You will be missed Kevin.

Adam McKern


--- Kevin Hill <[EMAIL PROTECTED]> wrote:

> --
> [ 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
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> > 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
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> > 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
> > > > > > > --
> > > > > > >
> > > > > > >
> _______________________________________________
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> > > > > > > the list archives, please visit:
> > > > > > >
> > > > > >
>
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> > > > > > >
> > > > > > >
> > > > > >
> > > > > >
> > > > > > --------
> > > > > > Nigredo Studios
> http://www.nigredostudios.com
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > >
> > >
> >
>
____________________________________________________________________________________
> > > > > > Moody friends. Drama queens. Your life?
> Nope! - their life, your
> > > story.
> > > > > > Play Sims Stories at Yahoo! Games.
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> _______________________________________________
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> > > archives,
> > > > > > please visit:
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>
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> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > > --
> > > > > 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:
> > > > >
>
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> > > > >
> > > > >
> > > > --
> > > >
> > > >
> _______________________________________________
> > > > To unsubscribe, edit your list preferences, or
> view the list archives,
> > > please visit:
> > > >
>
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> > > >
> > > >
> > >
> > > _______________________________________________
> > > 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:
>
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>
>


--------
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