Re: [hlcoders] Modding Problems

2015-04-01 Thread Minh Le

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

2013-09-24 Thread Minh Le
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
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Re: [hlcoders] Hung hl2.exe process for 2007-based mods

2012-05-23 Thread Minh Le

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*...
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Re: [hlcoders] Rotation on the player's local axes

2012-03-01 Thread Minh
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*

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Re: [hlcoders] Position jitter in animations

2011-10-23 Thread Minh Le

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//



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Re: [hlcoders] Position jitter in animations

2011-10-16 Thread Minh Le

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//



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Re: [hlcoders] Mp prediction CSGo

2011-08-18 Thread Minh Le

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

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Re: [hlcoders] Anyone know of an animation pack for social actions?

2010-12-03 Thread Minh

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
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Re: [hlcoders] Does Valve (America) offers internships?

2010-08-31 Thread Minh Le
 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



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Re: [hlcoders] Does Valve (America) offers internships?

2010-08-31 Thread Minh Le



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



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Re: [hlcoders] Does Valve (America) offers internships?

2010-08-30 Thread Minh Le

 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



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Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-27 Thread Minh
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.

   

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Re: [hlcoders] [GoldSrc] Custom Player Animation not playing

2010-03-01 Thread Minh
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

 
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
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.
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
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.
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Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
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
 

   

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[hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
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?

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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
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?

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Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Minh
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?

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Re: [hlcoders] Dynamic weapon attachments

2009-10-06 Thread Minh
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

2009-10-05 Thread Minh
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.
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Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Minh
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

   
   

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Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Minh
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
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Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Minh

 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?

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Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Minh
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.


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Re: [hlcoders] Optimising projectile bandwidth

2009-09-15 Thread Minh
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...


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Re: [hlcoders] Collision Model For a car

2009-09-05 Thread Minh
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 

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Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Minh
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

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Re: [hlcoders] Erour in OB Mod

2009-08-23 Thread Minh
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

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Re: [hlcoders] My harddrive died overnight. No warning. I lost tons of data.

2009-08-19 Thread Minh
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.

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[hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
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.

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Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
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?

   

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Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Minh
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.)


   

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Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Minh
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

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[hlcoders] Cryptic crash in engine.dll

2009-08-06 Thread Minh
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?

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Re: [hlcoders] Cryptic crash in engine.dll

2009-08-06 Thread Minh
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?

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[hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
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.

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Re: [hlcoders] Increasing cubemap max size

2009-08-01 Thread Minh
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.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh

- 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? 


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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
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.
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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Minh
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.

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Re: [hlcoders] Detecting Memory Leaks

2009-07-06 Thread Minh
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.

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[hlcoders] Detecting Memory Leaks

2009-07-05 Thread Minh
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.

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Re: [hlcoders] HL-MP Third Person Mod

2009-06-11 Thread Minh
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

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 -- 
 Sent from Olly's SEGA Game Gear
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Re: [hlcoders] [SPAM] Editting blood and it's effects in HL2 engine.

2009-06-01 Thread Minh
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.
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[hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
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 ?

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Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
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?

   

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Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
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
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Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Minh
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
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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Minh
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

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Re: [hlcoders] Modifying the Animation System

2009-05-13 Thread Minh
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
   
   
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Re: [hlcoders] SDK Beta (HL2MP) Error

2009-05-13 Thread Minh
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?

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Re: [hlcoders] Modifying the Animation System

2009-05-12 Thread Minh
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
   

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Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-06 Thread Minh
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? :)
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Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Minh
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? :)
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Re: [hlcoders] What's the offset for on SendPropInt in making send tables?

2009-05-02 Thread Minh
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()
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-27 Thread Minh
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
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 --
 Thanks,
 - Saul.
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 --
 Gear Dev
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 please visit:
   
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Re: [hlcoders] Grainy edges on flashlight shadows - can they be removed?

2009-04-26 Thread Minh
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
 ___
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


   
 --
 Thanks,
 - Saul.
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Re: [hlcoders] Model Entity attached to play

2009-04-02 Thread Minh
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


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Re: [hlcoders] Disabling floating weapons

2009-03-29 Thread Minh Le
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

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Re: [hlcoders] Model Entity attached to play

2009-03-27 Thread Minh Le
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


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Re: [hlcoders] Compiling a complex static prop - Weird collision boxes

2009-03-08 Thread Minh
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

2009-02-01 Thread Minh
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

2009-01-31 Thread Minh
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

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Re: [hlcoders] GoldSource ragdolls

2009-01-29 Thread Minh
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.

   

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Re: [hlcoders] Freezing rotation on a player entity?

2009-01-25 Thread Minh
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

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[hlcoders] Particle Editor question

2009-01-22 Thread Minh
   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?

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Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
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

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Re: [hlcoders] Freezing rotation on a player entity?

2009-01-21 Thread Minh
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

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[hlcoders] MDL question

2009-01-21 Thread Minh
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) ?


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Re: [hlcoders] MDL question

2009-01-21 Thread Minh
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.

   

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Re: [hlcoders] Particle system collisions

2009-01-19 Thread Minh
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

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread Minh
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
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Minh
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
   
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-14 Thread Minh
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
 
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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-13 Thread Minh
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).

   

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Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-12 Thread Minh
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

2009-01-05 Thread Minh
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.
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Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-09 Thread Minh
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?
  
  
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Re: [hlcoders] Jumping?

2008-12-09 Thread Minh
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?


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Re: [hlcoders] Jumping?

2008-12-09 Thread Minh
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?


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[hlcoders] Anyone using an SSD Drive for compiling?

2008-12-07 Thread Minh
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? 


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Re: [hlcoders] Fluid Melee animation and other possible roadbumps

2008-11-11 Thread Minh
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!


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Re: [hlcoders] WARNING: VAC may be banning developers by misdetecting server plugins as cheats.

2008-11-05 Thread Minh
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)
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Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh Le
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

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Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Minh
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?

 

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Re: [hlcoders] Level Compile Tool - Custom Mod Questions

2008-10-15 Thread Minh
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
 =
   
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Re: [hlcoders] Amateur mod team looking for skilled Lead Programmer

2008-10-13 Thread Minh
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
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Re: [hlcoders] Crash in VPhysics on suicide

2008-09-22 Thread Minh
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

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Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Minh
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


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Re: [hlcoders] Client to Server how to send a vector in single player mod? (Sorry about the double post,)

2008-03-02 Thread Minh
--
[ 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 ]
 --

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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Minh
--
[ 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
 --

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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-25 Thread Minh
--
[ 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
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Re: [hlcoders] Porting CS:S weapons into my mod

2008-02-24 Thread Minh

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.

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Re: [hlcoders] CBaseAnimating not being rendered

2008-02-18 Thread Minh
--
[ 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 :) ?
 
 
  --
 
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Re: [hlcoders] New HLCoder List Member - Hit detection question

2008-02-17 Thread Minh
--
[ 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
 --

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Re: [hlcoders] When is OB SDK coming out of beta? Also, difficultly in merging code?

2008-02-14 Thread Minh
--
[ 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!
 --

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Re: [hlcoders] Noesis Interactive wants to meet you at GDC 2008!!

2008-02-12 Thread Minh
--
[ 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!


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Re: [hlcoders] Hiding the player's active weapon

2008-02-05 Thread Minh
--
[ 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.

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Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-03 Thread Minh
--
[ 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
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