Re: [hlcoders] Question on map loading

2011-05-21 Thread Skillet
The solution that Empires and Eternal Silence used (AFAIK) is to shrink down everything including the player so that the effective map size is increased. Relatively simple idea and seems to have worked well... On Thu, May 19, 2011 at 4:25 PM, Psy_Commando wrote: > Hi. I know nobody was able to

Re: [hlcoders] Soccer Source mod

2011-02-24 Thread Skillet
It would probably be pretty difficult to write it yourself with no experience, but certainly not impossible. My first ever programming project was a Source mod... If you are or think you might be a lunatic who actually enjoys this sort of thing then I would say go for it. Personally though I wou

Re: [hlcoders] Couple starting questions

2011-02-05 Thread Skillet
The entire client/server dynamic is the same in singleplayer, besides a few optimizations IIRC. A singleplayer game is essentially a listen server with maxplayers 1. You still need to use the networking macros and things in order to transfer data between client and server objects and the idea rem

Re: [hlcoders] Can't change weapon transparency

2011-01-12 Thread Skillet
Try setting the render group to translucent for the weapon. Putting $translucent in each skin's VMT would probably accomplish the same thing too. On Wed, Jan 12, 2011 at 5:09 AM, jetscope wrote: > Hi guys. Coding for HL2MP here, and I'm trying to create a cloaking effect > for the player - it w

Re: [hlcoders] Melee weapon "lag" in the hl2dm SDK

2010-09-20 Thread Skillet
You might try removing the default attack behavior that tries to simulate a curved swing for the crowbar and replacing it with a really simple tracehull/traceline to see if things improve at all and work forward from there to a satisfactory compromise. I seem to remember having at least a little b

Re: [hlcoders] HL1 Wad Ported to Source

2010-09-13 Thread Skillet
You can't redistribute Valve content with your mod. If you could find a way to just tell users to install HL1 and read the content from the GCF that would be fine. Even so, the chances of Valve demanding you cease and desist are near zero if you do redistrubute the whole thing. Your call. On Mo

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-09 Thread Skillet
> > > J. > > > > > > > > 2010/4/9 Janek > > > > > > > > > In fact I found this InstallGlobalChangeCallback but can't use it > coz > > > I'm > > > > > not able to get this alias as a ConCommand. There's p

Re: [hlcoders] Getting commands in an alias (autoexec.cfg)

2010-04-08 Thread Skillet
I don't know if checking at "runtime" whether commands are being executed in a batch as an alias command is possible but it certainly is possible to change the callback for the engine alias ConCommand so you can check the contents before it is fed to the engine. If you're trying to disallow the us

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Skillet
Right, sorry. On Fri, Jan 22, 2010 at 7:16 PM, Olly wrote: > Just for the record, it should be inside the resource folder, not scripts. > > 2010/1/22 Skillet > > > Make sure the file is saved as UTF-16 and it's in the scripts\ directory. > > > > On Fri,

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-22 Thread Skillet
Make sure the file is saved as UTF-16 and it's in the scripts\ directory. On Fri, Jan 22, 2010 at 12:10 PM, jetscope wrote: > I tried to add in some custom strings to my mod, but it doesn't recognize > the custom language file. The filename matches the mod's directory name > down > to the capita

Re: [hlcoders] Grappling Hook

2010-01-20 Thread Skillet
Make sure you added the file(s) to both the client and server projects in visual studio. On Wed, Jan 20, 2010 at 6:53 PM, Gabriel Smith wrote: > I recently decided to get back to work on a mod of mine and I saw to > Obsidian Conflict grappling hook code on the wiki. I ported it to SP as best > I

Re: [hlcoders] Engine Crash After CBoundedCvar_Interp::GetFloat()

2009-12-29 Thread Skillet
Ah thanks Jorge. That was confusing the hell out of me, good to know it's something else. On Tue, Dec 29, 2009 at 5:55 PM, Jorge Rodriguez wrote: > CBoundedCvar_Interp::GetFloat() in the stack trace is a red herring. The > problem is never with that function but something else. I don't know why

[hlcoders] Engine Crash After CBoundedCvar_Interp::GetFloat()

2009-12-28 Thread Skillet
r_Interp::GetFloat() Line 113 + 0x19 bytes C++ http://www.distraction-mod.com/skillet/crashdumps/plr1_hl2_3943_crash_2009_12_26T20_13_43C0.mdmp http://www.distraction-mod.com/skillet/crashdumps/plr1_hl2_3943_crash_2009_12_26T21_5_41C0.mdmp http://www.distraction-mod.com/

Re: [hlcoders] Odd Post Process Shader Bug

2009-12-15 Thread Skillet
For the archives, it turns out the problem was that I had $ignorez 1 in the VMT I was using. :( On Fri, Nov 27, 2009 at 2:12 PM, Skillet wrote: > Thanks to Marek my shaders are working well with the exception of one very > strange bug. My custom shader overlays stop working entirely o

[hlcoders] Odd Post Process Shader Bug

2009-11-27 Thread Skillet
Thanks to Marek my shaders are working well with the exception of one very strange bug. My custom shader overlays stop working entirely on rare occasion. So far the conditions that all must be true for problems to occur: 1. The view model is not drawing (third person enabled or r_drawviewmodels 0

Re: [hlcoders] Dedicated Server Release Essentials

2009-11-24 Thread Skillet
27;d need the models so the server can do collision and hitbox > > > detection and possibly "purity" tests for pure servers. Materials are > > > used by some games for player movement checks (slide/don't slide) and > > > some things like bullet penetration. Whil

[hlcoders] Dedicated Server Release Essentials

2009-11-22 Thread Skillet
This seems like a stupid question but what exactly does a dedicated server require in terms of content? I've noticed a few released mods that include everything from the client in their servers, but can VTFs and other things be excluded safely to reduce size? Thanks __

Re: [hlcoders] Shader Compiling Issues

2009-11-14 Thread Skillet
I'd appreciate that. I tried using relative paths and had the same thing happen. Maybe it's because I have a space in my sdk bin dir... On Sat, Nov 14, 2009 at 4:47 AM, Marek Sieradzki wrote: > Just use relative path in .bat file - ../../../../steam/steamapps/ and so > on. > > I can compile sha

[hlcoders] Shader Compiling Issues

2009-11-13 Thread Skillet
Sorry if this has been addressed before but I couldn't find any resolution in the archives. I can't seem to compile .fxc files with the OB SDK. Example output: C:\Code\DHL\materialsystem\stdshaders>buildsdkshaders.bat Setting environment for using Microsoft Visual Studio 2008 x86 tools. 09:37 PM

Re: [hlcoders] Deathnotices not working (Orange Box - HL2MP)

2009-02-28 Thread Skillet
I believe the SDK is missing the script that defines the death notice event. There should be a file \resource\modevents.res with a block like this in it: "modevents" { "player_death"// a game event, name may be 32 charaters long { "userid""short" // user

Re: [hlcoders] Looping .mp3 music

2009-02-28 Thread Skillet
IIRC there's an IEngineSound function to get the duration of a sound that worked for me on MP3s though it could be a little fickle. I remember that for some reason the first time I called it on a file the length reported would be correct but subsequent calls would be wrong. Anyway you can use tha

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Skillet
I can't find where omega posted this fix (must have been IRC), but in my baseviewmodel_shared.h file I have //DHL - Skillet - Bugfix from omega virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSeq

Re: [hlcoders] several questions

2009-02-16 Thread Skillet
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view model animation. On Mon, Feb 16, 2009 at 1:31 PM, Jorge Rodriguez wrote: > On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs wrote: > > > 1. Does anybody know if it's possible to have a sound be emitted th

Re: [hlcoders] Of Spinning Wheels and Flying Cars

2008-07-28 Thread Skillet
As far as I recall each of the buggy's wheels is a separate IPhysicsObject. You could investigate why the wheel physics objects are getting wonky in the first place or just freeze them temporarily. On Mon, Jul 28, 2008 at 4:09 PM, Walter Gray <[EMAIL PROTECTED]> wrote: > I am trying, as a little

Re: [hlcoders] How to know if a file is default from game

2008-07-28 Thread Skillet
http://developer.valvesoftware.com/wiki/IFileSystem#Default_Path_Ids On Mon, Jul 28, 2008 at 11:31 AM, Tiago Conceição <[EMAIL PROTECTED]>wrote: > > any way to know if a file is originaly from game or its a custom file > placed by user using FileSystem? > > like: > de_dust2.bsp = default from gam

Re: [hlcoders] Compiling errors under VCE2005

2008-07-26 Thread Skillet
The particular error message would be much more helpful, but blindly I can suggest that you ensure you've installed the Windows Platform SDK as documented here: http://developer.valvesoftware.com/wiki/Compiling_under_VS2005#Requirements The debugger configuration is covered here: http://developer.

Re: [hlcoders] OrangeBox Shaders

2008-07-08 Thread Skillet
I join the bandwagon as well. I too have a few shader effects that are fairly important to an eventual release. On Tue, Jul 8, 2008 at 3:46 PM, Tobias Kammersgaard < [EMAIL PROTECTED]> wrote: > I'll gladly jump this bandwagon! There's just so many things I'd like to > try > out on the Orange Box

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

2008-07-01 Thread Skillet
resource\OptionsSubMultiplayer.res For future reference, you can open the VGUI build mode window to see the .res file associated with any standard panel by using the Ctrl+Alt+Shift+B shortcut. On Tue, Jul 1, 2008 at 9:56 PM, Michael Chang <[EMAIL PROTECTED]> wrote: > Hi Adam > I don't want to be

Re: [hlcoders] LOD-ing zombie AI, is it possible?

2008-06-17 Thread Skillet
Definitely possible, though I suspect there's a way to do similar things in hammer without modifying any code. Don't NPCs have some kind of input to disable/enable AI? On Tue, Jun 17, 2008 at 4:30 PM, Robert Briscoe <[EMAIL PROTECTED]> wrote: > Hi, > > So I have recently started planning out an

Re: [hlcoders] Making a Panels .res files

2008-06-16 Thread Skillet
I use a combination of hand editing and the builder. Don't know of anything better. On Fri, Jun 13, 2008 at 2:48 AM, Alexander Davidson <[EMAIL PROTECTED]> wrote: > Hi guys, is their a better method than using hte VGUI builder to place and > create controls on a panel or is the preffered method

Re: [hlcoders] SDK Beta Now Available

2008-06-11 Thread Skillet
I noticed just a few minutes before this email came out that my mod started crashing on a call to ISurface::SetFontGlyphSet() in one of my HUD elements' VidInit() function after the strange error "Run-Time Check Failure #0 - The value of ESP was not properly saved across a function call. This is u

Re: [hlcoders] Old Respawn Bug Returns?

2008-06-10 Thread Skillet
: > So far I havnt noticed this, flagging EF_NODRAW has always worked. Only > thing I can think of is this flag isn't getting networked fast enough to > the > client, or not at all. But thats highly unlikely unless something important > was changed. > > On Sun, Ju

[hlcoders] Old Respawn Bug Returns?

2008-06-08 Thread Skillet
I've been getting a bug lately in my HL2MP OB SDK mod that was reported ages ago for the original release of the SDK then apparently fixed. http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg10002.html http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg14804.html Adding EF_

Re: [hlcoders] Hosting Dedicated Server

2008-06-05 Thread Skillet
I still get the gameinfo.txt error whenever I try to launch from the GUI, whether the mod folder is in dedicated server 2007\ or SourceMods\. Launching from the command line with -console says it loads the mod binaries but then complains about surfaceproperties_manifest.txt missing, which I don't h

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

2008-04-26 Thread Skillet
I'm having the same issues. The SDK anim state is completely different from the HL2MP one and is quite tangled up with the SDK's own player class unfortunately. I would guess that the issue is related to animation overlays, which the SDK anim state has a few related functions for. Hopefully only

Re: [hlcoders] [other] OB sdk

2008-04-24 Thread Skillet
The scratch SDK uses "viewmodel" and hl2mp "predicted_viewmodel", so you're likely to get that error if you mixed the two in merging. On Thu, Apr 24, 2008 at 2:58 AM, Marshall <[EMAIL PROTECTED]> wrote: > omg, thank you so much damn nvidia shit gave me problems with steam too :P > I don't see why

Re: [hlcoders] HL2DM Frags Questions...

2008-01-15 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] For #1 you could try just tracing out in front of the ball in the direction of movement by a few units every frame to look for breakable glass. For #2 you might want to check the collision group settings on the object. I'm not sure what the beha

Re: [hlcoders] Raytrace - hitboxes relation

2007-12-15 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] They trace against the surrounding bounds first, then hitboxes. On Dec 15, 2007 9:17 AM, Maarten De Meyer <[EMAIL PROTECTED]> wrote: > Hey list, > > I have a small question. I have a weapon that uses a raytrace, and kills > only one player type.

Re: [hlcoders] compile

2007-10-07 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Apparently it is possible to use VS 6, but not recommended. http://developer.valvesoftware.com/wiki/Microsoft_Visual_Studio_6.0_Usage Unless you really don't want to switch, I would suggest the free Express Edition of VS2005, which can be made to

Re: [hlcoders] Pale faces

2007-09-05 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] What fun would modding be if the game ran the same way every time? This is clearly a feature to add some spice. :) On 9/5/07, Nate Nichols <[EMAIL PROTECTED]> wrote: > > Has anyone experienced their faces getting a lot paler? > > Like this: htt

Re: [hlcoders] Script location

2007-08-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I don't know if that's possible to do with a server plugin. You need to edit the ammotypes in the code to enable tracers. That's not scripted as far as I know. On 8/29/07, steven belmans <[EMAIL PROTECTED]> wrote: > > Hi all > > i am building a

Re: [hlcoders] Changing sprite's orientation

2007-08-12 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] You might want to try having a look at the strider's tracer effects. On 6/28/07, Emiel Regis <[EMAIL PROTECTED]> wrote: > > I think they are, if you mean the UVMap. I tried attaching sprite to other > models too and it always shows face up ( para

Re: [hlcoders] Third Person MP Tutorial?

2007-08-01 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] There was a huge thread about it at the old chatbear VERC forums. http://www.chatbear.com/unity2/4991/826,1113377026,18039/999218/ On 7/30/07, Keeper <[EMAIL PROTECTED]> wrote: > > Yes it does, but it's not for MP > > "This tutorial assumes you a

Re: [hlcoders] Help removing a prop breakable's gibs.

2007-07-15 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] The gibs are probably client side only entities. This is the code I use at the end of a round to remove all client only ents (must run on the client side of course): C_BaseEntity *pEnt; C_BaseEntityIterator iterator; while ( (pEnt = iterator.N

Re: [hlcoders] hat code

2007-06-13 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Try setting "developer 2" in the console before you have that code run. It should give more detailed output regarding the problem. If that doesn't help at all I would suggest that you make sure the model is being precached, that it works (can be

Re: [hlcoders] Animation layers on the server side

2007-05-28 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] They work for me. Are your sure you've got all of the correct files on the server and they're up to date? On 5/28/07, Minh <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Anyone figure out how to enable

[hlcoders] Re: PhysFrame() Crashing

2007-05-22 Thread Skillet
disappear. I suppose I'll just have to use big static surrounding bounds instead of USE_HITBOXES. Sorry for the false information. :) On 5/22/07, Skillet <[EMAIL PROTECTED]> wrote: > > In case anyone else does actually run into this, it seems to have been > caused by leftover p

[hlcoders] Re: PhysFrame() Crashing

2007-05-22 Thread Skillet
g player's GetVPhysicsObject() in my gamerules entity's ClientDisconnect() function seems to have fixed it. On 5/14/07, Skillet <[EMAIL PROTECTED]> wrote: > > I've been getting occasional crashes in the PhysFrame() function ( > physics.cpp) when players disconne

Re: [hlcoders] Cell Shading - Serious Revision?

2007-05-18 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Might be easier to just look at samples that Google brings back. http://www.gamedev.net/reference/programming/features/celshading/ http://q3cellshading.sourceforge.net/ (Probably more useful, as it includes the source of a working Q3 cel shader)

[hlcoders] PhysFrame() Crashing

2007-05-14 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I've been getting occasional crashes in the PhysFrame() function ( physics.cpp) when players disconnect from a server. They're always access violations. Specifically it's in the for loop here: int activeCount = physenv->GetActiveObjectCount(

Re: [hlcoders] Force Consistent Client.dll?

2007-05-13 Thread Skillet
k, and the > client will be rejected if it can't verify it successfully. > > Skillet wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > It's not in the SDK, unfortunately. > > :( > > > > On 5/12/07, Mark Ch

Re: [hlcoders] Force Consistent Client.dll?

2007-05-12 Thread Skillet
> [mailto:[EMAIL PROTECTED] On Behalf Of Skillet > Sent: Sunday, May 13, 2007 6:46 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Force Consistent Client.dll? > > -- > [ Picked text/plain from multipart/alternative ] > Is there a simple way to have the server f

[hlcoders] Force Consistent Client.dll?

2007-05-12 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Is there a simple way to have the server force consistency on the client.dll? When I was testing I noticed that the console prints a warning message on the client when the server's copy of the client.dll is different, but doesn't seem to do anythi

Re: [hlcoders] Models center origin?

2007-05-03 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] As far as I know, CBaseEntity:GetAbsOrigin() should return the "center" point of the model for a model based entity (0,0,0 in your modeling program). If that doesn't work you could try CBaseEntity::WorldSpaceCenter(). On 5/2/07, Drak <[EMAIL PROT

[hlcoders] Animation Blending

2007-04-21 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] What's the best way to do animation blending from the code? Ultimately I want to blend the view model's animation from one frame of a sequence back towards the start frame of the idle sequence. It's very simple to do that by playing with the sli

Re: [hlcoders] Looping MP3

2007-04-21 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] You can use enginesound->GetSoundDuration() with the .mp3 to figure out how long it is then stop the old sound and start a new one once that time has elapsed. On 4/19/07, Tony Paloma <[EMAIL PROTECTED]> wrote: > > Will support for this be added s

Re: [hlcoders] Steam offline mode?

2007-02-06 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I remember having to actually disable my "network connection" in Windows for Steam to go to offline mode. I haven't tried it in a while though. On 2/6/07, Rodrigo 'r2d2rigo' Diaz <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multi

Re: [hlcoders] disabling escape

2007-01-23 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Have you tried doing something similar in ClientModeShared::KeyInput()? On 1/23/07, Oliver <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > We'd like to limit user's ability to access the main menu (what you

Re: [hlcoders] Modifying the Shadow engine..

2007-01-19 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Don't forget about the upcoming Episode 2 lighting and shadowing overhaul. http://en.wikipedia.org/wiki/Source_Engine#Dynamic_lighting_and_shadowing_2 If you can wait for that it will probably be better than anything that can be done practically

[hlcoders] Changing Sound Pitch

2006-12-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm trying to change the pitch of all currently playing sounds from the client side by calling IEngineSound::GetActiveSounds() then going through the list of SndInfo_t's returned and calling IEngineSound::EmitSound() for each with the new pitch an

Re: [hlcoders] Rotating Player Model

2006-12-20 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Try setting the render angles on the client side. On 12/20/06, Parthalan <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Hi, > > I'm looking for information on how to rotate the model associated with a > pla

Re: [hlcoders] Missing Entry Point??

2006-11-24 Thread Skillet
missing debugging > information > > for referencing module; linking object as if no debug info > > > > tier1.lib(strtools.obj) : warning LNK4204: > > 'c:\HL2Mod\src\dlls\Debug_hl2mp\vc70.pdb' is missing debugging > information > > for referencing module;

Re: [hlcoders] Missing Entry Point??

2006-11-24 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Same here. On 11/24/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm getting that too. Very annoying. > > On 11/23/06, Joel R. <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/pl

Re: [hlcoders] ConVar question

2006-11-13 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] ConVar's marked FCVAR_REPLICATED are only able to be changed on the server (by an admin), and are automatically networked to the client . That's probably what you're looking for. Have a search in the HL2DM SDK for mp_teamplay. On 11/13/06, Emie

Re: [hlcoders] Still need this assert?

2006-11-08 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] It happens for me every time the duck key is released as well. There's a nearby comment that says it should rarely or never happen. I assume something changed (or something that was supposed to change didn't) between when the assert was added an

Re: [hlcoders] Source SDK Base

2006-11-05 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Command line args work with 320. Try extracting the valve.rc from HL2DM to yourmod/cfg. The important part of it is "stuffcmds". On 11/4/06, John Sheu <[EMAIL PROTECTED]> wrote: > > On Saturday 04 November 2006 10:08 pm, Tim McLennan wrote: > > Y

Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
ind a way to kill that effect though when your server entity dies though) > > > On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I am moving it on the server. > > I mean to have the same

Re: [hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
this? > > It shouldn't be using any bandwidth if you're not moving it on the server > or > changing any of its network vars.. in which case it'll only transmit when > stuff is being changed. > > On 10/29/06, Skillet <[EMAIL PROTECTED]> wrote: > > >

[hlcoders] Networked Entity Creation

2006-10-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm trying to create an entity that has a visual representation on the client separate from it's server counterpart, with the only networking occurring when the entity is created on the server side (like a temp ent) to keep bandwidth use down. So

Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread Skillet
ion each timestep. > The traceline doesn't have to extend across the world as soon as the > weapon > fires. > > On 10/26/06, Skillet <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > I'm trying to simulate

[hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm trying to simulate bullets at (near) actual speed with physics rather than tracelines, and I'm having inconsistent collision troubles. I assume they're happening because the physics system isn't designed for such fast moving objects. My ques

Re: [hlcoders] Source Engine CPU Speed detection

2006-10-23 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] It will probably cause the settings auto detector to choose settings higher than it would if it found your CPU speed correctly, but as long as it gets all of the capabilities (SSE, SSE2, etc., listed in the console on startup) right there shouldn'

Re: [hlcoders] poorer prediction with new SDK?

2006-10-11 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] The Steam server browser has a 'contains bots' column that can be enabled, but an actual filter option would be nice. Mods being able to compare versions of client and server then show mismatches in a different color would be great. Having a sep

[hlcoders] Customizing Entity Physics Collisions

2006-09-11 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Is there any easy way to exclude player bounding boxes from physics collisions and collide with hitboxes only? My problem is that projectiles in the crossbow bolt style collide with players' bounding boxes rather than their hitboxes. Not too not

Re: [hlcoders] Pistol Secondary Charge

2006-09-03 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Its an old bug that should be fixed in the latest SDK. If not, the way I remember working around it was doing m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f (amount of time dosen't really matter) in the SecondaryAttack function of weapons th

Re: [hlcoders] VGUI togglebuttons / checkboxes missing in new SDK?

2006-09-03 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I noticed that ToggleButtons and (more painfully) ImagePanels don't work after applying the SDK update. You can still use IsDepressed(), ForceDepressed() and RecalculateDepressedState() with buttons, which I was already doing with my ToggleButton

Re: [hlcoders] HLMV

2006-09-02 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Wasn't HLMV for HL1 a third party tool to begin with? On 9/2/06, Nick <[EMAIL PROTECTED]> wrote: > > I would higly doubt anyone could do a better 3rd party viewer than Valve > could. > > On 9/2/06, Gus <[EMAIL PROTECTED]> wrote: > > This is a cry

Re: [hlcoders] debug text (or similar)

2006-08-24 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] As I understand it, you simply need to figure out where you want the thing to appear in world space (3D) then use the functions provided in the SDK to translate that into screen space which you can use to position the HUD displays. On 8/24/06, Da

Re: [hlcoders] EmitSound

2006-08-18 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] It's in CBaseEntity and C_BaseEntity. Both of them call into shared functions in soundemittersystem.cpp. On 8/18/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Dang it; what where the headers for this? > > _

Re: [hlcoders] SetThink

2006-08-17 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] IIRC SetThink doesn't work on the client. The method I used was to override the virtual function ClientThink in C_BaseEntity and use the SetNextClientThink() function in lieu of SetNextThink(). Looking at c_baseentity.cpp you should be able to d

Re: [hlcoders] Underwater Kills

2006-08-17 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Is HL2 defined in the project options? On 8/17/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Content-description: Mail message body > > if ( !bFired && (pOwner->m_nButtons & I

Re: [hlcoders] laggy animations

2006-08-14 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Apparently that fix is unrelated to third person local player animations. I also implemented it and saw that the local player crowbar animation still seemed low framerate. It's not a showstopper, luckily. None of the fixes in that SDK forum thr

Re: [hlcoders] More SDK issues

2006-08-13 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] The one in Source SDK Base. source sdk base/hl2.exe Does it give the error when run from the Steam games menu? On 8/13/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Skillet wrote: > > Make sure you're using the rig

Re: [hlcoders] More SDK issues

2006-08-13 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Make sure you're using the right appid/executable for launching. I was getting that tier0 error when I used half-life 2/hl2.exe instead of half-life 2 deathmatch/hl2.exe to run my 320 based mod from Visual Studio. On 8/12/06, Jorge Rodriguez <[E

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

2006-08-05 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] What's the proper way to apply the patch? WinMerge dosen't seem to want to use patch/diff files at all and TSVN complains that the file is bad (no "Index" line). On 8/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > As promised, here is th

Re: [hlcoders] Distance Variant Sounds

2006-08-02 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Good idea! Remove sound entirely and call it a feature. I don't think the players would like that very much though. :P On 8/2/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > There is no sound in

Re: [hlcoders] Upcoming SDK Release

2006-07-31 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm pretty sure that first person dosen't work right. I "just enabled" spectator and even free roam didn't work right. The camera was acting like the ragdoll deathcam, oddly. I had to play around with it quite a bit to get that working, and end

Re: [hlcoders] Portal

2006-07-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Yeah, it seems very unlikely that they're just textures, seeing as things move through them smoothly and can be half way between two portals (not just teleported point to point, as in the GMod minimod). On 7/30/06, Ryan Sheffer <[EMAIL PROTECTED]

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

2006-07-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Yeah, if it's for HL2DM size models please post the new vectors so we can all use them. On 7/30/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Are you using HL2DM models? In that case

Re: [hlcoders] Rotating/Altering hulls

2006-07-30 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I don't think so. http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM "*Notice that his bounding box did not rotate with him.* That's not a bug in the *cg_drawBBox* code – that's actually the way Quake 3 does bounding boxes. It's the "axial" part

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

2006-07-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Gamerules.cpp ~Line 34 I believe. static CViewVectors g_DefaultViewVectors( On 7/29/06, 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

Re: [hlcoders] Copy file from GCF to moddir

2006-07-27 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] You could always try searching for them with standard IO on DLL init to see if they're in the actual directory and if not use IFileSystem::GetLocalCopy(). I've never tested it but according to the comments it should do what you want. On 7/27/06,

Re: [hlcoders] Source SDK

2006-07-25 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I think it's safe to say that all of us are, but doing things like this isn't going to make it be released any sooner. If the update is released tomorrow, great. If it's never released, oh well. There's not much we as a community can do to chan

Re: [hlcoders] Fundamental Source engine question

2006-07-19 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] It probably depends on what kind of project you're doing, but $200,000 would be a reasonable estimate. On 7/19/06, Emiel Regis <[EMAIL PROTECTED]> wrote: > > I think it would be $200.000 minumum. > > > Thanks for the quick reply. I think we might

Re: [hlcoders] Client Crash in GetStudioHdr sometimes.

2006-07-14 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I recieved an MDMP with a crash in GetStudioHDR() from one of my team members as well a few days ago. Call stack showed some shadow rendering code I messed with though, so I assumed that was the problem. >client.dll!virtualgroup_t::GetStudio

Re: [hlcoders] Network Sound Overhead

2006-07-02 Thread Skillet
wrote: > > Perhaps it is the footstep sounds being transmitted from the server. > Try making them client side (even triggered by events in the walk > animation?) > > On 7/2/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] &

[hlcoders] Network Sound Overhead

2006-07-01 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I'm getting ridiculous amounts of sound network overhead in my mod and I'm not sure why. With net_showmsg 1 I see this message repeated hundreds of times: Msg from 127.0.0.1:27015: svc_Sounds: number 1, reliable, bytes 5 A search of the SDK for s

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-29 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Could this be related to that old prediction error bug while moving along walls that the KZMod guy kept bringing up? NetworkOrigin jerks are exactly what happen there (looking at cl_pdump) and that's another issue which dosen't happen in HL2DM bu

Re: [hlcoders] TraceRay not hitting player's head

2006-06-18 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] Make sure you reset it to USE_OBB_COLLISION_BOUNDS on death, seems to cause me some problems otherwise. On 6/17/06, LDuke <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > Thanks Matt! That does the trick bea

Re: [hlcoders] Can't move when in spectator move.

2006-04-25 Thread Skillet
-- [ Picked text/plain from multipart/alternative ] I don't think it's a problem of the dead flags (though I have had issues working with them in the past), but simply that spectator is not fully implemented in the SDK. On 4/25/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/pla

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