Re: [hlcoders] Modding Problems
If you google, make vpk you'll find a bunch of tutorials. This video looked helpful https://www.youtube.com/watch?v=P3ILjexx0cE On 4/1/2015 5:01 PM, Gavin Isgar wrote: Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this. On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com mailto:gisg...@gmail.com wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com mailto:wazanato...@gmail.com wrote: Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com mailto:gisg...@gmail.com wrote: I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com wrote: What do you think your mod is running off of? You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too. On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com mailto:gisg...@gmail.com wrote: My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com mailto:omegal...@gmail.com wrote: open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com mailto:gisg...@gmail.com wrote: Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please! On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com mailto:gisg...@gmail.com wrote: Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though! On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net mailto:capt...@qis.net wrote: It says right there... The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom. That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. Original message From: Gavin Isgar
[hlcoders] Decal bug
Has anyone ever figured out a fix for this decal bug ( that I recall has existed since the beginning of time ). http://www3.telus.net/public/a6a91102/ti/decal-1.jpg http://www3.telus.net/public/a6a91102/ti/decal-2.jpg http://www3.telus.net/public/a6a91102/ti/decal-1.jpg It looks to be repeating the decals over the entire triangle.. instead of just putting 1 decal like it's supposed to. It seems to only happen on some of our models and only for models that ARE NOT prop_statics.. Thanks, Minh ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
I hear this process is real popular with the ladies... On 5/23/2012 8:19 PM, Sander van Noort wrote: I'm also getting this problem (in both 2007 and alien swarm) and hacked my way around by uncommenting SteamAPI_Shutdown in CHLClient::Shutdown. It then exits the CNet Encrypt:0 thread correctly during shutting down the client dll. When it unloads the engine dll, it will give a few warnings about shutting down Steam3Client(), but exits in a normal way. I think that's preferable to terminating the process in CHLClient::Shutdown. Sander On Wed, May 23, 2012 at 10:02 AM, Garry Newmangarrynew...@gmail.com wrote: FYI I was getting this in GMod too, and I too have had to hack around it. The problem (for me at least) occured in filesystem_steam - when it attempts to shutdown the Steam interface. Here's my awesome fix. http://puu.sh/wiAG garry On Tue, May 22, 2012 at 7:24 PM, Andrew McWatters mcwattersand...@gmail.com wrote: Er, cease*... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation on the player's local axes
You can try spitting out the results to a file so you can observe the hitch more closely. Look for a function called COM_Log COM_Log ( viewangle_hitch.txt, %.2f %.2f %.2f \n, viewangles.x, viewangles.y, viewangles.z ); On 3/1/2012 3:55 AM, Craig Louie wrote: Thanks for the reply Saul. I hadn't thought of disabling prediction. I just gave it a shot. I changed to engine-ClientCmd( cl_predict 0 ); in cdll_client_int.cpp. With another test, the unsmooth rotation when looking straight up/down still occurs. My main theories at this point: 1) Something is occurring in VectorAngles(vec_for_out, vec_up_out, viewangles) to cause this. VectorAngles() might not produce straight up/down Euler angles properly - choking because of aliasing perhaps? This is a big guess because I don't know the inner workings of VectorAngles(). 2) There is some code somewhere else that is conflicting with the full, unclamped rotation I've implemented. I've tried to remove all instances of pitch clamping, for example. But I may have missed something. Also, it's possible mouse rotation is somehow conflicting with my changes to joystick rotation. Here's a video of the issue I'm seeing. It happens a few times in the video. You'll see it happen the first time at about 11 seconds in when the text on the floor twists/shakes. http://www.youtube.com/watch?v=PLN641Qsn08 Thanks! On Wed, Feb 29, 2012 at 11:34 PM, Saul Rennison saul.renni...@gmail.com mailto:saul.renni...@gmail.com wrote: The hitching is most likely something trying to revert your angle changes (I.e. in prediction). Have you tried disabling prediction? On Thursday, March 1, 2012, Craig Louie wrote: Hello Coders, I'm trying to create a space flight combat game with the Source SDK. Currently, I am trying to achieve rotation around the player's local axes for airplane-like pitch, yaw and roll. Below is the code I'm using to try to implement full 3D rotation. I'm running into a problem where the player's view twists and hitches unsmoothly when the player looks straight up or straight down. I think this may be because of the inherent problem of aliasing/Gimbal-lock when using Euler angles. Any advise? //# //Take the Euler angles for the player's orientation (viewangles) and convert them to vectors. Vector vec_for, vec_rt, vec_up, vec_for_out, vec_rt_out, vec_up_out; AngleVectors(viewangles, vec_for, vec_rt, vec_up); //Take the resulting vectors and the desired rotation amounts and convert them to Quaternions. Quaternion turn_q, look_q, roll_q; // NOTE: Assumes axis is a unit vector, non-unit vectors will bias the resulting rotation angle (but not the axis) VectorNormalize(vec_up); AxisAngleQuaternion(vec_up, turn_angle, turn_q); VectorNormalize(vec_rt); AxisAngleQuaternion(vec_rt, look_angle, look_q); VectorNormalize(vec_for); AxisAngleQuaternion(vec_for, roll_angle, roll_q); //Convert the quaternions to matrices. matrix3x4_t xform0, xform1, xform2; QuaternionMatrix(turn_q, xform0); QuaternionMatrix(look_q, xform1); QuaternionMatrix(roll_q, xform2); //Combine matrices. matrix3x4_t xformA, xformB; MatrixMultiply(xform0, xform1, xformA); MatrixMultiply(xformA, xform2, xformB); //Rotate the vectors with our combined rotation matrix. VectorRotate(vec_for, xformB, vec_for_out); VectorRotate(vec_rt, xformB, vec_rt_out); VectorRotate(vec_up, xformB, vec_up_out); //Determine the new viewangles based on our rotated vectors. VectorAngles(vec_for_out, vec_up_out, viewangles); //# I put this code into in_joystick.cpp in the JoyStickMove( float frametime, CUserCmd *cmd ) function. Thanks! -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Position jitter in animations
cool, thanks for uncovering that bug! I usually use LX, LY, LZ to extract root motion from the animation so that may be why I've not seen it in any of my animations. On 23/10/2011 5:38 AM, Maxime Lebled wrote: Hello again, I found the cause of the problem yesterday. A single sequence that goes far away from the origin will throw out the precision of all the others! If I compiled 2 sequences that stayed close to 0,0,0, they would be fine, but as soon as I added a third that went to 30k,0,0, the jitter would be so strong the first two sequences would go all over the place. After further testing, the long distance sequences can be segregated in another animation MDL, where they don't affect the others — so you can put an $include in the first mdl's QC. /~Maxime Lebled http://www.maxofs2d.net// ___ 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
Re: [hlcoders] Position jitter in animations
Hey Max, That's an interesting phenomenon you've noticed. I've not taken a look at any TF2 anims closely but i've not noticed this in any of the animations I've done for our game. This is an idle animation in HLMV (sdk 2007 version) http://www.youtube.com/watch?v=kHYTQVuIHk0 This is the same animation in XSI http://www.youtube.com/watch?v=DNIFWFuEd8Y On 16/10/2011 3:44 AM, Maxime Lebled wrote: Hello! I've been hitting a really odd problem when making movies with the Source engine — any bone that uses position in an animation will have precision issues. It happens on every HLMV and engine version, including Portal 2 and the leaked Source Filmmaker (though it can solve the problem because it can smooth animation curves) • Example in Source 2009 HLMV http://www.youtube.com/watch?v=cvZB016D39cfeature=relmfu • Example in Portal 2 in-game http://www.youtube.com/watch?v=X_rbEHNULhE Here's what I've been able to see: • It doesn't come from the SMD/DMX exporter of the 3D package used to animate (it happens with sequences from 3ds Max and Blender). Here's a screenshot of a camera animation's SMD reimported after export in the 3ds Max curve editor http://img.maxofs2d.net/screenshots/nr9im5.png: it looks perfect in there, but does the jitter effect in-engine. • Using different versions of StudioMDL to compile the animations does not solve the issue • Raising the framerate of the sequence does not affect the issue • The snapping effect does not seem to increase (or at least not very much) at really big offsets (it happens at xyz 10 as much as it does at xyz 2,000) • And last the thing that I find really confusing: it seems that it is only a playback issue, since the sequence SMD that comes out after decompiling its compiled version is identical — no decimals were chopped off (always 6 after the comma, no matter the offset) or anything of that kind. Do you have any idea of what could be causing this, and whether it could be fixed? (the only alternative would be switching to Source Filmmaker, but it's not released officially and the leak is buggy, so that's a no-go for me) /~Maxime Lebled http://www.maxofs2d.net// ___ 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
Re: [hlcoders] Mp prediction CSGo
don't agitate him :) We don't want him to take his Skills game to Indiana Jones. On 8/18/2011 10:02 AM, Psy_Commando wrote: Are you a bot ? On Thu, Aug 18, 2011 at 8:12 AM, Aaron Johnson ajohnson2...@comcast.net mailto:ajohnson2...@comcast.net wrote: please tell me your geniuses with also rewrite the precision mechanisms. i want to see quake 3 accuracy, when im deagle on all the auto bettys. thanks. save the pc competiton from oblivion. or im going indy with my skills game. Sent from my iPhone ___ 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
Re: [hlcoders] Anyone know of an animation pack for social actions?
I remember seeing such a pack on www.turbosquid.com It wasn't free though so I hope you have some mad cheddah to spend. On 12/4/2010 9:18 AM, Phlox wrote: I haven't had any luck finding a pack with animations in it relating to regular social activities. I plan to implement a Sims-style game (for research purposes) where the NPCs will dance, joke, laugh, wash themselves etc. Anyone know of such a pack? Thanks ___ 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
Re: [hlcoders] Does Valve (America) offers internships?
I don't believe there is a branch in Siberia. I was just poking fun at you because I found it amusing that you put America in brackets next to Valve. Everyone knows there is only one Valve, and its location is Mt. Olympus. On 8/30/2010 8:08 PM, Trevor 'Drak' wrote: I think he was kidding, because you added (America) -- From: WRNM assaultar...@hotmail.com Sent: Monday, August 30, 2010 10:53 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? U. Is there a branch/studio in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do about it. Thanks, Richard ___ 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 ___ 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
Re: [hlcoders] Does Valve (America) offers internships?
now in FixKorea? Unfortunately, yes. On 8/31/2010 6:23 AM, WRNM wrote: Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh Le' now in FixKorea? Richard Date: Tue, 31 Aug 2010 00:41:29 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? I don't believe there is a branch in Siberia. I was just poking fun at you because I found it amusing that you put America in brackets next to Valve. Everyone knows there is only one Valve, and its location is Mt. Olympus. On 8/30/2010 8:08 PM, Trevor 'Drak' wrote: I think he was kidding, because you added (America) -- From: WRNMassaultar...@hotmail.com Sent: Monday, August 30, 2010 10:53 PM To:hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? U. Is there a branch/studio in Siberia? Date: Mon, 30 Aug 2010 10:12:22 -0700 From: minh...@telus.net To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Does Valve (America) offers internships? You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do about it. Thanks, Richard ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Does Valve (America) offers internships?
You might wanna try Valve (Siberia)... On 8/30/2010 6:35 AM, WRNM wrote: Hey guys, I don't really know if this is the right place or not but I'm wondering if Valve provides any chances for internships? I am currently a sophomore student majoring in Math. I can do some programming but I'm better in 3D/2D Art stuff. Just looking for some game development work experience, and of course I'm happy to do it for free. Please let me know if there's anything I can do about it. Thanks, Richard ___ 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
Re: [hlcoders] Do entities need to think to process things like being Hit, etc?
I believe you have to set m_takedamage = DAMAGE_YES; in your entity, or else OnTakeDamage won't get called Jorge Rodriguez wrote: Got me. I think there's a flag somewhere that turns OnTakeDamage on and off. Look around in the base entity damage functions. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [GoldSrc] Custom Player Animation not playing
If I remember correctly, you need to put the word 'activity' in front of ACT_SHOTGUNNER.. So the full line should look like $sequence shotgunner shotgunner loop fps 30 activity ACT_SHOTGUNNER 1 I'm positive this is how Source engine works.. I just forgot if this is how Goldsrc did it... kevin bowen wrote: I should also add that when I reload ingame using shotgunner-- instead of finding it at the bottom of the animation list, it plays the first animation in the list (idle) On Mon, Mar 1, 2010 at 6:50 AM, kevin bowen fragmasterbo...@gmail.comwrote: I'm trying to make a shotgun reload animation called shotgunner play ingame, but the game doesn't seem to find it in the animation list. I have a tiny feeling this is possibly a problem caused by ACT_SHOTGUNNER not being after my animation name, but when I DO add it, ($sequence shotgunner shotgunner loop fps 30 ACT_SHOTGUNNER 1) milkshape says cannot find 1.smd, or if I remove the 1, can't find ACT_SHOTGUNNER.smd Things I've tried besides that: I made my code animDesired = LookupSequence (run); (under my ACT_SHOTGUNNER case) and it displays the run animation on reload, so I'm pretty stumped. I tried putting my animation directly after the walk sequence, and that jumbles up all the animations ingame. but hot damn I'M SO CLOSE. Suggestions?! I did this using this tutorial : http://hlpp.thewavelength.net/tuts/playeranimation.txt ___ 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
Re: [hlcoders] Vehicle View Judder
We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that info to the rest of the clients. The result is perfectly lag free controls for the driver. The only hitch is, since the client is the one actually moving the vehicle, vehicle collisions become a problem. In our first implementation, when a vehicle ran into another vehicle, it would stop dead in its tracks. There was no collision forces being imparted on either vehicle. We managed to come up with a hacky method to fix this but it didn't result in the most realistic collisions. Another problem we encountered was that there was no interpolation going on for the other players, so when they saw the vehicle moving, it wasn't smooth. I'm not sure if this is a problem inherent in the Source SDK though. When you take a server side physics object, and throw it, do all the clients see it move in a smooth fashion? The object's position is getting sent to each client at about 10 updates/sec (in a best case scenario). There is no interpolation going on between each update, so the object would exhibit a slight jerkiness. Maybe we broke something in our code but I think this is something the SDK didn't do properly (interpolate server-side vphysics objects). I think I need to go play HL2DM and throw a toilet around... Matt Hoffman wrote: I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle taking some time to respond to input. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm Sent: Saturday, January 23, 2010 5:04 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Vehicle View Judder Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game had vehicles in, and while we have changed no code related to either views, cameras or vehicles - the view judder was awful. It was like the advisor barn scene where your screen is shaken everywhere, and it really was terrible to look at (and very hard to drive as you couldnt judge very easily which direction was forward). So I'm wondering if anyone knows how to sort this so the camera is properly locked and doesn't bounce around so much in vehicles. Thanks, Chief. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vehicle View Judder
Yea, that's definitely an issue.. but if the server did some checks on his end, the server can see if the updates were valid or not and basically just ignore the invalid updates or do something accordingly. Like if the client sent an update that he was at position X, and then half a second later, he is at position Y (which is like halfway across the map), that could raise a red flag. Client side physics objects are interpolated.. other players are interpolated.. are you sure server side physics objects are interpolated? God, I gotta go install hl2dm and play with the gravity gun... Saul Rennison wrote: All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that info to the rest of the clients. The result is perfectly lag free controls for the driver. The only hitch is, since the client is the one actually moving the vehicle, vehicle collisions become a problem. In our first implementation, when a vehicle ran into another vehicle, it would stop dead in its tracks. There was no collision forces being imparted on either vehicle. We managed to come up with a hacky method to fix this but it didn't result in the most realistic collisions. Another problem we encountered was that there was no interpolation going on for the other players, so when they saw the vehicle moving, it wasn't smooth. I'm not sure if this is a problem inherent in the Source SDK though. When you take a server side physics object, and throw it, do all the clients see it move in a smooth fashion? The object's position is getting sent to each client at about 10 updates/sec (in a best case scenario). There is no interpolation going on between each update, so the object would exhibit a slight jerkiness. Maybe we broke something in our code but I think this is something the SDK didn't do properly (interpolate server-side vphysics objects). I think I need to go play HL2DM and throw a toilet around... Matt Hoffman wrote: I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle taking some time to respond to input. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm Sent: Saturday, January 23, 2010 5:04 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Vehicle View Judder Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game had vehicles in, and while we have changed no code related to either views, cameras or vehicles - the view judder was awful. It was like the advisor barn scene where your screen is shaken everywhere, and it really was terrible to look at (and very hard to drive as you couldnt judge very easily which direction was forward). So I'm wondering if anyone knows how to sort this so the camera is properly locked and doesn't bounce around so much in vehicles. Thanks, Chief. ___ 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 ___ 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
Re: [hlcoders] Vehicle View Judder
Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders? /me takes a cold shower Saul Rennison wrote: Minh Le? THE Minh Le? :O The original creator of CS? On Sunday, January 24, 2010, Minh minh...@telus.net wrote: Yea, that's definitely an issue.. but if the server did some checks on his end, the server can see if the updates were valid or not and basically just ignore the invalid updates or do something accordingly. Like if the client sent an update that he was at position X, and then half a second later, he is at position Y (which is like halfway across the map), that could raise a red flag. Client side physics objects are interpolated.. other players are interpolated.. are you sure server side physics objects are interpolated? God, I gotta go install hl2dm and play with the gravity gun... Saul Rennison wrote: All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that info to the rest of the clients. The result is perfectly lag free controls for the driver. The only hitch is, since the client is the one actually moving the vehicle, vehicle collisions become a problem. In our first implementation, when a vehicle ran into another vehicle, it would stop dead in its tracks. There was no collision forces being imparted on either vehicle. We managed to come up with a hacky method to fix this but it didn't result in the most realistic collisions. Another problem we encountered was that there was no interpolation going on for the other players, so when they saw the vehicle moving, it wasn't smooth. I'm not sure if this is a problem inherent in the Source SDK though. When you take a server side physics object, and throw it, do all the clients see it move in a smooth fashion? The object's position is getting sent to each client at about 10 updates/sec (in a best case scenario). There is no interpolation going on between each update, so the object would exhibit a slight jerkiness. Maybe we broke something in our code but I think this is something the SDK didn't do properly (interpolate server-side vphysics objects). I think I need to go play HL2DM and throw a toilet around... Matt Hoffman wrote: I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle taking some time to respond to input. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm Sent: Saturday, January 23, 2010 5:04 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Vehicle View Judder Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game had vehicles in, and while we have changed no code related to either views, cameras or vehicles - the view judder was awful. It was like the advisor barn scene where your screen is shaken everywhere, and it really was terrible to look at (and very hard to drive as you couldnt judge very easily w ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Do high ping players cause extra lag?
Whenever I play on TF2 servers or CoD4 the server admins are constantly booting players with high ping because they feel it puts a load on the server and makes it slow for the rest of the players. Is this true? and can someone explain why? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Do high ping players cause extra lag?
Yea, that seems to make sense. I don't see how it would cause an extra load on the server if a player is not sending his usercmd frequently. That player will just warp more.. but the rest of the players will move about fine and see each other fine. They would just see that high ping bastard as warpy. Garry Newman wrote: I don't think so.. I think it's just looks like the server is lagging when players warp around and seem to buffer up before playing all their usercmds out in under a second. Also, I think I read somewhere that the lag compensation in Source only works up to 200ms - so I guess anyone with a ping over that could cause problems - not sure whether that would favour the lagger or the shooter though. garry On Tue, Oct 13, 2009 at 10:48 AM, Minh minh...@telus.net wrote: Whenever I play on TF2 servers or CoD4 the server admins are constantly booting players with high ping because they feel it puts a load on the server and makes it slow for the rest of the players. Is this true? and can someone explain why? ___ 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
Re: [hlcoders] Do high ping players cause extra lag?
I trust the people on these forums more than what I can find on those search engines. Most of the things people say on those forums are pretty illogical and don't come from a developer perspective Jay Croghan wrote: Was writing an email really quicker than a google search? http://www.google.com/search?q=Do+high+ping+players+cause+lag They don't cause any lag or slow down for other players or the server BUT if they have extremely large latency or spikes then they can have a jumpy effect that makes it very hard to shoot them. Think about it, even if the server or players waited for a response from players with low ping the game would be unplayable! - Jay Quoting Minh minh...@telus.net: Whenever I play on TF2 servers or CoD4 the server admins are constantly booting players with high ping because they feel it puts a load on the server and makes it slow for the rest of the players. Is this true? and can someone explain why? ___ 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
Re: [hlcoders] Dynamic weapon attachments
Doesnt Operation Flashpoint do this? It looks unappealing to me cuz one the advantages of having a seperate view model is that you can position it in the most aesthetically appealing position. If you were to force the players view to the eyes, you'd barely even see the arms and gun unless you mess with the field of view. Ryan Sheffer wrote: Well for true full body awareness I still think completely third person is the way to go. You could use IK and some splines to move the hand around to different parts of the weapon model and parent / unparent the weapon and attachments at different points in the animation, and it could be all scripted. I think it would be really cool tbh. On Tue, Oct 6, 2009 at 8:13 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: The body/legs is a seperate model. (Turns off on low model-detail) Pretty sure each character still has a v_smg, v_huntingrifle, etc, because as far as I know each character has separate animations for each weapon (Instead of one animation for everyone). On Tue, Oct 6, 2009 at 6:53 AM, Christopher Harris char...@resrchnet.com wrote: Yes I agree bodygroups is the best method to do this. I was wondering also what method is Left4Dead using for its models? Even though it is a full-body awareness it looks somewhat like it might still be a viewmodel. I'd looked at scripts and it seems they replace the arms based off the player model in use instead of having all the guns with models for each time the hands need to change. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Tuesday, October 06, 2009 1:19 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Dynamic weapon attachments Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever bone setup he wants allowing him to do some funky things with the animation. Imagine trying to make an animation where the player switches the gun from one hand to another, or he holds the gun from a different part of the gun at different part of the animation. This sort of stuff is easy to do when the bones are all animated and exported in their own local space. It gets tricky to do this with third person anims cuz you have to work closely with the code to detach the model from the hand at various points in the animation. getting back to the original question, it's MUCH easier to just use bodygroups. I actually have done this successfully with my guns and it looks really solid. Plus, it's more efficient cuz you don't have an extra entity for the game to worry about. Ryan Sheffer wrote: It only looks bad if you stick with the Valve formula, make third person models look like crap. You would have to redo the third person anims but if you can pull it off, from the players view, things would look more fluid and realistic since the gun it moving like it should with the animation that is currently running. Not just some fake hacky movements put in place for every movement animation. You can use LODs to scale quality, have a first person LOD only the local player can see for themselves. You could even make players first person animations different to fix some of the issues that could arrise. Im pretty sure valve are one of the only companies still using v models. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com wrote: Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com wrote: I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players
Re: [hlcoders] Dynamic weapon attachments
Lots of games still use view models. CoD4, Gears of War, Medal of Honour Airborne., Battlefield series, FarCry2, etc.. The only game that I recall that doesn't use view models is OP Flashpoint. The huge advantage of using view models is that it allows the animator total freedom to use whatever bone setup he wants allowing him to do some funky things with the animation. Imagine trying to make an animation where the player switches the gun from one hand to another, or he holds the gun from a different part of the gun at different part of the animation. This sort of stuff is easy to do when the bones are all animated and exported in their own local space. It gets tricky to do this with third person anims cuz you have to work closely with the code to detach the model from the hand at various points in the animation. getting back to the original question, it's MUCH easier to just use bodygroups. I actually have done this successfully with my guns and it looks really solid. Plus, it's more efficient cuz you don't have an extra entity for the game to worry about. Ryan Sheffer wrote: It only looks bad if you stick with the Valve formula, make third person models look like crap. You would have to redo the third person anims but if you can pull it off, from the players view, things would look more fluid and realistic since the gun it moving like it should with the animation that is currently running. Not just some fake hacky movements put in place for every movement animation. You can use LODs to scale quality, have a first person LOD only the local player can see for themselves. You could even make players first person animations different to fix some of the issues that could arrise. Im pretty sure valve are one of the only companies still using v models. Might be wrong, but doom 3 even seemed to be using only world models. On Mon, Oct 5, 2009 at 9:06 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I'd imagine it looks bad, would be harder to rig/setup things, you'd have to re-do the third-person animations, etc. On Mon, Oct 5, 2009 at 8:56 PM, Ryan Sheffer darksk...@gmail.com wrote: Consider totally ridding the game of the view models and just positioning the camera where you can see the world model. Its 100% possible, but will take some time to pull off. On Mon, Oct 5, 2009 at 3:57 PM, Stephen Swires stephen.swi...@gmail.com wrote: Having them as seperate models makes it even more of a pain On Mon, Oct 5, 2009 at 10:49 PM, Saul Rennison saul.renni...@gmail.com wrote: I want to save animating till later to be honest. And I'd prefer to have all the attachments as seperate models and attach them when need be. I don't want players to be removing / attaching on the fly; a bit like CoD4 attachments. All I want is code / concepts of how I would spawn this model and attach it to the local client's viewmodel (doing worldmodel later). FYI Viewmodels are bummers :( Thanks, - Saul. On 5 Oct 2009, at 22:35, Ryan Sheffer darksk...@gmail.com wrote: Its best to just have the scope as a model group mentioned above. If you want the players hand to put the scope on, making the scopes verts part of bone and parent that bone to the hand during the animation and once attached unparent in the animation. Then just have the scope model group stay on until the player removed it again. If you dont want to do this, parenting new models to the player v model is going to be an annoying task, but its possible. Just need to keep in mind that it is hidden to all players cept the local. Maybe having the model entirely client side would be wise? But maybe too much work to setup. On Mon, Oct 5, 2009 at 2:14 PM, Stephen Swires stephen.swi...@gmail.com wrote: You could try using bodygroups on the weapon and view model On Mon, Oct 5, 2009 at 10:11 PM, Saul Rennison saul.renni...@gmail.com wrote: Hey hlcoders, I'm wondering how I'd go about adding normal static props (i.e. a small scope) to an existing weapon. I've tried bone merging the viewmodel to a static prop I created to no avail, albeit I'm not sure I'm doing it correctly. I'm basically requesting: - How would I go about spawning a prop/another viewmodel, and where I should do this in the code; - How would I attach this newly spawned prop to my viewmodel (it's currently a bone, v_weapon.Scope.Attachment) - Has anyone tried this before and are they willing to release code [snippets]. Thanks so much in advance, - Saul. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] ShouldCollide()
This should work.. We do this for several of our entities and we get the behaviour as expected. Make sure something else isn't stamping out the collision group after you set it to COLLISION_GROUP_PLAYER_BLUE I tried doing this by defining COLLISION_GROUP_PLAYER_BLUE and COLLISION_GROUP_PLAYER_RED, assigning those collision groups to players of that team. In the newer ShouldCollide function, whenever I see one of those collision groups, I pass it off to the base class, but test against COLLISION_GROUP_PLAYER instead, so it still treats the player as it should. Any better ways to do this? --Bob ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] getting animation velocity and applying it to player
This method won't work if your animations are in-place (ie. the animations are within a predefined bounding box). You could get a bone position (spine bone perhaps) and save that, and frame by frame compare the distance the bone traveled to get a velocity from that and apply it to the player. Maybe this isn't what you want thought. ;) Ryan: I spent about a minute sketching this out not expecting it to work and not surprisingly it didn't. int boneNum = player-LookupBone(ValveBiped.Bip01_Pelvis); if(boneNum==-1) return; Vector bonePos; QAngle boneAngle; player-GetBonePosition(boneNum, bonePos, boneAngle); if(lastBonePos == vec3_origin){ lastBonePos = bonePos; return; } Vector delta = bonePos-lastBonePos; mv-m_vecVelocity = delta/gpGlobals-frametime; lastBonePos = bonePos; What would be the right approach to this? This doesn't seem right at all. Thanks for your patience guys. I guess I'm trying to do something that's not very common in Source so there's not much documentation on this at all :| ~M ___ 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
Re: [hlcoders] getting animation velocity and applying it to player
and instead having the animation playing without the player actually moving around, and then update his position at the end of the animation to wherever the player has ended up moving. This might be prone to penetration errors though. I wonder if this is how the zombies in L4D do their climbing animation... Does anyone know if it's possible to view L4D models? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
does anyone know what advantages the .dmx format has over smd? Jed wrote: I would be very surprised if the compiler doesn't still support SMD for legacy reasons. Suppose I better brace myself for the inevitable flood of emails asking me when I'll add DMX support to my plug-ins... - Jed 2009/9/21 Andrew Ritchie gotta...@gmail.com: Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may be something similar still available. On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Optimising projectile bandwidth
You can try increasing the Error Tolerance for the velocity, angles, and origin. You can set the error tolerance in the network tables. Joel R. wrote: Prediction doesn't stop the server from sending you updates, because if your clientside values go out of range you have set, it snaps to the server's values. On Tue, Sep 15, 2009 at 8:02 AM, Andrew Armstrong and...@mammoth.com.auwrote: I have not played with the game SDK before (just for server plugins), but surely client side prediction can step in here and you can relax how often you send updates? If the client received the origin, direction and velocity of the rocket, client side prediction would take care of movnig the projectile fine (like player movements). Can you maybe make it client side predicted (is there a flag? how do players and other entities auto predict?) and just relax how often you send updates, given that the rocket won't be changing direction/velocity? - Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards Sent: Tuesday, 15 September 2009 8:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Optimising projectile bandwidth Thanks Joel, that sounds like it would work. I realised earlier today however that what I'm trying to do is a bad idea no matter how I handle it, because if either the client or the server ever started to choke on some frames the rockets risk going out of sync. It might be possible to overcome that issue, but only by writing a lot of fairly low-level code: I can only assume that Valve's existing code all assumes that the origin is being transmitted if the position of an entity is in any way important. Oh well. It was worth thinking about. :-) Joel R. wrote: It's kind of tricky to do something like this. I recommend using a server-side only rocket entity that has TransmitState disabled. Then use a *reliable* UserMessage with the Origin and Velocity attached and sent to all players. When a player receives this information, create a clientside only entity of this rocket and duplicate the way the server moves the rocket in a straight line. Use PhysicsSimulate to move your rocket through the world, think functions are time based and not very efficient for this. There is a way to do it using the network tables of a client/server entity but you still have to deal with entity creation which is a lot of useless data in itself. It gets really hacky though since you have to manage stopping the transmitting and letting the client take over, but it still uses the origin that the server has for PVS culling, so yea it gets ugly really fast. On Mon, Sep 14, 2009 at 6:15 AM, Tom Edwards t_edwa...@btinternet.comwrote: I have a simple rocket entity that travels in a straight line until it hits something and explodes. Since the rocket travels in straight lines at a constant speed all that the client needs to know is its starting position and angles, but I'm having trouble getting the engine to only network that particular data. Nothing I've tried works: * Standard CBaseAnimating entity o Sends m_flSimulationTime and m_vecOrigin in every update, which together create 11 bytes of useless data per rocket. If 16 players at cl_updaterate 30 each have one rocket in the air, that's 844.8Kb/s leaving the server*, none of it useful in any way. Standard entities also run into the interp problem I was talking about the other week. * CBaseAnimating with SendPropExclude on m_flSimulationTime and m_vecOrigin o Rocket never appears on the client, even though I set the AbsOrigin there with a backdoor variable. * CBaseAnimating with UpdateTransmitState() logic o Rocket disappears from client when transmission stops. Grr! * Temporary entity o Unreliable, start to be dropped if more than 32 are in a single update. Clearly a bad idea. The only method I've not tried yet is a networked dummy entity that spawns non-networked rockets at both ends (which would pretty much be a reliable temp ent). Since the client isn't supposed to spawn its own entities I don't hold much hope for this approach either. What on earth can I do here? Give up would be one option I suppose... * Okay, PVS culling would help. But still... ___ 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
Re: [hlcoders] Collision Model For a car
I uploaded a picture of how i made my car's collision model. http://www3.telus.net/public/a6a91102/car_bbox.jpg it's really simple and the picture is self-explanatory. If you're still confused, you can send me your model and i can take a look at it. I'm assuming ur using 3dsmax. cathal mc nally wrote: Hey Guys, You probably all get asked about this a good bit but im in a bit of a pickle Ive ported a 1967 Shelby mustang from a model i found on the google warehouse into the source engine I took it in in three parts since its only a prop_static The body, the wheel and the windows or all the glass rather(it includes front, back lights and the mirrors on either side) It was a pretty complex model to port and i spent a whole week at it and went through loads of programs just to get the texture right and the mesh optimized But here is the problem the reason i made the glass aseparate entity was to be able to attach it with the prop details (glass.medium)function i did this all was fine and brought it into hammer and tested it on its own its a good static mesh and the glass effect works well but when i add it to the cars body we have problems So to cut a long painful week of work short the Collsion model of the car is overlapping the glass collsion model SO i tried making a collsion model for the car and glass separate but to no avail Basically can anyone reccomend a good tutorial as to how to make a good collision model so that the glass will work separately to the bodies one The idea works as well If any of you remember the promissing Fueled MP mod it had a few well modelled cars and used the same principals and yea i decompiled them to check it out nd mimiked its physics mesh Nope didnt work neither did any of the tuts i followed So can anyone make a tut for me, add me on team or take the models from me and make a physics mesh for it I would be eternally grateful cheers and sorry for such a long message but its been LONG week ;p Send instant messages to your online friends http://uk.messenger.yahoo.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
Re: [hlcoders] Erour in OB Mod
The answer is in the error msg. I couldn't put it any clearer than the error msg. Joshua Scarsbrook wrote: 1grenade_frag.cpp 1.\hl2\grenade_frag.cpp(409) : error C2039: 'HandleInteraction' : is not a member of 'CBaseGrenade' 1c:\CeraMod\src\game\shared\basegrenade_shared.h(34) : see declaration of 'CBaseGrenade' Fixed the old compile problem but now i have a new one. the base is having a problem somewere, this is bacic obcode. Minh wrote: your network datatables are not matching on the client and server. Make sure you have a corresponding RecvProp (in the client table) for each SendProp (in the server table) Joshua Scarsbrook wrote: Hi When i try to start the first map in hl2ep2 on my mod i get this in the console Initializing renderer... Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Please help with this Vbitz ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Erour in OB Mod
your network datatables are not matching on the client and server. Make sure you have a corresponding RecvProp (in the client table) for each SendProp (in the server table) Joshua Scarsbrook wrote: Hi When i try to start the first map in hl2ep2 on my mod i get this in the console Initializing renderer... Missing RecvProp for DT_BaseGrenade - DT_BaseFlex/baseclass Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Please help with this Vbitz ___ 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
Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.
ouch, u should consider setting up an SVN repo. Nick wrote: Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ 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
[hlcoders] question regarding PVS and networking
If a player A is not in the Potentially Visible Set of Player B (ie. both players are in a different room far away), does player A's network data get sent to player B (and vice versa).I was told that it doesn't but I need to be 100% sure on this. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] question regarding PVS and networking
I'm making a seperate room that's fully enclosed and not a part of my main level. The seperate room is basically a firing range with moving targets, that I spawn players into when they're dead. I just want to make sure that the players in there, and the moving target entities (which are prop_dynamic) don't transmit any data to the players playing in the REAL part of the map. Jorge Rodriguez wrote: 100% sure the answer is no. Other than player resource of course. You can change that with ShouldTransmit(). You can check it with mat_wireframe or mat_overdraw or any other debug drawing cvar, or putting by in some code to see if pPlayer-IsDormant(). I wonder what you're up to? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] question regarding PVS and networking
yea, I was just gonna make seperate fully enclosed rooms for each player.. I hope they don't hear each other. Jorge Rodriguez wrote: Sure, they'll be completely isolated. Also you could make ShouldTransmit make the firing range players invisible to other firing range players as well. (With some game movement and firing code tweaks to make sure they can't interact either, if that's what you actually want to do.) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Awkward crash dumps
The first crash seems really odd. Are you sure you have any symbols loaded (make sure your minidumps are in-synch with your .dlls) Maybe you can show us a screenshot of the callstack. Actually, if you could paste out the entire callstack for the rest of your crashes, that would be helpful. a...@watkins.to wrote: I've been working on fixing the crashes introduced in the latest version of our mod. From mdmps, I've got all the obvious ones, but there's a few that I just don't know how to deal with. In fact, it seems to me that there's likely nothing that I CAN do, short of stripping all our features out letting a small army of testers play with it for a week, then adding in features one at a time and repeating, until these occasional crashes are reintroduced. That sounds like a knightmare, and would likely take several months. Does anyone have any better suggestions on how to deal with: * A crash where the call stack ONLY shows a memory address? Not even any mention of a dll. This is our most common crash, and happens 1-2 times a day on each server. * One pointing to __RTDynamicCast in server.dll, with nothing to say WHICH cast caused issues? And if its a dynamic cast, then ... it shouldn't crash if it fails? This has only come up once, admittedly. * Another crash pointing at this line in Physics_RunThinkFunctions: CBaseEntity **list = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * listMax ); I'd guess that could potentially be a stack overflow? If it is, any suggestions on tracking down what from? Its come up a couple of times now, on different servers. Note that we don't currently have a linux client, these are all windows crashes, in case that is relevant. Any suggestions or tips would be greatly appreciated - we're all ready to release an update, apart from these! -- This message was sent on behalf of a...@watkins.to at openSubscriber.com http://www.opensubscriber.com/messages/hlcoders@list.valvesoftware.com/topic.html ___ 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
[hlcoders] Cryptic crash in engine.dll
Has anyone encountered the following crash in the engine.dll ? CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( ModelInstanceHandle_t handle ) { .. .. Assert( modelloader-IsLoaded( instance.m_pModel ) ( instance.m_pModel-type == mod_studio ) ); studiohwdata_t *pStudioHWData = g_pMDLCache-GetHardwareData( instance.m_pModel-studio ); It is happening to me constantly whenever i change resolutions on a certain level. It only happens on some of my levels and I can't seem to find the cause of it. I thought it had something to do with the number of static props but I ended up removing all static props from my level and it still gives me the same crash. Anyone have any experience with this crash? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cryptic crash in engine.dll
nope. All props are using standard Vertexlitgeneric. This is the full callstack engine.dll!CModelRender::FindOrCreateStaticPropColorData(unsigned short handle=24) Line 3267 + 0x9 bytesC++ engine.dll!CModelRender::UpdateStaticPropColorData(IHandleEntity * pProp=0x0ca55000, unsigned short handle=24) Line 3811C++ engine.dll!CModelRender::RestoreAllStaticPropColorData() Line 4070 + 0x1b bytesC++ materialsystem.dll!CMaterialSystem::RestoreShaderObjects(void * (const char *, int *)* shaderFactory=0x0ee1bc30, int nChangeFlags=0) Line 1244 + 0xc bytesC++ shaderapidx9.dll!CShaderDeviceDx8::ReacquireResourcesInternal(bool bResetState=true, bool bForceReacquire=true, const char * pszForceReason=0x0eeed3f0) Line 2309C++ shaderapidx9.dll!CShaderDeviceDx8::ResizeWindow(const ShaderDeviceInfo_t info={...}) Line 2340 + 0x10 bytesC++ shaderapidx9.dll!CShaderDeviceDx8::CheckDeviceLost(bool bOtherAppInitializing=false) Line 2471 + 0xb bytesC++ shaderapidx9.dll!CShaderDeviceDx8::Present() Line 2997C++ materialsystem.dll!CMaterialSystem::SwapBuffers() Line 3498C++ engine.dll!CL_TakeSnapshotAndSwap() Line 1277C++ engine.dll!SCR_UpdateScreen() Line 270C++ engine.dll!_Host_RunFrame_Render() Line 2237C++ engine.dll!_Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line 2806C++ engine.dll!Host_RunFrame(float time__USE_VCR_MODE=0.0092504807) Line 2915 + 0xd bytesC++ engine.dll!CHostState::State_Run(float frameTime=0.0092504807) Line 481C++ engine.dll!CHostState::FrameUpdate(float time__USE_VCR_MODE=0.0092504807) Line 616C++ engine.dll!HostState_Frame(float time__USE_VCR_MODE=0.0092504807) Line 116C++ engine.dll!CEngine::Frame() Line 308 + 0xc bytesC++ engine.dll!CEngineAPI::MainLoop() Line 827C++ engine.dll!CTacIntAppSystemsGroup::Main() Line 1315 + 0xa bytesC++ engine.dll!CAppSystemGroup::Run() Line 382C++ engine.dll!CEngineAPI::RunListenServer() Line 1069C++ engine.dll!CEngineAPI::Run() Line 1138C++ launcher.dll!CAppSystemGroup::Run() Line 382C++ launcher.dll!CAppSystemGroup::Run() Line 382C++ launcher.dll!LauncherMain(HINSTANCE__ * hInstance=0x0040, HINSTANCE__ * hPrevInstance=0x, char * lpCmdLine=0x002cef2c, int nCmdShow=1) Line 1173C++ Joel R. wrote: Any custom shaders on props? On Thu, Aug 6, 2009 at 10:05 AM, Minh minh...@telus.net wrote: Has anyone encountered the following crash in the engine.dll ? CColorMeshData *CModelRender::FindOrCreateStaticPropColorData( ModelInstanceHandle_t handle ) { .. .. Assert( modelloader-IsLoaded( instance.m_pModel ) ( instance.m_pModel-type == mod_studio ) ); studiohwdata_t *pStudioHWData = g_pMDLCache-GetHardwareData( instance.m_pModel-studio ); It is happening to me constantly whenever i change resolutions on a certain level. It only happens on some of my levels and I can't seem to find the cause of it. I thought it had something to do with the number of static props but I ended up removing all static props from my level and it still gives me the same crash. Anyone have any experience with this crash? ___ 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
[hlcoders] Increasing cubemap max size
Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Increasing cubemap max size
right now, im only using 1 cubemap for the entire curved glass (which consists of 5 seperate glass panels). Using 1 cubemap for each panel, I'd really run up my cubemap budget as I have about 20 of these curved glass pieces.. 20 x 5 = 100 cubemap entities, each using 256x256. That's a lot of memory :( Matt Hoffman wrote: The whole upside-down-reflection isn't helping the screen imo. Maybe it looks better in motion but right now it looks disorienting. Anyways: Have you tried assigning a 256^2 to the specific faces of that glass panel, one for each panel? On Fri, Jul 31, 2009 at 11:57 PM, Minh minh...@telus.net wrote: http://www3.telus.net/public/a6a91102/1.jpg I think I'm gonna try splitting the glass up and using more cubemaps... Matt Hoffman wrote: Interesting idea but it sounds like you could better accomplish this with multiple cubemaps on smaller surfaces than single cubemaps on large glass surfaces. There's also the concern of large BSP's from these. Each cubemap taking a 1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to add quite a bit of filesize if your map has anywhere near the proper amount of cubemaps. Not saying that every cubemap is going to be big however... Could you possibly show us an example of what your trying to cubemap? Only thing I can think of is large glass buildings like in mirrors edge. (In which case, I'm interested!) http://cloroshare.files.wordpress.com/2009/06/mirrors_edge_wallpaper_by_fuzzy13.jpg I haven't looked, but I imagine it's buried deep in engine code we don't have. On Fri, Jul 31, 2009 at 11:24 PM, Minh minh...@telus.net wrote: Has anyone tried to increase the max cubemap resolution of 256x256? We're running into some ugly ass large glass windows that look terrible because of the low cubemap resolution. ___ 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 ___ 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
Re: [hlcoders] whats happening with this engine
- Why the hell are we still using SMD? Take a continuous mesh model, break it into triangles and re-compile it into tri-strips at compile. Hint Valve - either adapt your SMD/OBJ MRM hybrid format or just use DAE/FBX for God's sake. You'll find you don't need us to make SMD support for every 3D app out there if you adopt a cross application 3D format. The .smd format is extremely robust the way accomodates reference meshes, AND skeletal animation. So you want a method to go straight from 3d model / animation - .mdl ? How is that going to work with parametric animation? where you can combine multiple .smds to make an animation? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
I think that project is defunct. Apparently making a better hammer is harder than just saying Let's make a better Hammer - Original Message - From: Ryan Sheffer darksk...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, July 23, 2009 8:10 PM Subject: Re: [hlcoders] whats happening with this engine I remember some guy was developing an alternative to Hammer. I don't know what happened with that but it looked promising. On Thu, Jul 23, 2009 at 7:55 PM, Bob Somers magicbob...@gmail.com wrote: G typos... send = sending without = within --Bob On Thu, Jul 23, 2009 at 7:53 PM, Bob Somersmagicbob...@gmail.com wrote: There's nothing wrong with improvement, offering suggestions, or send your own improvements. Just be civil about it. I just get really tired of one guy making a perfectly civil suggestion, and then without hours my email box gets flooded with people tossing in their 2 cents and bitching about things like here's why the engine sucks or here's a laundry list of stuff they need to fix. Geez, if you hate it that much go mod on a different platform. Or at least keep your bitching off the list. This is a QA mailing list, not a feel-good Modders Anonymous support group. *steps off soap box* --Bob On Thu, Jul 23, 2009 at 6:59 PM, Giancarlo Rivasgiaym.m...@gmail.com wrote: The solution is that valve hires Jed as Tools programmer. ___ 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 -- ~Ryan ( skidz ) ___ 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
Re: [hlcoders] whats happening with this engine
I don't think addressing these concerns would hurt their profits at all. I imagine many of the folks at Valve are aware and in fact, would like to fix these issues but they choose to prioritize their time on other things. We don't even know what they're working on these days so it's hard for us to say that they're not addressing these problems internally. Rest assured, they are reading these forums and they are aware of the concerns. Their decision to address them is strictly their prerogative. I'm sure many of us would do things differently if we had our foot in Valve's offices but that's what seperates us from Valve. As an amateur developer, I've learned to just work with the tools that have been given to me.. I'm aware of the engine's deficiencies but I choose to work with it because it offers me what i need. If I chose to work with the Unreal engine, I'm sure I can come up with a list of things I'd like to change in that engine as well. I think it's easier to adapt my workflow to the engine, than to wait on the engine developer to adapt the engine to my workflow... especially when we all know that Valve are more focused on making great games than making easy to use engine + tools. You guys might be waiting for awhile... - Original Message - From: Bob Somers magicbob...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Friday, July 24, 2009 12:11 PM Subject: Re: [hlcoders] whats happening with this engine No kidding. Nothing like asking a company who's in business to make money to throw their profit making tools into the public domain... --Bob On Fri, Jul 24, 2009 at 11:21 AM, Ryan Shefferdarksk...@gmail.com wrote: In a nutshell, asking far too much. On Fri, Jul 24, 2009 at 10:58 AM, Nick xnicho...@gmail.com wrote: I basically summed up the entire thread for everyone. Give modders better tools: Open source hammer. Open source all tools. Release specs on proprietary formats Enable a lua added version of sdk allow some sort of documentation of the non-released parts of sdk (release entire sdk, but have only clientside code available) Make it easier to create content, and modify the engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ 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
Re: [hlcoders] Detecting Memory Leaks
hmm.. yea, it's prolly too late for me to do that but thanks for the suggestion. I think I'm just gonna figure out how to use Memory Validator. Garry Newman wrote: I just derive all my objects from a class that spazzes out on exit if it isn't unallocated. But that's probably the kind of thing that you have to do from the start, so you know that whatever you changed last caused a leak - rather than later. The built in _CRTDBG_MAP_ALLOC stuff has worked for me in the past, when I had no idea where the hell the leak was coming from.. garry On Mon, Jul 6, 2009 at 2:22 AM, Minh minh...@telus.net wrote: Sweat.. if Alfred and God created Alfred Reynolds suggested it, it must be useful. I had trouble linking glowcode to my actual code, so it kept spitting out some incoherent gibberish. Someone suggested that I code better and not put leaks in my code in the first place.. This certain somewhere is sitting at the bottom of the ocean with concrete blocks attached to this feet. Justin Krenz wrote: How does Glowcode interface with the DLLs? Alfred suggested I use Memory Validator, but it requires your DLLs to be compiled with Run Time Library: Multi-threaded DLL. The SDK dlls need to be compiled with Run Time Library: Multi-threaded otherwise there are linker errors in some of the static libraries which don't have their source included in the SDK. I'm curious how Glowcode works where Memory Validator fails. I followed a tutorial once on manually adding memory tracking, and it worked all right. It turned out very slow, but it works if you have the patience: http://www.flipcode.com/archives/How_To_Find_Memory_Leaks.shtml /tier0/memoverride.cpp is where all of the new and delete operators are already overridden where you add the tracking code. When I used it, all it did though was confirm my suspicions that my memory leak wasn't happening in my code. On Sun, Jul 5, 2009 at 7:16 PM, Minhminh...@telus.net wrote: I was wondering what tools you guys use to track memory leaks. I've tried using a program called Glowcode and it's not terribly helpful as it doesn't exactly pin point the offending areas of code. I looked at a program called DevPartner which my friend really recommends but it costs $2000.. and when I try signing up for a trial version, the idiots never get back to me. ___ 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 ___ 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
[hlcoders] Detecting Memory Leaks
I was wondering what tools you guys use to track memory leaks. I've tried using a program called Glowcode and it's not terribly helpful as it doesn't exactly pin point the offending areas of code. I looked at a program called DevPartner which my friend really recommends but it costs $2000.. and when I try signing up for a trial version, the idiots never get back to me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL-MP Third Person Mod
look at base_playeranimstate.cpp or sdk_playeranimstate.cpp More specifically, you want to look at CalcMainActivity() That function decides which animations to play based on certain conditions. Be warned, it is quite confusing. Christian Rieß wrote: Hm, I can only find those commands in the in_main.cpp. But I can't find a piece of code, where it is checked, if a certain key is pressed an then a certain animation is played or a certain action is triggered. For example, I can't find the code which controls the player movement and the corresponding animation. Original-Nachricht Datum: Thu, 11 Jun 2009 15:00:19 +0100 Von: Olly oli...@gmail.com An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] HL-MP Third Person Mod Do a search for either +forward, +left, +right 2009/6/11 Christian Rieß e-mc2_ch...@gmx.de Hello, I am (still) working with my team on a Third Person Multiplayer Mod. At the moment I have the following problem: I don't know how the Input-Keys are Mapped to a certain action. I want to have a set of walking animations, that do not blend and go only in 4 directions. So I want to connect the action, that the player walks left or right with the left/right walk animation of my player model. But I can't find the parts of code, where this could be changed. Any Idea what I am talking about or even how my problem can be solved? Greets Christian -- GMX FreeDSL Komplettanschluss mit DSL 6.000 Flatrate und Telefonanschluss für nur 17,95 Euro/mtl.!* http://portal.gmx.net/de/go/dsl02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Sent from Olly's SEGA Game Gear ___ 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
Re: [hlcoders] [SPAM] Editting blood and it's effects in HL2 engine.
All of this is very possible. If you want to make a blood fountain shooting out of his head, the best way to do it is to attach a spray emitter and parent it to his head. You can attach entities to certain parts of the player by using a SetParent() If you want to spray blood on the walls based on the blood fountain, you'll need to do a series of tracelines eminating from the spray emitter to a spot that the emitter is pointing at. You'll need to make a think function for your blood spray entity and then spray out the blood decals every 1/10th of a second (or however frequent you want it). Oh, and you should do all of this on the client side. adriank wrote: Hi there :D I need help with making a decent blood spray particle for my HL2 mod being made on ep1 engine. The problem is, I don't know how to make NPC pill or make blood fountain, there where the last bullet hit him. I mean, If I shoot combine soldier 5 times, and the fifth shell hit him in the head and this killed him, make npc long spray blood from head, if the last deadly bullet did hit him into the stomach, make it pill too. Another problem is, how can I change ammount of blood decals when npc is damaged/killed? Also is there an option to make every particle from previous blood fountain, create blood decal on touch with any surface? Thanks a lot. ___ 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
[hlcoders] LOD on models in the skybox?
Will my model's LOD work if I place a model in my skybox? How does it compute the distances? multiply them by 16? Perhaps my skybox models shouldn't even have LOD levels... I'm just curious what would happen if they did. Anyone try this ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LOD on models in the skybox?
why don't you do it.. and then report back to this mailing list. muhahaah Jorge Rodriguez wrote: I've always wondered about this myself actually. Why don't you make a simple prop with a couple different levels that are different in obvious ways and stick a couple of them at different distances in the skybox? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] LOD on models in the skybox?
oh for god sakes.. im just gonna test it right now.. be back in 10 minutes Jonas 'Sortie' Termansen wrote: Usually models in the Skybox is relatively simple, the LOD will not give any performance gain, or even make it worse, if the models are not complex enough. - Original Message - From: Jorge Rodriguez bs.v...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, June 01, 2009 9:00 PM Subject: Re: [hlcoders] LOD on models in the skybox? Christopher, with very large skyboxes it would make content creation much simpler if an artist could place the same object close to the skybox camera or far away and have the game automatically decide which LOD to use. -- Jorge Vino Rodriguez ___ 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
Re: [hlcoders] LOD on models in the skybox?
Ok, LOD actually DOES happen on a model in the 3dskybox. When compiling your model though, you'll have to take modify the LOD distance of it so it corresponds with the scale of the model. So in your .qc, if you set $scale .0625, you'll need to adjust your LOD distance metrics accordingly. So for example, my NORMAL excavator model has the following options $scale 1.0 . $lod 100 { replacemodelexcavator-1excavator-1_LOD1 } $lod 256 { replacemodelexcavator-1excavator-1_LOD2 } I then make a 3dskybox version simply by dividing the scale and LOD metric by 16 $scale .0625 . $lod 6 { replacemodelexcavator-1excavator-1_LOD1 } $lod 16 { replacemodelexcavator-1excavator-1_LOD2 } I took screenshots so peeps would believe me http://www3.telus.net/public/a6a91102/test9.jpg http://www3.telus.net/public/a6a91102/test90001.jpg Minh wrote: oh for god sakes.. im just gonna test it right now.. be back in 10 minutes Jonas 'Sortie' Termansen wrote: Usually models in the Skybox is relatively simple, the LOD will not give any performance gain, or even make it worse, if the models are not complex enough. - Original Message - From: Jorge Rodriguez bs.v...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Monday, June 01, 2009 9:00 PM Subject: Re: [hlcoders] LOD on models in the skybox? Christopher, with very large skyboxes it would make content creation much simpler if an artist could place the same object close to the skybox camera or far away and have the game automatically decide which LOD to use. -- Jorge Vino Rodriguez ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model on VGUI
Are you sure you can even get 3d models on the VGUI in HL1dm ? Goldsource engine uses a different VGUI implementation and I don't recall it having the ability to render 3d models on it. Neuwirth Christoph wrote: Hello I?m trying to load a model on a VGUI Panel. I found an article for that on VDC but i?m working on HL1 mod atm. How can i get the Informations needed on Clientside? regards ___ 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
Re: [hlcoders] Modifying the Animation System
i think hl2 uses multiplayer_animstate.cpp i cant b e sure.. just to a search for animstate Christian Rieß wrote: Hi, once again I have a question: Do I get it right, that the sdk_playeranimstate.cpp is never used in a basic HL²-Multiplayer-Mod? Or do I just miss something? Greets Christian Rieß Original-Nachricht Datum: Wed, 13 May 2009 12:03:03 +0900 Von: Minh minh...@telus.net An: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Modifying the Animation System take a look at baseplayer_animstate.cpp sdk_playeranimstate.cpp those two files contain all the information you'll need to know. I suggest you print them both out and read them OVER AND OVER AGAIN. It took me a couple weeks to fully understand how it all worked. The animation system is really hard to understand at first but once you get the hang of it, it's extremely powerful and you can do tons of cool things. Christian Rieß wrote: Hi, I am at the moment creating a third person multiplayer-mod, and I want to look a little bit into the animation system. I want to change the way in which the animations are triggered by the key inputs. For example I want to change the way in which the walking animations are played. My Problem is, that I digged through several code files from the server and the client. I already managed to get the animations running thanks to the tutorial on the wiki-page. But I can't find the functions where the animations are connected to the action or the key inputs. For example, the walking/running-animations of a half life² Deathmatch model is regulated by a slider, but I can't find in the code how exactly this is done. I could use a hint or two Greets Christian Rieß ___ 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
Re: [hlcoders] SDK Beta (HL2MP) Error
I think the error message speaks for itself. Check class declaration for CBaseGrenade and make sure there's a virtual int OnTakeDamage_Alive( )declared in the class declaration. It might have gotten deleted by accident. Yaakov Smith wrote: Error 2 error C2039: 'OnTakeDamage_Alive' : is not a member of 'CBaseGrenade'c:\Source SDK Mods\HL2DM_OB\src\game\server\hl2mp\grenade_tripmine.cpp 276 Server HL2MP int CTripmineGrenade::OnTakeDamage_Alive( const CTakeDamageInfo info ) { if (gpGlobals-curtime m_flPowerUp info.GetDamage() m_iHealth) { // disable // Create( weapon_tripmine, GetLocalOrigin() + m_vecDir * 24, GetAngles() ); SetThink( CTripmineGrenade::SUB_Remove ); SetNextThink( gpGlobals-curtime + 0.1f ); KillBeam(); if (m_pConstraint) m_pConstraint-Deactivate(); return FALSE; } return BaseClass::OnTakeDamage_Alive( info ); } This is a vanilla mod, I haven't changed anything. What's wrong with it? ___ 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
Re: [hlcoders] Modifying the Animation System
take a look at baseplayer_animstate.cpp sdk_playeranimstate.cpp those two files contain all the information you'll need to know. I suggest you print them both out and read them OVER AND OVER AGAIN. It took me a couple weeks to fully understand how it all worked. The animation system is really hard to understand at first but once you get the hang of it, it's extremely powerful and you can do tons of cool things. Christian Rieß wrote: Hi, I am at the moment creating a third person multiplayer-mod, and I want to look a little bit into the animation system. I want to change the way in which the animations are triggered by the key inputs. For example I want to change the way in which the walking animations are played. My Problem is, that I digged through several code files from the server and the client. I already managed to get the animations running thanks to the tutorial on the wiki-page. But I can't find the functions where the animations are connected to the action or the key inputs. For example, the walking/running-animations of a half life² Deathmatch model is regulated by a slider, but I can't find in the code how exactly this is done. I could use a hint or two Greets Christian Rieß ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multipassenger Vehicles for OBMP?
I unfortunately don't have my code on me at the moment as I seem to have found myself on another planet but I recall the variables such as m_passengerfeet m_passengereyes need to be duplicated for the other passengers. I think the driver class only has 1 set of these variables for the driver. Also, I needed to modify functions such as GetInVehicle and various other functions which referenced the driver. I didn't have to create any new functions myself. I just merely modified the existing functions to handle more than 1 passenger. Matt Hoffman wrote: Justin: That's hardly a proper way. You wouldn't be able to properly do animations damage view smoothing, view limiting, etc. Minh: Copy of the driver variables for each passenger. Which driver variables, any that specifically state driver and the such? And functions? Also, when I _attempted_ to test the vehicles (After noticing they have a new shared viewblend), I found I can't due to Invalid Key Steam Size, so I don't know if that's fixed... In the mean time I'm trying to press on in other ways of my mod. ;) On Tue, May 5, 2009 at 9:22 PM, Justin Krenz kre...@gmail.com wrote: Adding passengers to vehicles is a simple case of attaching them via SetParent. On Tue, May 5, 2009 at 11:10 PM, Minh minh...@telus.net wrote: I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the driver variables for each passenger. It was fairly trivial to do. Getting that to work is the least of your concerns as using vehicles in multiplayer in the standard SDK is fairly choppy. Matt Hoffman wrote: I've spent the last... day or two or three trying to get Peachfuzz's old code working, seen here: http://www.chatbear.com/board.plm?a=viewthreadt=573,1125931904,10177id=901881b=4991v=flatold However... This is old code. As in four year old code now (well ~3 by the code date for OB SDK) and A LOT has changed. So much, I'm not even sure what has changed. Using WinMerge results in no results as so much has changed. Now that I've kinda given up on implementing that code, I've begin to think of an alternative. I noticed that Valve had already implemented some Passenger stuff, for Alyx in Ep2. Could the stuff done for Alyx easily be mirrored/replaced for a player? I would want to allow either AI or Human Passengers to use the vehicle, so I would have to mirror the NPC Passenger stuff. What all would be missing from said passenger stuff that NPC's don't need that players do? I presume the view calculations stuff, but that seems fairly simple to mirror across/derive from the base for the passenger, as well as the driver. Can anyone provide some input as to this matter? (Also when is the Invalid Steam key size going to be fixed? :) ___ 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 ___ 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
Re: [hlcoders] Multipassenger Vehicles for OBMP?
I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the driver variables for each passenger. It was fairly trivial to do. Getting that to work is the least of your concerns as using vehicles in multiplayer in the standard SDK is fairly choppy. Matt Hoffman wrote: I've spent the last... day or two or three trying to get Peachfuzz's old code working, seen here: http://www.chatbear.com/board.plm?a=viewthreadt=573,1125931904,10177id=901881b=4991v=flatold However... This is old code. As in four year old code now (well ~3 by the code date for OB SDK) and A LOT has changed. So much, I'm not even sure what has changed. Using WinMerge results in no results as so much has changed. Now that I've kinda given up on implementing that code, I've begin to think of an alternative. I noticed that Valve had already implemented some Passenger stuff, for Alyx in Ep2. Could the stuff done for Alyx easily be mirrored/replaced for a player? I would want to allow either AI or Human Passengers to use the vehicle, so I would have to mirror the NPC Passenger stuff. What all would be missing from said passenger stuff that NPC's don't need that players do? I presume the view calculations stuff, but that seems fairly simple to mirror across/derive from the base for the passenger, as well as the driver. Can anyone provide some input as to this matter? (Also when is the Invalid Steam key size going to be fixed? :) ___ 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
Re: [hlcoders] What's the offset for on SendPropInt in making send tables?
Are you referring to the number that goes after the initial comma? That value refers to the number of bits it will use to transfer the data. Always try to use the fewest bits possible as it optimizes network communication. So for example.. if your variable m_iMental rangers between 0 and 100. You should use a bit size of 7 (as that will allow you to use values from 0 - 127 ) Also, you need to use the flag SPROP_UNSIGNED. So your declaration will look like this SendPropInt(SENDINFO(m_iMental), 7, SPROP_UNSIGNED ), Brent Lewis wrote: I want to add an int network variable and figured this was probably the place to do it. The problem is, I'm not quite sure what the offset parameter of SendPropInt is, and what value I should use. I know what offset means traditionally, but by this example it seems that may not be the meaning. IMPLEMENT_SERVERCLASS_ST( CBasePlayer, DT_BasePlayer ) SendPropDataTable(SENDINFO_DT(pl), REFERENCE_SEND_TABLE(DT_PlayerState), SendProxy_DataTableToDataTable), SendPropEHandle(SENDINFO(m_hVehicle)), SendPropEHandle(SENDINFO(m_hUseEntity)), SendPropInt(SENDINFO(m_iHealth), 10 ), SendPropInt(SENDINFO(m_iMental), ???) SendPropInt(SENDINFO(m_lifeState), 3, SPROP_UNSIGNED ), SendPropInt(SENDINFO(m_iBonusProgress), 15 ), SendPropInt(SENDINFO(m_iBonusChallenge), 4 ), SendPropFloat(SENDINFO(m_flMaxspeed), 12, SPROP_ROUNDDOWN, 0.0f, 2048.0f ), // CL SendPropInt(SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN, SendProxy_CropFlagsToPlayerFlagBitsLength ), SendPropInt(SENDINFO(m_iObserverMode), 3, SPROP_UNSIGNED ), SendPropEHandle(SENDINFO(m_hObserverTarget) ), SendPropInt(SENDINFO(m_iFOV), 8, SPROP_UNSIGNED ), SendPropInt(SENDINFO(m_iFOVStart), 8, SPROP_UNSIGNED ), SendPropFloat(SENDINFO(m_flFOVTime) ), SendPropInt(SENDINFO(m_iDefaultFOV), 8, SPROP_UNSIGNED ), SendPropEHandle(SENDINFO(m_hZoomOwner) ), SendPropArray( SendPropEHandle( SENDINFO_ARRAY( m_hViewModel ) ), m_hViewModel ), SendPropString(SENDINFO(m_szLastPlaceName) ), SendPropInt( SENDINFO( m_ubEFNoInterpParity ), NOINTERP_PARITY_MAX_BITS, SPROP_UNSIGNED ), // Data that only gets sent to the local player. SendPropDataTable( localdata, 0, REFERENCE_SEND_TABLE(DT_LocalPlayerExclusive), SendProxy_SendLocalDataTable ), END_SEND_TABLE() ___ 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
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
ok, wow, that's hot.. I think if I had this technology. I'd keep it to myself for awhile :) This email was sent using electricity provided by the Amish butter churners of Idaho Cory de La Torre wrote: http://geardev.wordpress.com/2008/12/13/the-update/ On Sun, Apr 26, 2009 at 9:53 PM, Yaakov Smith m4ngr...@gmail.com wrote: I thought only SDK Beta supported OB Shaders? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tobias Kammersgaard Sent: Monday, 27 April 2009 1:56 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? For your information you can disable the signature shit in Gmail. On-topic. I'd take a look at materialsystem/stdshaders/common_flashlight_fxc.h It's really a shot in the dark, since I haven't looked at any shader code for the Orange Box. /ScarT 2009/4/27 Matt Hoffman lord.matt.hoff...@gmail.com More derailed and destroyed* On Sun, Apr 26, 2009 at 8:38 PM, James Keith jimmy4...@gmail.com wrote: Suddenly this thread is more derailed than episode 2's train :/ Sent from my iPod On Apr 26, 2009, at 11:33 PM, Tony Paloma drunkenf...@hotmail.com wrote: Everyone does it. Sent via BlackBerry by ATT Do you Yahoo? Rediscover Hotmail -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Sent: Sunday, April 26, 2009 6:23 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed? Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote: Way to derail the question guys. On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com wrote: Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 -- Gear Dev ___ 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 ___ 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
Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?
Wait, how do we know he knows how to do it. He just put up a picture saying it can be done.. Off topic. I think it's lame how Apple has to throw it's branding all over the place.. Ryan Sheffer wrote: Way to know the answer but beat around the bush. Skidz (Ryan) On 26-Apr-09, at 14:19, Cory de La Torre gear@gmail.com wrote: Way to derail the question guys. On Sun, Apr 26, 2009 at 1:28 PM, James Keith jimmy4...@gmail.com wrote: Yes my iPod automatically adds that to the end, it's really stupid. I don't think the grain is shader based, because it appears on all types of materials, so it leads me to believe it's code based to grain on all entites. Dunno. If certain people would've actually told me how to do it instead of just saying yeah, i would know. *incoming mail signature* Thanks, James - Original Message - From: Saul Rennison saul.renni...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sunday, April 26, 2009 3:27 PM Subject: Re: [hlcoders] Grainy edges on flashlight shadows - can they beremoved? Same Sent from Saul's Pidgeon Mail 2009/4/26 Olly oli...@gmail.com What of it? :D My mail client adds mine automatically too :D -- Sent from Olly's SEGA Game Gear ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Thanks, - Saul. ___ 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 -- Gear Dev ___ 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
Re: [hlcoders] Model Entity attached to play
you need to compile the entity model with a bone that has the same name as the corresponding bone on the player. and then you can set BoneMerge to 'true' This is how the 3rd person weapon models are attached to the player's right hand. Dan Clark wrote: I need to bump this back up. When I use this, it DOES follow the player, but the angles are all over the place. Ideally I want the entity to simulate a weapons movement where it is like an attachment and rotates accordingly if that makes sense. Steve Henderson wrote: I added the following an extension to FollowEntity in game_shared\baseentity_shared: //STEVE ADD void CBaseEntity::FollowEntityOffset( CBaseEntity *pBaseEntity, int iParentAttachment, bool bBoneMerge , Vector offset_pos, QAngle offset_ang) { if (pBaseEntity) { SetParent( pBaseEntity , iParentAttachment); SetMoveType( MOVETYPE_NONE ); if ( bBoneMerge ) AddEffects( EF_BONEMERGE ); AddSolidFlags( FSOLID_NOT_SOLID ); SetLocalOrigin( offset_pos); SetLocalAngles( offset_ang ); } else { StopFollowingEntity(); } } Seems to work OK...if I could only get the models to stop floating.. On Sun, Mar 29, 2009 at 10:16 PM, Dan Clark lnx...@gmail.com wrote: Is there also a way to set an offset on it to position it, lets say in front of the player so you can see it in first person? Ryan Sheffer wrote: Definitely use FollowEntity, it sets the parented flag for the client so the entity will be predicted client side. On Sun, Mar 29, 2009 at 10:00 AM, Dan Clark lnx...@gmail.com wrote: Well I am using setabsangle, and that doesnt have any lag issues. Im going to try these examples. Thanks! Best regards, Dan http://www.lnxmad.com Yaakov Smith wrote: That's wierd. FollowEntity in Orangebox follows position, but in the SDK Beta (Orangebox), it follows position and angles. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le Sent: Sunday, 29 March 2009 1:34 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Model Entity attached to play I think the difference between SetParent and FollowEntity is that SetParent will follow the parent's position AND angles. You can also specify it to follow a particular attachment or bone. Just do a search for both functions and you should find some good examples of them being used in the SDK Yaakov Smith wrote: Well, I've never use setparent, but you can use FollowEntity. For example in Tony's chatbubble code, he uses: pBubble-FollowEntity(this,false); -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Dan Clark Sent: Sunday, 29 March 2009 12:43 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Model Entity attached to play Hmm. Right now I am using SetAbsOrigin(playerorigin + offset); So I can just use SetParent(player)? (pseudo) or Follow Player? On 3/28/09, Yaakov Smith m4ngr...@gmail.com wrote: Or you can use FollowEntity -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Minh Le Sent: Saturday, 28 March 2009 1:46 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Model Entity attached to play Are you using SetParent? I've attached entities to my player via SetParent and they don't jitter at all. Olly wrote: Is it predicted and you didn't write a client side version? or the client side version isn't the same 2009/3/27 Dan Clark lnx...@gmail.com I am trying to attach a model entity to a player. I want it to follow the player in a sense. I have it working but when the player moves, the entity jitters back and forth. Anyway to fix this? -- Best regards, Dan http://www.lnxmad.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
Re: [hlcoders] Disabling floating weapons
i think it's modified via cl_bobcycle cl_bobtime do a search for those variables and you can remove their effects Steve Henderson wrote: Does anyone know how to stop the delayed, floating effect of help weapons (in the view model) when moving or rotating the player? I have a vgui_screen that is attached to one of the weapons, and it follows the user's field of view. But it has some inertia, and sort of skids in and skids out as the player moves. I need it to _rigidly_ follow and snap to the players field of view. The floating effect is cool in the game, but in our augmented reality app it is annoying our users. I've tried a non-attached solution, setting the entities Abs org and angles, but this is rather choppy. The attached solution would be perfect if I could just increase the responsiveness. Thanks! Steve ___ 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
Re: [hlcoders] Model Entity attached to play
Are you using SetParent? I've attached entities to my player via SetParent and they don't jitter at all. Olly wrote: Is it predicted and you didn't write a client side version? or the client side version isn't the same 2009/3/27 Dan Clark lnx...@gmail.com I am trying to attach a model entity to a player. I want it to follow the player in a sense. I have it working but when the player moves, the entity jitters back and forth. Anyway to fix this? -- Best regards, Dan http://www.lnxmad.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
Re: [hlcoders] Compiling a complex static prop - Weird collision boxes
I sometimes use models that are more than 20 convex pieces. Would it be more efficient if I broke those models up into smaller models? So if a traceline hits one of the submodels, it only has to check that model's group of convex pieces. Jay Stelly wrote: It's compiling each face as a separate convex because the normals aren't smooth. Set a single smoothing group for each piece that you want to be separate and it should work fine. Note that you can also configure studiomdl to output the 76-hull model it's computing (which would work too) but that would be really slow for physics and traces, that's why it detects and prints out an error. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Aditya Gaddam Sent: Saturday, March 07, 2009 7:18 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Compiling a complex static prop - Weird collision boxes Hi, Sorry it took me so long to get back to this. I tried out what people said - making edges hard. I checked the normals and they seem to pointing the right direction (they all point where the polys face. My output for studiomdl is: === === C:\Program files\steam\steamapps\...@hotmail.com\sourcesdk\bin\orangebox\ bin\studiomdl.exe -game C:\Program Files\Steam\steamapps\SourceMods\Tactics E:\Documents\Work\Programming\C++\Tactics\modelsrc\map\walls\ floor_stairs.qc Process started WARNING: AppFramework : Unable to load module p4lib.dll! qdir: e:\documents\work\programming\c++\tactics\modelsrc\map\walls\ gamedir: C:\Program Files\Steam\steamapps\SourceMods\Tactics\ g_path: E:\Documents\Work\Programming\C++\Tactics\modelsrc\map\walls\ floor_stairs.qc Building binary model files... Working on floor_stairs.qc SMD MODEL floor_stairs_ref.smd SMD MODEL floor_stairs_idle.smd SMD MODEL floor_stairs_phys.smd WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! ... exactly 76 of these WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! WARNING: COSTLY COLLISION MODEL (76 parts - 20 allowed) WARNING: Error with convex elements of floor_stairs_phys.smd, building single convex Model has 1 convex sub-parts Collision model completed. - writing C:\Program Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floo r_stairs.mdl: bones 964 bytes (1) animations 112 bytes (1 anims) (1 frames) [0:00] sequences 220 bytes (1 seq) ik/pose164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 136 bytes keyvalues0 bytes bone transforms0 bytes Collision model volume 4907876.50 in^3 collision0 bytes total 1916 - writing C:\Program Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floo r_stairs.vvd: vertices 20400 bytes (425 vertices) tangents 6800 bytes (425 vertices) total27264 bytes - Generating optimized mesh C:\Program Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floo r_stairs.sw.vtx: body parts: 8 bytes models:20 bytes model LODs:12 bytes meshes:18 bytes strip groups: 50 bytes strips:54 bytes verts: 3825 bytes indices: 1488 bytes bone changes: 24 bytes everything: 5523 bytes - Generating optimized mesh C:\Program Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floo r_stairs.dx80.vtx: body parts: 8 bytes models:20 bytes model LODs:12 bytes meshes:18 bytes strip groups: 50 bytes strips:54 bytes verts: 3825 bytes indices: 1488 bytes bone changes: 24 bytes everything: 5523 bytes - Generating optimized mesh C:\Program Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floo r_stairs.dx90.vtx: body parts: 8 bytes models:20 bytes model LODs:12 bytes meshes:18 bytes strip groups: 50 bytes strips:54 bytes verts: 3825 bytes indices: 1488 bytes bone changes: 24 bytes everything: 5523 bytes Completed floor_stairs.qc Process finished. READY The following two screenshots show what the collision mesh looks like: from the top: http://screenshot.xfire.com/screenshot/large/4bd205d2698d681f8 73d2238c2de6ee806ef4a49.jpg from the bottom: http://screenshot.xfire.com/screenshot/large/55a0bbc2167dfbb3e 771dc78b16bb7c038b2be9b.jpg (ignore the broken
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
Have fun with UnrealScript. I heard it's really safe and bug free. and somehow, I don't think Valve would ask ANYONE of us to return to this list.. I don't think they need the extra work... Nick wrote: As a loyal valve customer, and someone who thinks Valve is a good company but sometimes requires some constructive criticism, I feel it is my duty to point out exactly where Valve goes wrong. (lack of proper linux support, constantly breaking modder's tools, always giving much needed modding tools a day late and dollar short). I must admit so far the task seems to have very little impact, even though it does provide a bit of amusement here and there. Valve continues to ignore the things I have been pointing out for a long time now. I do have bigger and better things to do than read/post here. I will stop posting here, until someone from valve asks me to return. Peace, Nick PS: Im going to tryout ut3 modding and bug them for a bit:P On Sun, Feb 1, 2009 at 2:27 PM, Christopher Harris char...@resrchnet.com wrote: Agrizzle, This isn't a soapbox to complain your dislike of Valve. Generally this list is supposed be used to point out bugs to Valve or to get assistance from others on non-bug issues that you need help solving. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Sunday, February 01, 2009 3:02 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update +1 gtfo tbh 2009/2/1 Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com Nick: if you hate so much Valve and their way of doing things, why do you keep working with Source? And most important, why do you keep trolling this list? I think I'm not the only one that gets annoyed by your harsh and insightful mails. 2009/2/1 Nick xnicho...@gmail.com Wait? They answer questions SINCE WHEN? Why didn't someone tell me this earlier.. Just because noone responds directly to a particular issue doesn't necessarily mean issues are ignored ;) -Tony That is my new quote of the year! I lold so hard. On Sun, Feb 1, 2009 at 6:51 AM, Benjamin Davison benjamindavi...@gmail.com wrote: Thanks Tony. Keep on posting, you are always gonna get the odd complainer and snarky comment but the vast majority of us are very thankful that Valve employs dedicated people for the SDK and answering my stupid questions ;P On Sun, Feb 1, 2009 at 12:43 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Is this where I say the *N* word again, and you lot get offended for no reason? Laugh:| /ScarT 2009/2/1 Walton Hoops wal...@vyper.hopto.org Meh, Ignore the whiners! We welcome your responses and shall not flame you for them well unless theres an opportunity! -- From: Tony Sergi to...@valvesoftware.com Sent: Sunday, February 01, 2009 12:31 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update I'm wondering if it's possible due to the types of 'responses' that are posted on hlcoders could be the cause of nothing official being mentioned under normal circumstances. I regret actually responding. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of aguic...@aol.com Sent: February-01-09 2:18 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update This is the part where Tony explains to us on how to download these new updates to regain access to the tools... -Original Message- From: Matt Hoffman lord.matt.hoff...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Sat, 31 Jan 2009 11:12 pm Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Another one of those Fixed but not approved to go out yet things? On Sat, Jan 31, 2009 at 11:09 PM, Tony Sergi to...@valvesoftware.comwrote: Curses, you figured out my secret! Anyway, I believe it's been fixed, but I don't know if it's live on pub steam. Just
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
I guess Tony forgot to hand over his personality before he got his serial# stamp on the back of his head and joined Valve :) Tony, don't you know as an official Valve employee.. you're supposed to ignore us when we really need your help. I'm starting to wonder if you even work there.. you poser! Next time you post, you better give us detailed information on bugs and remedies to said bugs, or don't even bother posting useless crap!! Cuz that's only for us non Valve employees! Get off our mailing list !!! /me attacks Tony with hands of flaming newspapers Nick wrote: Ok, so an official valve person enters bug thread. Says nothing about bug, lack of bug, or planned fixing of said bugs. Valve person instead reiterates deep desire to create mechanical offspring of previous poster. I'm not jealous of your deep seated desire to have his mechanical offspring, but I am seriously puzzled WTF IS GOING ON HERE. To valve guy: http://i103.photobucket.com/albums/m150/ZeForgotten/1191862800-1189254064763.jpg On Sat, Jan 31, 2009 at 6:56 PM, Tony Sergi to...@valvesoftware.com wrote: Botman, have I stated lately how I badly I want to have your mechanical babies? -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman Sent: January-31-09 2:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Nick wrote: i think valve is trying to send you guise as message, and the message is stop modding http://www.botman2.com/images/HAHA.jpg -- Jeffrey botman Broome ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] GoldSource ragdolls
or you can just use Vphysics :) Jorge Rodriguez wrote: Ragdoll and solid body physics (like weapons falling on the ground) is possible in *Source *if you import a physics library and send all of the bsp data available through the pm shared data into it, but the ragdolls will look terribad unless you create your own collision model and constraints. It's not an easy job by far, but it's possible. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Freezing rotation on a player entity?
CPlayerMove::SetupMove is used by the server. it's defined in player_command.cpp which belongs to the server.dll And for your second question. Maybe you can try turning off interpolation on the client side. I have never done this myself so I can't elaborate on how to do this. Skyler Clark wrote: You can try looking into the functions CPrediction::SetupMove and CPlayerMove::SetUpMove Sorry to bring up an old topic- Which one of those two functions is used by the server? They appear to both be defined only in the clientside project. If I am building a new movement type (such as a flying ability), what functions do I need to edit to make the movement work? Just these two? In a similar vein, when I move the position of an entity a long distance I can see it jump between them like it is moving at high speed. How can I make it so that it is instantly teleported rather than moved? (The difference being, the client would not see the entity flash through any positions between the two points) Thanks. -Skyler On Wed, Jan 21, 2009 at 8:16 PM, Minh minh...@telus.net wrote: oops, yea, you're right .. this would f' that up. You can try looking into the functions CPrediction::SetupMove and CPlayerMove::SetUpMove They take the player's input cmd and process it into the player movement. Maybe you can find the part that modifies the player angles in there. You'll have to make identical changes in both functions cuz one of them is for the client side prediction and the other is the server's version. Keeping them both in synch ensures a smooth movement. Chris Drouin wrote: Ideally we'd like the players to be able to move the camera (third person) - wouldn't this nix that? ~~Chris Drouin On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote: Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example in the SDK on how to use it. It's really trivial to use. To negate mouse movement, I just go *x *= 0; *y *= 0; Bagels wrote: I've got a player entity viewed in the third person; for various inscrutable reasons, we need this player entity at a fixed orientation regardless of the camera position (but still keeping control enabled). What's the best way to go about this? Using SetAbsAngle() in the Think() method doesn't seem to have an appreciable effect. I suspect it's getting overridden by the physics and/or gamemovement stuff that gets called later. ~~Chris Drouin ___ 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 ___ 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
[hlcoders] Particle Editor question
I've been playing around with the particle editor trying to find an option that will nullify my particle's rotation when it hits a surface but I can't seem to find the right option (if there even exists) to do such a thing. Basically, it's a particle effect simulating an exploding apple, and initially the apple pieces are rotating with a certain speed but when the apple hits the ground, I want the rotation to spin off in another direction (or stop completely) but I can't seem to find the variable to do that. Anyone have any experience doing something similar? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Freezing rotation on a player entity?
Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example in the SDK on how to use it. It's really trivial to use. To negate mouse movement, I just go *x *= 0; *y *= 0; Bagels wrote: I've got a player entity viewed in the third person; for various inscrutable reasons, we need this player entity at a fixed orientation regardless of the camera position (but still keeping control enabled). What's the best way to go about this? Using SetAbsAngle() in the Think() method doesn't seem to have an appreciable effect. I suspect it's getting overridden by the physics and/or gamemovement stuff that gets called later. ~~Chris Drouin ___ 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
Re: [hlcoders] Freezing rotation on a player entity?
oops, yea, you're right .. this would f' that up. You can try looking into the functions CPrediction::SetupMove and CPlayerMove::SetUpMove They take the player's input cmd and process it into the player movement. Maybe you can find the part that modifies the player angles in there. You'll have to make identical changes in both functions cuz one of them is for the client side prediction and the other is the server's version. Keeping them both in synch ensures a smooth movement. Chris Drouin wrote: Ideally we'd like the players to be able to move the camera (third person) - wouldn't this nix that? ~~Chris Drouin On Jan 21, 2009, at 7:29 PM, Minh minh...@telus.net wrote: Look for a function called OverrideMouseInput( float *x, float *y ) I use this function to nullify my mouse movement and it will solve your problem just fine. I think there's an example in the SDK on how to use it. It's really trivial to use. To negate mouse movement, I just go *x *= 0; *y *= 0; Bagels wrote: I've got a player entity viewed in the third person; for various inscrutable reasons, we need this player entity at a fixed orientation regardless of the camera position (but still keeping control enabled). What's the best way to go about this? Using SetAbsAngle() in the Think() method doesn't seem to have an appreciable effect. I suspect it's getting overridden by the physics and/or gamemovement stuff that gets called later. ~~Chris Drouin ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MDL question
Got a question regarding studiomdl model info. If i click on the 'Model' tab in studiomdl, I get the following readout Total bones: 10 HW Bones: 1 My model has 10 'pseudo bones' that I'm using (they don't have any vertices attached to them). I'm just using them to help me define attachment points. I *could* remove the pseudo bones, and define my attachment points via the 1 root bone but it just makes it more work to define the XYZ offsets. So my question is, is it any more expensive for me to have these pseudo bones in my model (without any vertices weighted to them) ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] MDL question
Yea, I was just curious what the difference was between Total Bones HW Bones I guess I can just compile two versions of the mdl and run a FPS benchmark Jorge Rodriguez wrote: Minh, If you are planning to have 1000 of these moving around all at the same time then yes. Otherwise no. If you notice things are slow, then is the time to fix it and make them parent off the root bone, otherwise I wouldn't worry. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Particle system collisions
Why don't you use trace_hulls to detect if the flames are hitting something. You could periodically fire off a raytrace every X seconds to mimic the flames movement.. This wouldn't be as accurate as detecting each particle but I imagine it would work for a flamethrower. I'm assuming the particle effect has a predictable movement because if it's some wack-ass shit, then you need to implement some equally wack-ass collision algorithm. I'd forget about detecting collisions on a per-particle basis because though because particle engine only simulates on the client side. Richard Slaughter wrote: Hi List, I haven't looked in to this in too much detail yet, so am just looking for some general advice. I want to implement a weapon that will use a particle effect when it fires (think flamethrower), ideally damaging people who are touching the effect. The question is, how to deal with collision detection on a weapon like this so that you can tell when the weapons field of effect is hitting someone? It would be nice if it was reasonably accurate as the 'stream' will probably fall off over distance, like a stream of water, so it would be useful if it could be dropped over walls for example. Any thoughts? Thanks! Rich ___ 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
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
Isn't the Source SDK free? All you need to do is download Steam and you can get the SDK for free.. so theoretically, if the SDK source code is freely available via Steam, would it really be that bad if snippets of the SDK source code were made available on a website? James Luzwick wrote: Can we get someone from valve to respond? I'm sure theres a way we could dedicate part of the valve wiki for containing this information. I mean a lot of sdk code is up there right now for all to see. On Thu, Jan 15, 2009 at 7:18 PM, Nick xnicho...@gmail.com wrote: NO NEVER. On Thu, Jan 15, 2009 at 8:11 PM, Joel R. joelru...@gmail.com wrote: So, I guess the question is: Valve, can we have permission to post SDK code on the internet, strictly for documentation purposes? -Joel ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
Yea, I can say firsthand, that working in Asia, there are A TON of game development companies here and from dealing with them, the only reason they opt to use the Unreal engine is because it is well documented and even taught in many game schools here. There's over a dozen FPS games here in Korea, and they all use either the Unreal engine or the Lithtech engine. Only 1 uses the Source engine (and quite poorly at that)... It's a shame Valve are more focused on making incredible games and can't devote the same amount of resources to supporting 3rd party Source developers as Epic. Perhaps that will change in the future, but for now, at least we have this mailing list... and uhmm.. the WIKI that gets updated on a yearly basis :) Nick wrote: James is right. Nobody here is whining. We are discussing things that must be done to help all current and future developers of the source engine. If Valve refuses to recognize the need for more proper documentation, and more open tools, then I am willing to investigate other more documented, more open, and more widely used engines. Others have privately emailed me with more drastic actions, but I for one believe Valve will help us and not ignore us like they usually do. On Wed, Jan 14, 2009 at 8:56 PM, James Luzwick jluzw...@gmail.com wrote: I don't think any of us are whining, I call it discussing. I'm sure everyone here reads the tutorials and uses what Valve has given us graciously to it's full extent. We were merely talking about ways of expanding VDC to contain more documentation. I don't think anyone of us is going to devote all of their resources to figuring out exactly what the code does along with building the associated documentation. Although, I'm sure people will chip in just like they have with the tutorials. On Wed, Jan 14, 2009 at 6:02 PM, Marshall psycha...@hotmail.com wrote: Ok as much as a whole DB of source code would be nice, you guys are spending more time whining about not having the code, when in that time you could have gone to the VDC, looked up a tut, then checked the steam forums, then gone into your code, CNTRL+F ( a magical thing ) and :O!! You've got yourself some code. Ive only used the VDC steam forums, and tuts and Im still a hella noob, but shit I get stuff done by just raping tuts and taking parts I need. Something I do is any code I find that's handy I take and stick into a notepad doc so if I need at again I just take a gander. So meh. -- From: Tony Sergi to...@valvesoftware.com Sent: Wednesday, January 14, 2009 5:37 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? Well I started a particle tutorial, but I haven't had time to finish it, and I think there's enough info about them now anyway. Granted, that's not strictly programming but it would have had some programming in it. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: January-14-09 7:30 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? I wonder if this is any thoughts on putting more tutorials up on the wiki? On Wed, Jan 14, 2009 at 4:20 PM, Tony Sergi to...@valvesoftware.com wrote: Some tutorials purposely didn't compile though ;) I always hated copy and paste ones, and I've even made some in the past, sadly. -Tony ___ 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 ___ 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
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
If you're just starting your mod, I see no advantage to using the EP1 base.. I'd recommend the OB base since it has a lot of enhancements. Steve Henderson wrote: Keeping the dream alive, here's another fundamental question -- should our efforts focus on EP1 or OrangeBox? On Wed, Jan 14, 2009 at 11:10 PM, Nick xnicho...@gmail.com wrote: James is right. Nobody here is whining. We are discussing things that must be done to help all current and future developers of the source engine. If Valve refuses to recognize the need for more proper documentation, and more open tools, then I am willing to investigate other more documented, more open, and more widely used engines. Others have privately emailed me with more drastic actions, but I for one believe Valve will help us and not ignore us like they usually do. On Wed, Jan 14, 2009 at 8:56 PM, James Luzwick jluzw...@gmail.com wrote: I don't think any of us are whining, I call it discussing. I'm sure everyone here reads the tutorials and uses what Valve has given us graciously to it's full extent. We were merely talking about ways of expanding VDC to contain more documentation. I don't think anyone of us is going to devote all of their resources to figuring out exactly what the code does along with building the associated documentation. Although, I'm sure people will chip in just like they have with the tutorials. On Wed, Jan 14, 2009 at 6:02 PM, Marshall psycha...@hotmail.com wrote: Ok as much as a whole DB of source code would be nice, you guys are spending more time whining about not having the code, when in that time you could have gone to the VDC, looked up a tut, then checked the steam forums, then gone into your code, CNTRL+F ( a magical thing ) and :O!! You've got yourself some code. Ive only used the VDC steam forums, and tuts and Im still a hella noob, but shit I get stuff done by just raping tuts and taking parts I need. Something I do is any code I find that's handy I take and stick into a notepad doc so if I need at again I just take a gander. So meh. -- From: Tony Sergi to...@valvesoftware.com Sent: Wednesday, January 14, 2009 5:37 PM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? Well I started a particle tutorial, but I haven't had time to finish it, and I think there's enough info about them now anyway. Granted, that's not strictly programming but it would have had some programming in it. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of John Standish Sent: January-14-09 7:30 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? I wonder if this is any thoughts on putting more tutorials up on the wiki? On Wed, Jan 14, 2009 at 4:20 PM, Tony Sergi to...@valvesoftware.com wrote: Some tutorials purposely didn't compile though ;) I always hated copy and paste ones, and I've even made some in the past, sadly. -Tony ___ 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 ___ 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
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
If you want to save the planet, why don't you just recycle more.. and get your neighbours to do the same.. oh , and solve that whole world peace thing.. but hey, only if you want to.. you can do it!! botman wrote: Nick wrote: If you want a car...why dont you just create one with metal? The last time I checked, you have to *pay* for a car (and metal). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Technical Design Document or Quick Reference Guide?
Do you use the Hammer auto-save feature? I think it's turned on by default but you might want to check your options. Aditya Gaddam wrote: I actually don't see how a general overview could really help other than maybe the first few steps. And with the source engine, those first few steps are usually fairly easy to figure out anyway. But when you do figure those steps out yourself, you find little trinkets of code and patterns that you keep seeing and you remember them. Trudging through the code is not fun. I have been doing it for the last 2 weeks for my mod. But you learn a lot more by just going to a class and going willy nilly with the Go to Definition and Go to Declaration features in visual studio (right click on a class or variable name) than by looking at some overarching structure document (which would eventually need its own documentation). One thing I would love to see improvements to, is Hammer. Mostly stability wise. I am not a big fan of the program just quietly shutting down without warning with changes unsaved. Sometimes hitting save crashes hammer - umm... yes. But other than that - I like source. It is very hacky. But it is also very very malleable. They have given us a giant chunk of code to mash around and I thank them for it. Cheers, Aditya On Sun, Jan 11, 2009 at 2:27 PM, Nuno Silva little.coding@gmail.comwrote: To me, the Source engine is a great engine, that's pretty obvious since it can produce great performance while keeping geometry and graphics detailed enough. However, the public access to the engine, Source SDK, could be much better if only there was documentation, as said previously. Documentation may seem like it's not worth it to some of you, but it can *really* make a difference. There's a reason i never make Mods. Not that it's too hard, it's just that i dont have the time to spend weeks figuring out how stuff works. On Sun, Jan 11, 2009 at 6:16 PM, Acolyte Of the Milkman mastersmit...@msn.com wrote: from what I've seen, each year the source engine becomes more easily usable and feature rich. Valve takes the iterative process of asking what do we need for this game? is it going to benefit the game? and can the users on lower end machines handle it? when they're creating new features. whereas in the UT engine they have (literally) everything and the kitchen sink! it supports 3 different types of shadowing, dynamic shadow volumes, dynamic shadow mapping (which source supports now), and light maps (source supports radiosity, which is a more realistic method of lighting a room statically), a whole slew of other graphical effects, and a in house scripting language it has an abundance of other features. the Unreal Engine is superior to source in every way possible. It's easier to develop for, very pretty, and has many more features than source. whoever said documentation isn't need must be completely crazy! Documentation for an engine should never be left on the back burner, it's an absolute must! In the software development world it's much easier to sit someone down and make them read documentation AND THEN fiddle with the source code with a better understanding of how it works V.S making them fiddle around with the engine till they understand exactly what the hell is going on. however, Source has much more potential for the future. Each year Valve increases its feature set and makes it more easier to develop for. I just hope their tools catch up as well. Hammer should become Open source, or at least gain the ability to have plugins. A very large number of people in the Torque community use 3.4 for mapping and I can imagine they would like to extend what they can do in it/get 4.0. -- From: Olly oli...@gmail.com Sent: Sunday, January 11, 2009 8:32 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Technical Design Document or Quick Reference Guide? Microsoft already tried to compete with STEAM, it was called Games for windows - Live... and it sucked. Again they tried to charge a subscription which failed epicly. I much prefer engines that are written in C++, they are much MUCH more powerful than having to 1) Learn the syntax/structure of the in-house language 2) Hack your way round doing the simplest of things that you could do with open source C libraries. 2009/1/11 Nick xnicho...@gmail.com I am not Valve, I do not work for Valve, but I like Valve, and like a good friend I like to point out where I think they go wrong. There is no such technical design document for source, available to the modders, but I suspect there is such a design document if you pay for a license. Valve
Re: [hlcoders] Precache limit
I've run into this limit myself and as far as I know, the only way to bypass it is to modify the engine (something not available thru the SDK). I have spoken with some people who have access to the engine and have succesfully upped the limit, so I know it is possible.. but you just need an engine license to do it :) Andrew Lucas wrote: Hello people. Lately, I've been making a big map for Half-Life, wich is possibly the biggest map I've made yet, and I'm having some trouble with the precache limit built into the engine, wich I had hit earlier today. Now, I could think of cutting down on the map, but I believe that it's not an option this time, as the map was built in such a way. Now, I was wondering wether there's an option to increase the limit somehow, like with the -num_edicts parameter implemented earlier. I'd really need to know this, as the last thing I'd like to do is abandon this map. Thanks for your time. Andrew. _ Drag n’ drop—Get easy photo sharing with Windows Live™ Photos. http://www.microsoft.com/windows/windowslive/photos.aspx ___ 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
Re: [hlcoders] Anyone using an SSD Drive for compiling?
I know about that frequent pausing problem that most SSD drives suffer from. If you read this article it'll explain it in length http://www.anandtech.com/cpuchipsets/intel/showdoc.aspx?i=3403 In a nutshell, any SSD drive that uses MLC flash, and a JMicron controller will suffer from intermittent pausing. AFAIK, only the Intel SSD drives don't pause. - Original Message - From: Cale Dunlap [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, December 09, 2008 1:35 PM Subject: Re: [hlcoders] Anyone using an SSD Drive for compiling? I use a SSD in my laptop for work when I write code. I don't notice much of a difference when coding, but booting is definitely faster. However I've had some issues with it, not sure if it is just the laptop in general or the SSD. Sometimes the system will hang up periodically, like it is waiting on disk for a long period of time (by long I mean a few seconds, not like minutes or anything). Once those momentary losses in performance clear up, everything is pretty quick again. They just happen more frequently than I would like... and sometimes it does that shortly before blue-screening. Like I said though, not sure if its the drive or the laptop (Hell Splatitude D830). I'm not convinced on the quality/reliability of the drives though, yes they can be fast, but like Haza said, they're built on cheaper parts. I'm almost inclined to say that using the ol' whirling disks-o-fury is a safer bet than a SSD. Just my $0.02, or 28.7769784 KRW =D Cale On Mon, Dec 8, 2008 at 10:17 AM, Haza [EMAIL PROTECTED] wrote: USB keys are not the same as a SSD drive. The NAND flash in them is usually cheap poor quality, and slow(Like worse than a HDD + the speed limitations of the USB bus). Your best way to a cheap solution, would be to get a Compact Flash card and a CF to IDE adapter. Have a look here for any information about card speeds. http://www.hjreggel.net/cardspeed/ http://www.hjreggel.net/cardspeed/cs_udmacf.html Also USB drives for comparison: http://www.tomshardware.com/reviews/data-transfer-run,1037-10.html -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: Monday, 8 December 2008 9:34 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Anyone using an SSD Drive for compiling? Does running the compiler and storing the code on a 8Gb USB stick count as an SSD drive? :D - Jed 2008/12/8 Andrew Ritchie [EMAIL PROTECTED]: I'd imagine you might see some improvements with intelisense if you're using Visual Studio, and probably a bit of an improvement on the compiling when it's creating and reading the obj files, but have no hard evidence. You may have the honour of being the first one to actually put it to the test. On Sun, Dec 7, 2008 at 11:00 PM, Matt Hoffman [EMAIL PROTECTED]wrote: I don't see how a SSD Drive would improve compile times at all. Most of the compile times is just crunching numbers, not read/write. Cannot remark on the coding aspect though. On Sun, Dec 7, 2008 at 2:56 PM, Minh [EMAIL PROTECTED] wrote: Hope this isn't too off topic but I'm considering purchasing an Intel X25-M SSD drive in hopes of improving my compile times and general coding experience (I do a lot of stop/edit debugging and constant searching in files). Does anyone have any experience using SSD drives? Is it noticably faster when compiling your binaries? ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jumping?
look in sdk_gamemovement.cpp There's a function.. I think it's called ::Jump() or something with the word jump in it.. but I'm sure that's where you'll need to modify your code to make the player jump higher. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 09, 2008 7:52 PM Subject: [hlcoders] Jumping? is there anyway to increase the Jump Height of a player with out messing with gravity? ___ 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
Re: [hlcoders] Jumping?
sorry, it's in gamemovement.cpp The function you want to modify is bool CGameMovement::CheckJumpButton( void ) - Original Message - From: [EMAIL PROTECTED] To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, December 09, 2008 8:13 PM Subject: Re: [hlcoders] Jumping? thank you for the replay but, sdk_gamemovement.cpp was almost completely empty didn't have any thing called jump look in sdk_gamemovement.cpp There's a function.. I think it's called ::Jump() or something with the word jump in it.. but I'm sure that's where you'll need to modify your code to make the player jump higher. - Original Message - From: [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Tuesday, December 09, 2008 7:52 PM Subject: [hlcoders] Jumping? is there anyway to increase the Jump Height of a player with out messing with gravity? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Anyone using an SSD Drive for compiling?
Hope this isn't too off topic but I'm considering purchasing an Intel X25-M SSD drive in hopes of improving my compile times and general coding experience (I do a lot of stop/edit debugging and constant searching in files). Does anyone have any experience using SSD drives? Is it noticably faster when compiling your binaries? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fluid Melee animation and other possible roadbumps
I have done the melee combo system you described and Source engine handles it quite well. All animations can be specified to blend between each other by specifying a blend time (in the .qc file). Your animator would have to ensure each animation begins and ends in roughly the same spot to make it look good though. Regarding the sound thing.. Yea, that could be achieved by using timers.. though you'd have to be wary of server/client timing issues... (unless you're playing the sounds AND detecting the sounds on the client only). Both systems shouldn't require too much extra code to implement, so I think you can do them fairly easily on the Source engine. Walter Gray wrote: I'm currently in the process of trying to develop a small, but polished game for a university class, and debating which engine to use. Since I've used it a bit before, Source is pretty high up on the list, but this project would require a few things that I'm not sure I've ever really seen in a Source powered game, and so I thought I'd ask the community at large what they thought about the feasibility of implementing them. The first is to have fluid melee attacks and animations. One attack would have to lead into another in a way that makes me suspect we would need some animation blending. Oni would be the best example of the kind of combat I'm talking about, to my knowledge. Now, I have seen some basic melee combat done in mods, but I have no idea how much effort it took. I've figured out how to at least hack together almost everything else we'd need in the Source engine, so right now this is the biggest unknown. Does anyone have any ideas as to how difficult something like this might be to implement in a non-multiplayer environment? The second unknown, though I expect at worst it could be achieved by creative use of timers, is to detect how close a particular button press is to a sound event, such as a beat in the music or some other static environmental sound. Any guesses on the difficulties involved in something like this would be a great help, and I'll keep researching on my own. Here's hoping that a source mod can do everything we need it to! ___ 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
Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.
hmm. interesting dilemna. I imagine it must be hard for the VAC developers to determine what scripts/plugins are considered cheats and which are not. So were the EventScripts the only plugins you were running at the time? Michael Barr wrote: Hey guys, I'm seriously worried that VAC is misdetecting server plugins and banning developers-- perhaps when the plugins are loaded from listen servers inadvertantly. My name is Michael Barr, also known in the community as XE_ManUp. I'm no griefer or hacker-- I'm the lead developer of GunGame5, the latest version of GunGame for the Source Engine. I have been a great supporter of VAC, and I absolutely love the idea that if a player gets caught cheating, they get banned to avoid annoying other players. I have heard of players getting banned for no reason and I've been a great skeptic of that in the past. Yet, somehow, after a weekend of GunGame testing (with the EventScripts and GunGame Utils addons loaded), I was banned by VAC. Without ever using any sort of cheat of any type, nor even knowing anything about cheats. Per the Steam forums, there's always some (unlikely) chance that the account got hijacked or hacked, but there's no indication that ever happened. I'm the only person to use any of my machines and no other gamers live with me. I've discussed with other plugin developers, and the most likely cause would be VAC misdetecting the loaded server plugins as being associated with a cheat. Ideally, a Valve developer would help me figure out whether these plugins caused an erroneous VAC ban. But right now, I need to warn developers not to load server plugins on their listen servers because they might accidentally be detected by VAC-- thereby ruining your Steam account like mine has been. -Michael Barr (aka XE_ManUp) ___ 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
Re: [hlcoders] Static prop skins = more draw calls?
actually, are you sure it loads all 5 skins into memory? I thought it only loads the skin that you select.. ie. if your map only uses 2 of the 5 skins for a particular prop object, then won't it just load those two that were used on the map? Jonas 'Sortie' Termansen wrote: Hey, the way I understand it, each prop get drawed once with its skin. So if a prop has 5 skins, each instance of that prop will only get drawed once. However, if you have 5 skins, it needs to load 5 skins into memory instead of one, which is more expensive, but usually less expensive than having 5 different props. From: Robert Briscoe [EMAIL PROTECTED] Hi guys, I've been building some props recently which have a variety of multiple skins, such as barrels with different colours and trees with different foliage etc. But I'm concerned as to how Source handles props with multiple skins, If I have a prop with 5 skins, will that mean, in turn, that the prop will also have 5 draw calls (one for each skin)? Im wondering which is the optimal way to approach it, either five different props or one object with 5 different skins... Thanks! Robert Briscoe Send instant messages to your online friends http://uk.messenger.yahoo.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
Re: [hlcoders] Static prop skins = more draw calls?
on the topic of batches.. I was one under the impression that it's not worth LOD'ing your model if it's less than 250 polygons, since anything below 250 will equal 1 batch. But when I had fifty instances of an object with 250 polygons.. and then I reduced the object down to 50 polygons.. I saw a frame rate increase. Can anyone clarify ? I just want to know if it's worth LOD'ing my props below 250... Jay Stelly wrote: Each vmt change is a new batch. So yes, that will be 3 draw calls minimum. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 1:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Static prop skins = more draw calls? I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses the same texture file, but each one has a proxy that will change the texture's color. IE, the player's shirt is tinted with one color while the pants are tinted with another color. Is that causing an extra draw call even though the same texture is used? ___ 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
Re: [hlcoders] Level Compile Tool - Custom Mod Questions
Kevin's tool actually has distributed computing (much like the bally-hooed VMPI, which is unavailable to us peons) I tested it and it works quite nicely. Saves a buttload of time if you have a spare computer or two to help compile your map. Matt Hoffman wrote: What's wrong with compiling outside of Hammer using batch tools? Don't you just have to set the VPROJECT? On Wed, Oct 15, 2008 at 6:40 PM, Kevin Ottalini [EMAIL PROTECTED]wrote: I've updated VBCT (1.0c) with the group compile options, pretty simple to use. Make a .lst file with the full path to each map file, pre-pend fast, full, or final (or nothing) with a comma to the mapname (case is ignored) and then open or drag/drop the list on vbct. Comments are supported on a line by themselves only, blank lines are ignored Here is an example: # group compile list for testing # no compile quality option will use the default of FULL D:\Maps_HL1MP\grouptest\1.vmf FAST,D:\Maps_HL1MP\grouptest\1.vmf final,D:\Maps_HL1MP\grouptest\2.vmf Full,D:\Maps_HL1MP\grouptest\3.vmf # that's all! - Original Message - From: Tim Baker To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, October 15, 2008 12:28 PM Subject: Re: [hlcoders] Level Compile Tool - Custom Mod Questions I guess you'll have to wait for qUiCkSiLvEr's compile tool for that. -- Tim Baker -- From: Jonas 'Sortie' Termansen Ah great. Any way to do it without Hammer open? From: Tim Baker I just tried it with a BAT file and it seems to work. In Hammer do F9 Edit New to create a new configuration. Then add a new command: Command: cmd.exe /c Parameters: C:\Programming\heart of evil source\compile_newer.bat set USER=tnbaker set MOD=hoe set SDKBIN=C:\Program Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin set GAME=C:\Program Files\Steam\SteamApps\SourceMods\%MOD% set SRC=C:\Programming\heart of evil source set BSP=C:\Program Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vbsp.exe set VIS=C:\Program Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vvis.exe set RAD=C:\Program Files\Steam\SteamApps\%USER%\sourcesdk\bin\orangebox\bin\vrad.exe set MAP=YOURMAPNAME %BSP% -game %GAME% %SRC%\mapsrc\%MAP%.vmf %VIS% -game %GAME% %SRC%\mapsrc\%MAP%.vmf %RAD% -game %GAME% %SRC%\mapsrc\%MAP%.vmf COPY %SRC%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp set MAP=YOURMAPNAME %BSP% -game %GAME% %SRC%\mapsrc\%MAP%.vmf %VIS% -game %GAME% %SRC%\mapsrc\%MAP%.vmf %RAD% -game %GAME% %SRC%\mapsrc\%MAP%.vmf COPY %SRC%\mapsrc\%MAP%.bsp %GAME%\maps\%MAP%.bsp = ___ 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
Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer
whoa.. People still use ICQ ?? if you are interested, mail me at: gr3ml1n 'AT' gmail 'DOT' com or contact me via ICQ: 93246350 regards, Daniel aka WickedGremlin ___ 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
Re: [hlcoders] Crash in VPhysics on suicide
on a slightly unrelated note, Does anyone know how to lengthen the call stack after a crash? Sometimes, my game will crash and leave me with a really lengthy (helpful) callstack and sometimes, it just leaves me with the last 2 or 3 calls.. which makes debugging really hard. How is the length of the callstack determined? I'm using Visual Studio 6.0 btw Nick wrote: I think somewhere vphysics.dll is crashing. Try debugging after you commit suicide. On Sun, Sep 21, 2008 at 11:58 AM, Emiel Regis [EMAIL PROTECTED] wrote: Hey, I am getting a crash randomly when a player sucides, I tracked this down to creation of ragdoll - however sometimes it crashes and sometimes it doesnt. The call stack is as follows; vphysics.dll!0e654a3e() [Frames below may be incorrect and/or missing, no symbols loaded for vphysics.dll] vphysics.dll!0e6550ae() vphysics.dll!0e638b5f() vphysics.dll!0e5e7d7e() client.dll!RagdollAddSolid(IPhysicsEnvironment * pPhysEnv=0x05566400, ragdoll_t ragdoll={...}, const ragdollparams_t params={...}, solid_t solid={...}) Line 197 C++ client.dll!RagdollCreateObjects(IPhysicsEnvironment * pPhysEnv=0x05566400, ragdoll_t ragdoll={...}, const ragdollparams_t params={...}) Line 271 + 0x15 bytesC++ client.dll!RagdollCreate(ragdoll_t ragdoll={...}, const ragdollparams_t params={...}, IPhysicsEnvironment * pPhysEnv=0x05566400) Line 393 C++ client.dll!CRagdoll::Init(C_BaseEntity * ent=0x3e824ce8, CStudioHdr * pstudiohdr=0x0595b2e0, const Vector forceVector={...}, int forceBone=0, const matrix3x4_t * pDeltaBones0=0x0012cdcc, const matrix3x4_t * pDeltaBones1=0x00129dcc, const matrix3x4_t * pCurrentBonePosition=0x0012b5cc, float dt=0.05001) Line 110 + 0x4c bytes C++ client.dll!CreateRagdoll(C_BaseEntity * ent=0x3e824ce8, CStudioHdr * pstudiohdr=0x0595b2e0, const Vector forceVector={...}, int forceBone=0, const matrix3x4_t * pDeltaBones0=0x0012cdcc, const matrix3x4_t * pDeltaBones1=0x00129dcc, const matrix3x4_t * pCurrentBonePosition=0x0012b5cc, float dt=0.05001) Line 328C++ client.dll!C_BaseAnimating::InitAsClientRagdoll(const matrix3x4_t * pDeltaBones0=0x0012cdcc, const matrix3x4_t * pDeltaBones1=0x00129dcc, const matrix3x4_t * pCurrentBonePosition=0x0012b5cc, float boneDt=0.05001) Line 4283 + 0x34 bytes C++ client.dll!C_HL2MPRagdoll::CreateHL2MPRagdoll() Line 1027 + 0x26 bytes C++ client.dll!C_HL2MPRagdoll::OnDataChanged(DataUpdateType_t type=DATA_UPDATE_CREATED) Line 1037 + 0x8 bytesC++ client.dll!ProcessOnDataChangedEvents() Line 1591 + 0xb bytes C++ client.dll!OnRenderStart() Line 1724 C++ client.dll!CHLClient::FrameStageNotify(ClientFrameStage_t curStage=FRAME_RENDER_START) Line 1863 C++ Anyone have idea on what could be causing this? Emiel Regis ___ 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
Re: [hlcoders] Detecting point is outside world
here's a tuff one. How do you find out if a point is underneath/behind terrain (ie. displacement ) ? Gayan Ediriweera wrote: I don't think you can use traces because the map enclosure isn't necessarily a convex shape. So you could imagine a point where a trace in any direction would hit brushes which is still not a valid position for the player. Cheers On Thu, Sep 18, 2008 at 5:49 PM, Andrew Watkins [EMAIL PROTECTED] wrote: Hey all, very simple question that I can't seem to find the answer to - how to tell if a point is outside the game world or not? I've added an ability allowing players to teleport a short distance, including through walls, to our HL2MP OB mod. This is great, and the code successfully avoids getting the player stuck inside world brushes or anything else when teleporting. It is unfortunately possible for them to teleport to completely outside the world geometry, and I can't work out how to stop this. I've tried my hull traces using various likely-looking masks collision groups, and have looked at all the UTIL_PointContents flags, but I can't see how to determine if a point is outside the world or not. I've also looked through gamemovement.cpp, as players don't fall when they teleport outside the world, so something must be stopping them, as they aren't in a solid - but nothing jumps out at me. So, does anyone know how to determine if a point / trace / entity is completely outside the world geometry? The best hacky method I can come up with is testing if a several-thousand-unit-long trace can be done in any direction (up/down/n/s/e/w), and if any can, assume its outside. I'm sure there's a point contents method, but I can't work it out. Help would be appreciated. Thanks ___ 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
Re: [hlcoders] Client to Server how to send a vector in single player mod? (Sorry about the double post,)
-- [ Picked text/plain from multipart/alternative ] network tables are meant to synch data between server and client w/ the Server being the authoritative entity. I don't think they will help you send data FROM the client --- Server Network table traffic is always server --- client. If you want to send date from client--server you could try using ClientCommand Take a look at how the impulse command is done. Client types in 'impulse X' and X is a variable. (e.g. impulse 101) - Original Message - From: Emiel Regis [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, March 02, 2008 11:11 AM Subject: Re: [hlcoders] Client to Server how to send a vector in single player mod? (Sorry about the double post,) Use a network table? It is able to send vectors directly as well. On Sun, 02 Mar 2008 20:00:48 +0100, [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- I have been trying to send a vector as three floats from client to server in a single player mod I have tried putting it in the UserCMD class and looked at http://developer.valvesoftware.com/wiki/Client_to_Server_Messages but I am getting nowhere. Any help would be greatly appreciated. -- [ winmail.dat of type application/ms-tnef deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ 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
Re: [hlcoders] Porting CS:S weapons into my mod
-- [ Picked text/plain from multipart/alternative ] right, that problem with the weapon models in the players crotch would require a simple recompile of the models but he also wanted the view models to be flipped to the right side, and that I believe would require some new code. I'm not aware of any easy method of flipping a model outside of doing it in code... Theoretically though, someone could make a tool to do this. I remember there was one made for Gold Src.. specifically cuz people couldnt stand the left hand models. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 11:45 AM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Wouldn't that mean he just has to recompile the models? I don't think any code changes are necessary for changing which bone is merged to. -- Jorge Vino Rodriguez -- ___ 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
Re: [hlcoders] Porting CS:S weapons into my mod
-- [ Picked text/plain from multipart/alternative ] oh really? odd, I dont recall seeing such a thing. I never did look deeply into the weapon_XXX.txt script files.. Maybe someone could verify this for us/him. - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 25, 2008 8:53 PM Subject: Re: [hlcoders] Porting CS:S weapons into my mod -- [ Picked text/plain from multipart/alternative ] Actually, isn't there a LeftHanded or something or other value in the weapon_whatever.txt file that he can change to 1 and thus have the code flip the weapon for him? That code's in the SDK, he just needs to have it run or something. Shot in the dark here. -- Jorge Vino Rodriguez -- ___ 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
Re: [hlcoders] Porting CS:S weapons into my mod
CS Source has code to flip the models cuz by default the models are left handed (you'll see this if you open them up in HLMV). And the reason the models are showing up in the players crotch is because you cant combine cs source weapons with hl2dm characters without modifying some code. I believe the cs:s 3rd person weapon models are bone merged to a different bone than the hl2dm weapon models. - Original Message - From: Saul Rennison [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 24, 2008 2:05 PM Subject: [hlcoders] Porting CS:S weapons into my mod I've got a HL2DM based mod, and wondering how to port CS:S weapons into my mod, like in CSProMod. I've got the models and materials mounted, and when I change the smg1 weapon to m4a1, the m4a1 model is there in game, but its on the left-hand side. And in thirdperson, the weapon is between my legs. Could anyone shed any light on this? Thanks in advance, - Saul. ___ 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
Re: [hlcoders] CBaseAnimating not being rendered
-- [ Picked text/plain from multipart/alternative ] also try typing cl_showents 1 to make sure the entity shows up in the list of entities currently in the world. - Original Message - From: John [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 18, 2008 12:17 PM Subject: Re: [hlcoders] CBaseAnimating not being rendered -- [ Picked text/plain from multipart/alternative ] try void CFlagSpawnBlue::Spawn( void ) { //Msg(spawned Blue flagpoint); PrecacheModel( models/naboo/hangar/floorbulb.mdl );//Precache first //UTIL_PrecacheOther( flag_blue ); // Use our brushmodel SetModel( models/naboo/hangar/floorbulb.mdl ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_BBOX ); SetCollisionGroup( COLLISION_GROUP_NONE ); // Create our physics hull information CreateVPhysics(); BaseClass::Spawn( ); } On 2/18/08, Emiel Regis [EMAIL PROTECTED] wrote: //= Copyright (c) 1996-2005, The New Era team, All rights reserved. // // // Purpose: Millz - flag spawn point entity header // //=// #ifndef CTF_FLAGSPAWNBLUE_H #define CTF_FLAGSPAWNBLUE_H class CFlagSpawnBlue : public CBaseAnimating { public: DECLARE_CLASS( CFlagSpawnBlue, CBaseAnimating ); void Spawn( void ); voidUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void RespawnFlag( bool newFlag, const Vector vecOrigin, const QAngle pAngles ); bool CreateVPhysics( void ); private: DECLARE_DATADESC(); }; #endif //CTF_FLAGSPAWNBLUE_H -- [ Picked text/plain from multipart/alternative ] Got the header file too :) ? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ 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
Re: [hlcoders] New HLCoder List Member - Hit detection question
-- [ Picked text/plain from multipart/alternative ] You could try using UTIL_TraceHull. I've used it succesfully to implement my dynamic spawning feature. Basically all you have to do is UTIL_TraceHull ( vecChecPoint, vecCheckPoint, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID, pIgnoreEntity, COLLISION_GROUP_NONE, trace_ptr ); Now you can just check if trace_ptr his somethign by calling trace_ptr-DidHit(); If it did hit something, I then do a scan around the area by modifying vecCheckPoint in fan like motion in all 3 axis. - Original Message - From: Ryan Carpenter [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 17, 2008 3:10 PM Subject: [hlcoders] New HLCoder List Member - Hit detection question -- [ Picked text/plain from multipart/alternative ] As that I'm not sure to the protocol to follow here, I wanted to introduce myself as a new member to the HLCoder community. I work for Dynojet Research as a software engineer and while I have enjoyed dabbling with the source engine in my free time, this dabbling is quickly becoming an obsession! I consider myself an advanced C++ programmer but only have an elementary knowledge of the Source Engine and it's working. I suppose this leads me to my question which I will preface with what I'm trying to accomplish. Basically I would like to dynamically spawn an entity with in the confines of a BSP level. This location is decided upon by the user and thus is prone to user error as that the user is unable to select the location with precision enough to guaranty there is physical room. I would like to be able to verify there is room for the entity to spawn and if there is not room, move the spawn position within a defined radius and spawn it. If there is no location close enough to spawn the object I want to reject the input. My initial thought was to use UTIL_TraceLine to calculate what I needed, but quickly realized this was not the best coarse of action. The thought then came to possibly use a trigger since it makes use of VPhysicsGetObject collisions. So, I guess I'm wondering if using a trigger would be the best way to do this, and if so, will the VPhysicsGetObject collisions allow me to know WHERE the collisions are happening within the bounding box so I could move the spawn location if it's currently intercepting something? Or is there another way I should be doing this? Thanks, Ryan -- ___ 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
Re: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code?
-- [ Picked text/plain from multipart/alternative ] Yea, you definately want to merge YOUR code to Valve's code.. not the other way around.. unless you think you've written more code than what Valve has written since EP1. - Original Message - From: Cale Dunlap [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, February 13, 2008 6:58 PM Subject: RE: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code? Well, I had my fair share of issues, but as omega said to me... they were mostly bad ports. A lot of my problems were related to overriding base-classes like the player and such. If you've done any of that, make sure that your overridden functions include any additional function calls that were previously not in the Scratch SDK but are in the Orange Box SDK. It is probably best to start with a scratch orange box SDK project, then move your old code into it, not move the new code into the old project. Also you'll have to recompile your shaders and the shader DLLs themselves. Hope that helps. Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of dave daveslastname Sent: Wednesday, February 13, 2008 9:51 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code? -- [ Picked text/plain from multipart/alternative ] I have two questions for the more experienced: First, when is the OB / EP2 codebase coming out of it's beta status? We're going to be porting our mod's source code to the new engine, but don't want to do so until it's out of this experimental stage. Second, for those of you have done it or are currently doing it, how hard is it to merge EP1 code (we're using the scratch SDK) into the EP2 engine? How long will it take and what obstacles can we be expected to run into? Thanks in advance! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.20.4/1276 - Release Date: 2/13/2008 9:41 AM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.20.4/1276 - Release Date: 2/13/2008 9:41 AM ___ 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
Re: [hlcoders] Noesis Interactive wants to meet you at GDC 2008!!
-- [ Picked text/plain from multipart/alternative ] True, but a lot of mod developers with far less motivation than you or I, love having these easy to follow tutorials because they basically spoon feed them all the information. It saves them the time of labouriously going through the tutorials on the net. - Original Message - From: Maarten De Meyer [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, February 11, 2008 11:45 PM Subject: Re: [hlcoders] Noesis Interactive wants to meet you at GDC 2008!! Not sure, I'm attending (first time woohoo), but I'm not too sure about this. I feel they're commercialising the experience you should build yourself. The whole point of modding is to learn everything yourself; and while ymmv, I learn better when I have to figure stuff out myself. Not to mention they're selling tutorials on topics on which there's a wealth of free information available. just my 2c, -- Maarten Even though I wont be attending this year, it sounds interesting. Adam --- Ben Mears [EMAIL PROTECTED] wrote: Are you a member of a successful Mod Team? Are you going to be at the Game Developers Conference in San Francisco this year? If you answered yes to both of these questions then Noesis Interactive wants to meet with you! Noesis Interactive works with industry giants such as Valve, IGN, Softimage, and Autodesk to expand knowledge regarding game modding and development through easy to follow video modules. We're interested in speaking with modders and developers about their roles and experiences in order to lend insight to the rest of the Mod community. This is a great opportunity to promote both your Mod and your team. So, if you're going to be at GDC and are interested in being involved, please respond to this message or email [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] for more details. We hope to see you there! ___ 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 Never miss a thing. Make Yahoo your home page. http://www.yahoo.com/r/hs ___ 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
Re: [hlcoders] Hiding the player's active weapon
-- [ Picked text/plain from multipart/alternative ] Can anyone point me in the right direction of how to either move the player's weapon model when zoomed in, or to simply hide it? I've tried things like setting the EF_NODRAW effect flag, but that prevents the weapon from firing or receiving other input. Thanks! I think that's cuz you're setting the EF_NODRAW effect to the CWeaponSDKBase object. What you want to do is set the EF_NODRAW flag to the Viewmodel object.. You can get the player's view model by calling CSDKPlayer-GetViewModel() I have managed to succesfully use the ef_nodraw flag by applying it to the viewmodel. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???
-- [ Picked text/plain from multipart/alternative ] yea, Jorge is correct in this regard. frame 9 15 means the animation consists of frames 9 - 15 - Original Message - From: Jorge Rodriguez [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Sunday, February 03, 2008 1:37 PM Subject: Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ??? -- [ Picked text/plain from multipart/alternative ] On Feb 1, 2008 1:30 PM, Tony omega Sergi [EMAIL PROTECTED] wrote: check the qc for an $animation line that does something like 'frame 9 15' what that means is, start on frame 9 and use 15 frames. Not to be contrary, but doesn't this mean start on frame 9 and end on frame 15 ? -- Jorge Vino Rodriguez -- ___ 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