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 > > [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 > > -------- Owner Nigredo Studios http://www.nigredostudios.com ____________________________________________________________________________________ Finding fabulous fares is fun. 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