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[ Picked text/plain from multipart/alternative ]
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On 5/29/07, [EMAIL PROTECTED] <
[EMAIL PROTECTED]> wrote:
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> 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/
> > > > >
> > > > > _______________________________________________
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> > 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:
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> >
> >
> --
>
>
> --__--__--
>
> 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
>
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