-- [ Picked text/plain from multipart/alternative ] Help... please unsubscribe me. Thank you
On 5/29/07, [EMAIL PROTECTED] < [EMAIL PROTECTED]> wrote: > > Send hlcoders mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > Today's Topics: > > 1. Re: speed/jump (Greg Scott) > 2. Animation layers on the server side (Minh) > 3. Re: Animation layers on the server side (Skillet) > 4. Re: Animation layers on the server side (Minh) > 5. Re: Animation layers on the server side (Andrew Ritchie) > 6. Render Target Textures Crashing? (Andy Gardner) > 7. VGUI Build Mode crash (Matt Stafford) > 8. Re: Render Target Textures Crashing? (Garry Newman) > > --__--__-- > > Message: 1 > Date: Mon, 28 May 2007 11:33:22 -0400 > From: "Greg Scott" <[EMAIL PROTECTED]> > To: [email protected] > Subject: Re: [hlcoders] speed/jump > Reply-To: [email protected] > > -- > [ Picked text/plain from multipart/alternative ] > The speed is limited by a couple things, the sv_maxspeed variable for one, > and the code defined player's speed. GameMovement.cpp/.h and your mod's > sdk_gamemovement.cpp/.h (replace sdk_ with your mod's name if you changed > it.) contain the movement functions for the player, under the function > WalkMove() it uses the defines to keep their speed in check, and in > another > section of the gamemovement file(forgot exactly where) it checks the > sv_maxspeed var. Editing these two sections of code or their relevent > defines should boost the player's speed. The jump height/etc. is > defined/used in CGameMovement::CheckJump() (Or maybe it was > CheckJumpButton()? Something like that.) > > Hope that helps. : ) > > On 5/28/07, Garry Newman <[EMAIL PROTECTED]> wrote: > > > > Your speed is limited by some cl commands too (cl_maxspeed or > > something). You'd need to up these if you want to break that limit. > > > > > > On 5/28/07, Joshua S. <[EMAIL PROTECTED]> wrote: > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > That's what I was originally thinking, I set those values to my liking > > but I > > > ran it and it didn't work. I only changed those values in the "if > hl2dm" > > > part, because it's a multiplayer mod. > > > > > > On 5/27/07, Matt Stafford <[EMAIL PROTECTED]> wrote: > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > HL2_Player.cpp has defines for the speed > > > > #define HL2_WALK_SPEED 150 > > > > #define HL2_NORM_SPEED 190 > > > > #define HL2_SPRINT_SPEED 320 > > > > Is that what you're looking for? > > > > > > > > On 5/28/07, Adam amckern McKern <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Just call find var, and change its concommnad's value > > > > > > > > > > > > > > > cvar->FindVar("cl_runaway_real_fast")->SetValue(2000f); > > > > > > > > > > > > > > > Adam > > > > > > > > > > --- "Joshua S." <[EMAIL PROTECTED]> wrote: > > > > > > > > > > > -- > > > > > > [ Picked text/plain from multipart/alternative ] > > > > > > Hi, > > > > > > I was wondering how you change the player speed. I > > > > > > noticed you can do it > > > > > > with cl_forwardspeed/backspeed/sidespeed (?) but how > > > > > > do I do it in the > > > > > > solution so that everyone plays with the same > > > > > > speeds? > > > > > > Thanks > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view > > > > > > the list archives, please visit: > > > > > > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > > > > > > -------- > > > > > Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ____________________________________________________________________________________ > > > > > Moody friends. Drama queens. Your life? Nope! - their life, your > > story. > > > > > Play Sims Stories at Yahoo! Games. > > > > > http://sims.yahoo.com/ > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the list > > archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > -- > > > > Matt Stafford (Wraiyth) > > > > http://www.wraiyth.com > > > > NightFall HL2 Mod - http://www.nightfallmod.com > > > > -- > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > > --__--__-- > > Message: 2 > From: "Minh" <[EMAIL PROTECTED]> > To: <[email protected]> > Date: Mon, 28 May 2007 14:57:00 -0700 > Subject: [hlcoders] Animation layers on the server side > Reply-To: [email protected] > > -- > [ Picked text/plain from multipart/alternative ] > Anyone figure out how to enable the animation gesture layers on the > server side? > I'm using the standard SDK and it seems the animation layers only play on > the client side. > They do not play at all on the server side, so when I shoot or do a > reload gesture, the client and server animation are not synch'ed up. What > this means is that when you try to shoot someone when he's reloading you > won't hit parts of him because the server is not even playing the reload > gesture. > I dont know why they were disabled in the standard SDK (as well as > HL2DM) but I played DoD:Source and noticed that there animation overlays > are > playing on both the server and client. > > I've included an image to show you guys what I mean. The client is > playing a slashing animation gesture but as you can see, the server > hitboxes > are not in synch with the client. > http://www3.telus.net/public/a6a91102/layers1.jpg > > -- > > > --__--__-- > > Message: 3 > Date: Mon, 28 May 2007 19:35:08 -0400 > From: Skillet <[EMAIL PROTECTED]> > To: [email protected] > Subject: Re: [hlcoders] Animation layers on the server side > Reply-To: [email protected] > > -- > [ 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 the animation gesture layers on the > > server side? > > I'm using the standard SDK and it seems the animation layers only play > on > > the client side. > > They do not play at all on the server side, so when I shoot or do a > > reload gesture, the client and server animation are not synch'ed up. > What > > this means is that when you try to shoot someone when he's reloading you > > won't hit parts of him because the server is not even playing the reload > > gesture. > > I dont know why they were disabled in the standard SDK (as well as > > HL2DM) but I played DoD:Source and noticed that there animation overlays > > are > > playing on both the server and client. > > > > I've included an image to show you guys what I mean. The client is > > playing a slashing animation gesture but as you can see, the server > > hitboxes > > are not in synch with the client. > > http://www3.telus.net/public/a6a91102/layers1.jpg > > > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > > --__--__-- > > Message: 4 > From: "Minh" <[EMAIL PROTECTED]> > To: <[email protected]> > Subject: Re: [hlcoders] Animation layers on the server side > Date: Mon, 28 May 2007 17:03:06 -0700 > Reply-To: [email protected] > > -- > [ Picked text/plain from multipart/alternative ] > hmm.. ill update my SDK and check it again. thanks > > ----- Original Message ----- > From: "Skillet" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Monday, May 28, 2007 4:35 PM > Subject: Re: [hlcoders] Animation layers on the server side > > > > -- > > [ 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 the animation gesture layers on the > >> server side? > >> I'm using the standard SDK and it seems the animation layers only play > on > >> the client side. > >> They do not play at all on the server side, so when I shoot or do a > >> reload gesture, the client and server animation are not synch'ed up. > What > >> this means is that when you try to shoot someone when he's reloading > you > >> won't hit parts of him because the server is not even playing the > reload > >> gesture. > >> I dont know why they were disabled in the standard SDK (as well as > >> HL2DM) but I played DoD:Source and noticed that there animation > overlays > >> are > >> playing on both the server and client. > >> > >> I've included an image to show you guys what I mean. The client is > >> playing a slashing animation gesture but as you can see, the server > >> hitboxes > >> are not in synch with the client. > >> http://www3.telus.net/public/a6a91102/layers1.jpg > >> > >> -- > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- > > > --__--__-- > > Message: 5 > Date: Tue, 29 May 2007 01:08:47 +0100 > From: "Andrew Ritchie" <[EMAIL PROTECTED]> > To: [email protected] > Subject: Re: [hlcoders] Animation layers on the server side > Reply-To: [email protected] > > -- > [ Picked text/plain from multipart/alternative ] > Afaik the updating of reloads and stuff is blocked in using the #ifdef > CLIENT_DLL style checks, you could remove those, which I believe will > cause > a bit of work in terms of getting the UpdateLayerGeneric or whatever it's > called running smooth, but you should be able to do it without too much > hassle, also I'm pretty sure it does but make sure the server plays the > reload animations and not just broadcast the events to the clients. > -- > > > --__--__-- > > Message: 6 > From: "Andy Gardner" <[EMAIL PROTECTED]> > To: [email protected] > Date: Mon, 28 May 2007 20:28:37 -0400 > Subject: [hlcoders] Render Target Textures Crashing? > Reply-To: [email protected] > > Alright, so I used the Motion Blur tutorial from the wiki to help me > create > a new CTextureReference to be used as a render target. The code looks > like > this: > > static CTextureReference s_pMotionBlurTex0; > > ITexture *GetMotionBlurTex0( void ) > { > if( !s_pMotionBlurTex0 ) > { > s_pMotionBlurTex0.InitRenderTarget( 256, 256, > RT_SIZE_FULL_FRAME_BUFFER, > =09=09IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false ); > > Assert( !IsErrorTexture( s_pMotionBlurTex0 ) ); > } > > return s_pMotionBlurTex0; > } > > > Now, I duplicated this code into another function using a new > CTextureReference so I can have another render target. My function looks > like this: > > static CTextureReference s_pSecondTex; > > ITexture *GetSecondTex( void ) > { > if( !s_pSecondTex ) > { > s_pSecondTex.InitRenderTarget( 256, 256, RT_SIZE_FULL_FRAME_BUFFER, > =09=09IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false ); > > Assert( !IsErrorTexture( s_pSecondTex ) ); > } > > return s_pSecondTex; > } > > Now, if I try to call both functions in my code, the game ends up > crashing. > It doesn't matter which one I call first -- it always crashes on the > second > one. Here's a snippet of the call stack: > > shaderapidx9.dll!2a01d0cf() > [Frames below may be incorrect and/or missing, no symbols loaded for > shaderapidx9.dll] > shaderapidx9.dll!2a0115a4() > shaderapidx9.dll!2a01ca6a() > MaterialSystem.dll!0d77ad4c() > client.dll!CTextureReference::InitRenderTarget() + 0x7e bytes > client.dll!GetDOFTex0() > > Now, since I can't get down that far in the code, I'm at a complete > loss. = > I > realize the motion blur tutorial is probably outdated, and that the shader > system has evolved quite a bit, so if I'm approaching the creation of > rende= > r > targets incorrectly, please let me know. Otherwise, does anyone else have > thoughts? > > _________________________________________________________________ > More photos, more messages, more storage=97get 2GB with Windows Live > Hotmai= > l. > > http://imagine-windowslive.com/hotmail/?locale=3Den-us&ocid=3DTXT_TAGHM_mig= > ration_HM_mini_2G_0507 > > > > --__--__-- > > Message: 7 > Date: Tue, 29 May 2007 16:44:24 +1000 > From: "Matt Stafford" <[EMAIL PROTECTED]> > To: [email protected] > Subject: [hlcoders] VGUI Build Mode crash > Reply-To: [email protected] > > -- > [ Picked text/plain from multipart/alternative ] > Hey All, > I started getting a weird VGUI build mode crash today that I can't nail > down. Basic idea is that it worked when I added a simple in-game panel in, > made a few changes to vgui::Button (to make a derived class) and added > some > elements to my panel. Now, as soon as I try to start build mode, it > crashes. > Weird thing is that it works perfectly fine with the console (ie if I put > the console window in focus and open it, its fine, but if I use anything > else, it crashes). The call stack doesn't show much except two calls to > KeyValues::FindKey and one to vgui::ComboBox::SetText. > The line (I think) it crashes on is > for (dat = m_pSub; dat != NULL; dat = dat->m_pPeer) > in FindKey. > > The weird problem is that it works fine on the console, but doesn't on > anything else (yet I've stripped down my other element that it worked > earlier on to nothing but a frame). Any ideas? > > Cheers, > Matt > > -- > Matt Stafford (Wraiyth) > http://www.wraiyth.com > NightFall HL2 Mod - http://www.nightfallmod.com > -- > > > --__--__-- > > Message: 8 > Date: Tue, 29 May 2007 10:41:22 +0100 > From: "Garry Newman" <[EMAIL PROTECTED]> > To: [email protected] > Subject: Re: [hlcoders] Render Target Textures Crashing? > Reply-To: [email protected] > > Are your video card drivers up to date? That's pretty much the same > way I'm defining my RT's, and I've got about 5 of them on the go. > > garry > > On 5/29/07, Andy Gardner <[EMAIL PROTECTED]> wrote: > > Alright, so I used the Motion Blur tutorial from the wiki to help me > crea= > te > > a new CTextureReference to be used as a render target. The code looks > li= > ke > > this: > > > > static CTextureReference s_pMotionBlurTex0; > > > > ITexture *GetMotionBlurTex0( void ) > > { > > if( !s_pMotionBlurTex0 ) > > { > > s_pMotionBlurTex0.InitRenderTarget( 256, 256, > > RT_SIZE_FULL_FRAME_BUFFER, > > IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false ); > > > > Assert( !IsErrorTexture( s_pMotionBlurTex0 ) ); > > } > > > > return s_pMotionBlurTex0; > > } > > > > > > Now, I duplicated this code into another function using a new > > CTextureReference so I can have another render target. My function > looks > > like this: > > > > static CTextureReference s_pSecondTex; > > > > ITexture *GetSecondTex( void ) > > { > > if( !s_pSecondTex ) > > { > > s_pSecondTex.InitRenderTarget( 256, 256, > RT_SIZE_FULL_FRAME_BUFFER= > , > > IMAGE_FORMAT_ARGB8888, MATERIAL_RT_DEPTH_NONE, false ); > > > > Assert( !IsErrorTexture( s_pSecondTex ) ); > > } > > > > return s_pSecondTex; > > } > > > > Now, if I try to call both functions in my code, the game ends up > crashin= > g. > > It doesn't matter which one I call first -- it always crashes on the > seco= > nd > > one. Here's a snippet of the call stack: > > > > shaderapidx9.dll!2a01d0cf() > > [Frames below may be incorrect and/or missing, no symbols loaded for > > shaderapidx9.dll] > > shaderapidx9.dll!2a0115a4() > > shaderapidx9.dll!2a01ca6a() > > MaterialSystem.dll!0d77ad4c() > > client.dll!CTextureReference::InitRenderTarget() + 0x7e bytes > > client.dll!GetDOFTex0() > > > > Now, since I can't get down that far in the code, I'm at a complete > loss.= > I > > realize the motion blur tutorial is probably outdated, and that the > shade= > r > > system has evolved quite a bit, so if I'm approaching the creation of > ren= > der > > targets incorrectly, please let me know. Otherwise, does anyone else > hav= > e > > thoughts? > > > > _________________________________________________________________ > > More photos, more messages, more storage=97get 2GB with Windows Live > Hotm= > ail. > > > http://imagine-windowslive.com/hotmail/?locale=3Den-us&ocid=3DTXT_TAGHM_m= > igration_HM_mini_2G_0507 > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > pl= > ease visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > --__--__-- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > End of hlcoders Digest > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

