wrote: > > I discovered an annoying little quirk today when I accidently left > drawing of the third person view model while in first person mode. > > When standing the eye position is level with the

Re: [hlcoders] Upcoming SDK Release

2006-07-29 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I doubt there are (many) bugs in the new SDK-code. Valve will be releasing new code so you will have to implement it into your mod and you won't notice much until you do. On 7/29/06, Thomas Vollmer <[EMAIL PROTECTED]> wrote: > > A n00b question:

Re: [hlcoders] Copy file from GCF to moddir

2006-07-28 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Thanks. I found some C++ equilevants of fopen in filesystem.h On 7/28/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > If worst comes to worst you can open them with "rb" settings and save th

[hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Is there a way to copy files from a GCF to the moddir? I want to copy the HL2's soundcaches, because it's a bit nonsense to rebuild them when HL2's soundcache is good. Robbie -- ___ To unsubscribe, edi

Re: [hlcoders] Removing all decals.

2006-07-27 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] r_cleardecals On 7/27/06, Louka Outrebon <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hello there ! > > I'd like to remove all decals on the map (blood, explosion, weapons > traceattack). I think it's cli

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