Re: [hlcoders] Getting back to my MOD after 2 years
This problem could be solved by allowing developers access to the closed source filesystem dlls. Or valve could actually program their closed source filesystem dlls with MASSIVE verbosity. I mean line by line verbosity so that mod developers know exactly what is happening when steam goes through each line of gameinfo txt. gameinfo.txt produces zero output. It is controlled by a blackbox software with no output only failure messages and obviscation.. please make it extremely verbose line by line so us developers wont have to spend hours trying to figure it out... On Wed, Dec 17, 2014 at 8:28 AM, Peter Urbanics purban...@hotmail.com wrote: Hi, It's been a long time. :-) I wasn't lazy, just working on other stuff and have pretty low motivation for Hammer with this crap I am facing. :-( -- I start hammer.exe from C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin with the Half-Life 2: Episode Two game configuration than it seems like I am only missing my mod specific stuff: http://www.mediafire.com/view/56l5i88dw5ck44j/hangover_just_own_stuff_missing.png How do I add those back? Why does it not find those? My gaminfo txt looks like this: GameInfo { name Hangover game Hangover title Hangover type singleplayer_only developer Peter Urbanics developer_url http://sites.google.com/site/purbanics/; icon icon/hangover_icon // gamelogo 1 // nodifficulty 1 // Hides the difficulty tab nodegraph 0 // When false, prevents the engine from creating nodegraphs. FileSystem { SteamAppId 243730 // Source SDK Base 2013 Singleplayer SearchPaths { // No /custom/ folders because they can interfere with mod content and shouldn't be in mod gameinfo. game+mod+mod_write+default_write_path |gameinfo_path|. // Mod gamebin |gameinfo_path|bin // Mod's Binaries // Base Half-Life 2 Content: ep2, episodic, hl2 game_lv |all_source_engine_paths|hl2/hl2_lv.vpk // game |all_source_engine_paths|ep2/ep2_english.vpk // game |all_source_engine_paths|ep2/ep2_pak.vpk // game |all_source_engine_paths|episodic/ep1_english.vpk // game |all_source_engine_paths|episodic/ep1_pak.vpk game |all_source_engine_paths|hl2/hl2_english.vpk game |all_source_engine_paths|hl2/hl2_pak.vpk game |all_source_engine_paths|hl2/hl2_textures.vpk game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk game |all_source_engine_paths|hl2/hl2_sound_misc.vpk game |all_source_engine_paths|hl2/hl2_misc.vpk platform |all_source_engine_paths|platform/platform_misc.vpk // TODO; find out what is it and why it's here // game |all_source_engine_paths|ep2 // game |all_source_engine_paths|episodic game |all_source_engine_paths|hl2 platform |all_source_engine_paths|platform } } } - Thanks for any ideas I should try. Br, Peter -- From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sun, 5 Oct 2014 19:56:56 +0200 Subject: Re: [hlcoders] Getting back to my MOD after 2 years I think I had those lines there in the gameinfo, but I'll check that out again then. Thanks, Peter -- Date: Sun, 5 Oct 2014 01:14:34 -0500 From: wazanato...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years You most likely just need to update your gameinfo.txt so that it mounts hl2 episodic and ep2 content. On Oct 4, 2014 1:59 AM, Peter Urbanics purban...@hotmail.com wrote: Thanks. Using your dll-s some progress has been made: Now I can start the MOD but there are a bunch of props missing already from the menu background. See image: http://www.mediafire.com/view/pz8y1j13qluz8rn/hangover_error1.png Then when I try to start the game it crashes. So I went on to start Hammer to take a look there, but the Hammer.bat under C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin just says: \Steam\steamapps\SourceMods\hangover was unexpected at this time. So I start the hammer.exe and load a scene, then there again a bunch of objects are missing. Some of them are my own models, some are ferns, etc. I don't remember from which episode. http://www.mediafire.com/view/3tvhotpku25gtjq/hangover_error2.png ARGH :-) Please help, what should I try, or post here so somebody can get an idea what could be wrong? I would hate to give up so close to finally releasing the MOD I worked on so much and also to let down the people on on ModDB watching it. Before I put the MOD to sleep 2 years ago, everything was error free, working perfectly and now with this new SDK I can't get it to work again. Thanks in advance, Peter -- Date: Sat, 20 Sep 2014 08:57:47
Re: [hlcoders] Today's update breaks my game.
update us every 12 hours please On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez bs.v...@gmail.com wrote: Here's a stack trace: http://codepad.org/5IUFpgD4 Here's another: http://codepad.org/tz0nEpKd Here's a third: http://codepad.org/kRUAaFFA All unreliable of course since I don't have engine symbols but there you have it. Crash occurs on creating a listenserver and on connecting to existing servers. Crash does not occur when running Source SDK 2013 rendering test. This is at a very bad time for me since I'm trying to release the game on Steam in the next few days and a really popular French YouTuber just made a video of the game, and now all of the traffic he sent my way is DOA. I'd very, very much appreciate a rollback. -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino | G+ http://www.google.com/profiles/bs.vino | Ht http://vinoisnotouzo.com ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Today's update breaks my game.
stack traces and links to mod download would be nice for valve to help fix this On Thu, Oct 2, 2014 at 11:04 AM, Michael Zehnich twincan...@gmail.com wrote: Same for Dystopia (SDK 2013), I believe after a VGUI element pops up is what the players are saying. On Thu, Oct 2, 2014 at 10:15 AM, Jesse Oak wazanato...@gmail.com wrote: Can confirm this issue as well. Mod is now crashing on map load On Oct 2, 2014 8:27 AM, Nick xnicho...@gmail.com wrote: update us every 12 hours please On Wed, Oct 1, 2014 at 11:23 PM, Jorge Rodriguez bs.v...@gmail.com wrote: Here's a stack trace: http://codepad.org/5IUFpgD4 Here's another: http://codepad.org/tz0nEpKd Here's a third: http://codepad.org/kRUAaFFA All unreliable of course since I don't have engine symbols but there you have it. Crash occurs on creating a listenserver and on connecting to existing servers. Crash does not occur when running Source SDK 2013 rendering test. This is at a very bad time for me since I'm trying to release the game on Steam in the next few days and a really popular French YouTuber just made a video of the game, and now all of the traffic he sent my way is DOA. I'd very, very much appreciate a rollback. -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino | G+ http://www.google.com/profiles/bs.vino | Ht http://vinoisnotouzo.com ] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] sdk 2006 mod, steam pipe, and debug on vs2005
Is this problem still broken? I also cannot debug on vs2005 by directly starting hl2.exe with the -novid -allowdebug -steam -game moddirectory parameters. The only way I can debug w/ vs2005 is to manually attach. I really hope this problem is fixed by now. On Sat, Oct 26, 2013 at 10:20 PM, Dexter Haslem dexter.has...@gmail.comwrote: I am having the same exact problem launching externally with -game, and havent figured it out so far. In the mean time I just added -allowdebug -dev to the launch options in steam and created a desktop shortcut. it sucks because you have to manually attach every debug session in the meantime .. On Sat, Oct 26, 2013 at 5:47 PM, Giancarlo Rivas giaym.m...@gmail.com wrote: Hi, I dusted off an old project and got it running last week, I got it to run from steam itself with release dlls, from vs2005's debug run as a listen server (hl2.exe) with both types of dlls, and from vs2005's debug run as a dedicated server which I had just installed using steamcmd, i finished this about tuesday, I think there was a this game needs to be converted to the new format thing with source sdk in the meantime, or around that time, din't pay much attention. Today I tried to run debug mode from vs2005 and was told the username/source sdk base folder no longer existed, and found it at common. The mod was now missing some script files which I copied from the sdk folder just to get done with it, and got it to launch... to a black screen (I coud hear the main menu bgm and options onhover sounds, but the screen's just black). Running from steam wasn't better, the SRCDS wasn't reporting errors though but its a separate install. Googling gave me a lot of noise, but I managed to get the game to run again without complaining about missing files, from Steam, not vs2005, which still has a black screen going and missing file reports. Did anyone have this issue and know a way to fix it? I have already set all my source games to Steampipe beta. My debug config is: C:\Steam\SteamApps\common\source sdk base\hl2.exe -allowdebug -dev -sw -game C:\Steam\SteamApps\SourceMods\mymod C:\Steam\steamapps\common\source sdk base My gameinfo has this data in the correct places: SteamAppId 215 ToolsAppId 211 Game |gameinfo_path|. Game hl2mp Game hl2 Im not sure how to see what steam is executing when I launch the mod from within it since that's apparently working, when I do create shortcut it has a steam url instead of a exe command. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
search for recent .mdmp files in your steam directory On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? -- Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2007 mod - No crash dumps
make sure your mod is actually loading make sure the right engine make sure all files/directory are writable start a new sdk, compile it, run it, check for mdmp files On Sun, Mar 16, 2014 at 12:53 PM, James Marchant james.march...@live.comwrote: Already done that. Unfortunately nothing useful comes up. Any other ideas? -- Date: Sun, 16 Mar 2014 12:02:28 -0500 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps search for recent .mdmp files in your steam directory On Sun, Mar 16, 2014 at 10:42 AM, James Marchant james.march...@live.comwrote: Yeah I knew about that folder, but they're still not generated for me. Perhaps there's some other step I'm missing? -- Date: Sun, 16 Mar 2014 17:36:23 +0200 From: gunshi...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source SDK 2007 mod - No crash dumps Oh, i see now, here they are. Thank you for quick response. 2014-03-16 17:32 GMT+02:00 Neico ad...@neic0.de: You might want to look into path to steam/dumps this is where all the new source engine minidumps go. it's gotten harder to find out which belongs to which game / mod with that tough (regulary cleaning that folder should help tough) - Neico On 16.03.2014 15:45 GMT +1, Gunship Mark II wrote: Have the same problem, no dump files. I am using latest Source2013 source code from GitHub. 2014-03-16 16:04 GMT+02:00 James Marchant james.march...@live.com: Ever since I got converted to the Steampipe update way back where a lot of stuff moved around to the common folder, I don't get any crash dumps when my mod crashes. It's relatively clean code without many additions. I'm compiling under debug and all that kind of stuff. Does anyone have any ideas why I wouldn't be getting crash dumps now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 missing files?
WHY START A MOD WHEN TF2 HALLOWEEN EVENT IS ACTIVE? GO PLAY TF2 INSTEAD On Wed, Nov 6, 2013 at 11:52 AM, Jan Hartung jan.hart...@gmx.de wrote: What exactly is some other missing file. WIth the information provided it’s quite difficult to pin down what your problem here is. On a sidenote: if you’re starting now, you may want to use the 2013 SDK instead. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Borzh *Gesendet:* Mittwoch, 6. November 2013 16:40 *An:* hlcoders@list.valvesoftware.com *Betreff:* [hlcoders] Source SDK 2013 missing files? Hi all, I am trying to create a mod from Source Engine 2007 (Modify Half-Life 2: Multiplayer). I could compile everything ok, but when I run it, it started to complain about missing files. Ok I copied some of them at my source mod folder, but it always compains about some other missing file. I suspect that there is a problem mounting Half-Life2: Multiplayer content, but I don't understand what am I missing here. What is a correct way to create a mod from HL2: DM? Anyone? My gameinfo.txt: GameInfo { // This is what shows up in the 'Third Party Games' area of the Steam games list. gameMyMod titleMyMod// Main Menu large Text title2deathmatch// Main Menu small text type multiplayer_only //type singleplayer_only hidden_maps { // Hide maps from the start server dialog test_speakers1 test_hardware1 } FileSystem { SteamAppId218// GCF for Source SDK Base 2007 ToolsAppId211// Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc. AdditionalContentId 320 // HL2MP //Orange box sdk allows an extra appid to be defined here to mount additional content. 240 is CounterStrike: Source //AdditionalContentId240 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|hl2mp //For the example above; if including 240, mount the cstrike folder. //Game|all_source_engine_paths|cstrike Game|all_source_engine_paths|hl2 } } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SFM-style dockable tabs with the Qt interface
threads like this make me facepalm at the arrogance of valve software. everyone in source development knows hammer is in major need of open sourcing and improvements. (has been for 8 years) what is valve software doing? a steam box to compete with ps4, xbox-one, nintendo wii-u, and (every-other-high-end-pc-manufacturer) VALVE FIX HAMMER LEVEL EDITOR BY OPEN SOURCING AND FIXING THE CRASH BUGS, BEFORE YOU TRY TO COMPETE WITH SONY, MICROSOFT, NINTENDO! On Fri, Oct 11, 2013 at 9:54 AM, Asher Baker asher...@gmail.com wrote: I believe most of the functionality is built into QDockWidget, I haven't played with that particular widget myself though. ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Fri, Oct 11, 2013 at 3:31 PM, Jonathan Poncelet jonathan.ponce...@talk21.com wrote: Hello all, I'm in the process of developing a level editor with Qt (see https://github.com/x6herbius/crowbar, workbench branch) and ideally I'd like to be able to use a similar tab system for the rendering views to that found in the MS Visual Studio IDEs, where dragging a tab allows it to be docked to an area or to split a current tab window into two. SFM appears to use a system similar to this for the primary/secondary viewports (I recognise the resize bar that appears between the viewports as being part of a QSplitter), so I was wondering whether anyone with insider knowledge either of SFM or Qt would be able to point me in the right direction. The little boxes that appear on each dockable area in SFM when dragging a tab (where dropping the tab onto one of these boxes docks it) look similar in style to those in Visual Studio, which made me wonder whether the docking system was available as some sort of third party plugin or library, but this may not be the case. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SFM-style dockable tabs with the Qt interface
How many valve employees does it take to build a custom pc and sell it as a new revolutionary console? According to garry of garry's mod, the same amount it takes to fix an 8 year old map editor.. On Fri, Oct 11, 2013 at 11:44 AM, Garry Newman garry.new...@facepunchstudios.com wrote: Yeah Valve please drop everything you're currently doing and improve a 10 year old editor. That's the most important thing right now. On Fri, Oct 11, 2013 at 5:37 PM, Nick xnicho...@gmail.com wrote: threads like this make me facepalm at the arrogance of valve software. everyone in source development knows hammer is in major need of open sourcing and improvements. (has been for 8 years) what is valve software doing? a steam box to compete with ps4, xbox-one, nintendo wii-u, and (every-other-high-end-pc-manufacturer) VALVE FIX HAMMER LEVEL EDITOR BY OPEN SOURCING AND FIXING THE CRASH BUGS, BEFORE YOU TRY TO COMPETE WITH SONY, MICROSOFT, NINTENDO! On Fri, Oct 11, 2013 at 9:54 AM, Asher Baker asher...@gmail.com wrote: I believe most of the functionality is built into QDockWidget, I haven't played with that particular widget myself though. ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Fri, Oct 11, 2013 at 3:31 PM, Jonathan Poncelet jonathan.ponce...@talk21.com wrote: Hello all, I'm in the process of developing a level editor with Qt (see https://github.com/x6herbius/crowbar, workbench branch) and ideally I'd like to be able to use a similar tab system for the rendering views to that found in the MS Visual Studio IDEs, where dragging a tab allows it to be docked to an area or to split a current tab window into two. SFM appears to use a system similar to this for the primary/secondary viewports (I recognise the resize bar that appears between the viewports as being part of a QSplitter), so I was wondering whether anyone with insider knowledge either of SFM or Qt would be able to point me in the right direction. The little boxes that appear on each dockable area in SFM when dragging a tab (where dropping the tab onto one of these boxes docks it) look similar in style to those in Visual Studio, which made me wonder whether the docking system was available as some sort of third party plugin or library, but this may not be the case. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SFM-style dockable tabs with the Qt interface
Jonathan, thanks for trying to improve map editing in source, but I am not as good a coder as maybe others on this list. My reason for posting was to maybe get someone from valve to help you a little bit, i really didn't mean to troll you sorry... nick On Fri, Oct 11, 2013 at 12:14 PM, Jonathan Poncelet jonathan.ponce...@talk21.com wrote: As much as I enjoy hearing your input on Valve's development priorities, discussion on code would be infinitely more helpful to exactly the same ends. -- *From:* Nick xnicho...@gmail.com *To:* garry.new...@facepunchstudios.com; Discussion of Half-Life Programming hlcoders@list.valvesoftware.com *Sent:* Friday, 11 October 2013, 17:52 *Subject:* Re: [hlcoders] SFM-style dockable tabs with the Qt interface How many valve employees does it take to build a custom pc and sell it as a new revolutionary console? According to garry of garry's mod, the same amount it takes to fix an 8 year old map editor.. On Fri, Oct 11, 2013 at 11:44 AM, Garry Newman garry.new...@facepunchstudios.com wrote: Yeah Valve please drop everything you're currently doing and improve a 10 year old editor. That's the most important thing right now. On Fri, Oct 11, 2013 at 5:37 PM, Nick xnicho...@gmail.com wrote: threads like this make me facepalm at the arrogance of valve software. everyone in source development knows hammer is in major need of open sourcing and improvements. (has been for 8 years) what is valve software doing? a steam box to compete with ps4, xbox-one, nintendo wii-u, and (every-other-high-end-pc-manufacturer) VALVE FIX HAMMER LEVEL EDITOR BY OPEN SOURCING AND FIXING THE CRASH BUGS, BEFORE YOU TRY TO COMPETE WITH SONY, MICROSOFT, NINTENDO! On Fri, Oct 11, 2013 at 9:54 AM, Asher Baker asher...@gmail.com wrote: I believe most of the functionality is built into QDockWidget, I haven't played with that particular widget myself though. ~ Their heads are green, and their hands are blue, And they went to sea in a Sieve. - Edward Lear On Fri, Oct 11, 2013 at 3:31 PM, Jonathan Poncelet jonathan.ponce...@talk21.com wrote: Hello all, I'm in the process of developing a level editor with Qt (see https://github.com/x6herbius/crowbar, workbench branch) and ideally I'd like to be able to use a similar tab system for the rendering views to that found in the MS Visual Studio IDEs, where dragging a tab allows it to be docked to an area or to split a current tab window into two. SFM appears to use a system similar to this for the primary/secondary viewports (I recognise the resize bar that appears between the viewports as being part of a QSplitter), so I was wondering whether anyone with insider knowledge either of SFM or Qt would be able to point me in the right direction. The little boxes that appear on each dockable area in SFM when dragging a tab (where dropping the tab onto one of these boxes docks it) look similar in style to those in Visual Studio, which made me wonder whether the docking system was available as some sort of third party plugin or library, but this may not be the case. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Using SetMoveTimeDone to achieve smooth rotation or movement? (turret barrel movement)
which version of the SDK is this? can you post the code in question? On Fri, Oct 4, 2013 at 10:48 AM, eric.br...@dnbrown.net wrote: Hello, I've been working on a simple auto turret based on code in server/hl2/func_tank.cpp, and I've got a few questions about making something like a turret barrel rotate smoothly when tracking a target: - func_tank uses SetMoveDoneTime() in a few places, but it never sets the callback with SetMoveDone(). I've a little confused by this, because I figured that it would/should use SetMoveDone() to reevaluate whether or not the barrel should stop rotating, but instead it does this on every think interval by calling SetLocalANgularVelocity(vec3_angle). Why does this class bother setting SetMoveDoneTime()? - In my turret code that's based on func_tank, I tried using SetMoveDone() and SetMoveDoneTime(), but the callback never got called... After looking through the sdk a bit, I'm wondering if these functions are only for vphysics/MOVETYPE_PUSH objects? Why? - In any event, right now when I want to aim the turret barrel at a target now, I just call SetLocalAngles() instead of SetLocalAngularVelocity(). I suppose this would produce choppy rotation in a network with more latency, and ideally, I'd like to have smooth rotation. What's the best way to do something like that? It seems like if I use SetLocalAngularVelocity() the rotation might be smooth, but if the Think interval isn't fast enough, the turret barrel willl never be able to stop when it reaches the ideal/target angle. Is there a good way to tell an object to smoothly rotate until it reaches an target angle? - Right now my turret has a fixe base and a head model that gets rotated with SetLocalAngles(), but I'd like to use a model that takes yaw/pitch parameters to achieve this animation. Are there any good examples of models and QC files that can pitch 360 degrees and have a more limited yaw range? Should I just make a model that takes a yaw pose parameter for vertical aiming, and then use something like SetLocalAngles() to control the pitch? What would this look like in QC (an animation/sequence that only takes a yaw parameter)? Sorry for all of the questions, but on a separate note: - I've made several player models and did the aim layer animation similar to the SDK examples for humans (hl2mp), but I have one problem: The aim direction appears to be inverted! (using thirdperson to view) I tried inverting the parameters in the QC file, but it doesn't appear to have any effect. I think I've reached the point where I need to really understand how the animation blending subsystem works so that I can sort out these aim layer problems, and maybe make a turret model as well. There's no documentation about calcblend, and despite tons of googling, I still don't fully understand the blend/blendwidth options for generating sequences (the order of the aim directions, how the input parameter affects which two keyframes are being interpolated...). Does anyone have some definitive examples of how blending works, or is there some really detailed documentation of these features somewhere? Any help on this subject would be very helpful. Thanks, Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
I don't know if anything is more important than a server showing up in server browser. I don't know if there is anything harder to diagnose for a server operator? On Wed, Sep 25, 2013 at 6:25 AM, T X4 t...@hotmail.com wrote: There's a distinction between a meaningful amount of output for warnings, assertions and whatnot, and so much output that it becomes indecipherable, i.e. noise. Why not throw in a whole bunch of BEL characters to get a makeshift fire alarm, too? IMO, just print a single line as a clue and be done with it because if every single warning had to fight amongst one another for visiblity, then we'd be hardly any better off than where we're at now.[/Off-Topic] -- Date: Tue, 24 Sep 2013 19:20:26 -0500 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers YOU ARE WRONG. If a silent command activation can drop a multiplayer server from showing up in the global list, it needs to be disabled or have massive warnings, when it is activated. Rule of Repair: When you must fail, fail noisily and as soon as possible. To do otherwise is a sin, because it will cost hundreds of server hosts and mod programmers dozens of manhours in an attempt to fix the problem with commentary 1. Because commentary 1 should never be enabled in a multiplayer server, commentary 1 SHOULD HAVE EPIC CONSOLE WARNINGS. commentary 1 MUST HAVE CONSOLE WARNINGS. IF commentary 1 WILL DISABLE MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST HAVE CONSOLE WARNINGS. Do you know how many manhours are wasted on trying to get listen servers to showup in the server browser? CAN YOU EVEN IMAGINE? Warnings are the key to sucessful coding, and debugging. THE KEY. On Tue, Sep 24, 2013 at 9:18 AM, Kyle Sanderson kyle.l...@gmail.comwrote: The last thing we need is more garbage warnings in the console. There are already a plethora of bogus DevWarning's using Warning, it should most likely remain silent. Many other Warnings should be silent in release mode as well. No multiplayer server should ever be in commentary; in TF there was an exploit where a client could switch the server into commentary mode, which sets sv_cheats to 1. Thanks, Kyle. On Tue, Sep 24, 2013 at 8:10 AM, Jan Hartung jan.hart...@gmx.de wrote: TF2 and CS:S show the same behavior. A warning in the console sounds like a good idea. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick *Gesendet:* Dienstag, 24. September 2013 15:53 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** commentary 1 ? prevents listen servers from showing up in server browser? needs to have a console warning immediately(if commentary 1) !!!(only valve can do this from the engine level)) jan can you test this in maybe a tf2 server or css to see if those are impacted as well? ** ** On Tue, Sep 24, 2013 at 7:46 AM, Jan Hartung jan.hart...@gmx.de wrote:** ** I finally found what’s causing the issue and wanted to share the solution with you. At this point, prepare to facepalm. So I thought it might be a good idea to use our .dlls with the sample game files and the sample .dlls with our game files. With the result that our .dlls with the sample game files makes the server show up, the sample .dlls with our game files still shows the issue. There’s actually not much left which could possibly cause the issue, so I tested around with the resource and script folders with no success. Next up was the config.cfg: backed it and the config_default.cfg up and started a new server – which showed up in the browser. A quick comparison between the newly written config.cfg and my backup of the original file brought up just one possible line. For some reason this line ended up in my original file: commentary 1 Setting this back to 0 makes the server show up (and the heartbeat command work of course). This is the point where you facepalm ;) Anyway, maybe after all this does require a fix to “Source SDK Base 2013 Multiplayer” as the corresponding stand-alone dedicated server seems to ignore this setting (remember, both installs use the exact same game files on my system here). So thanks again to everyone involved in fixing the original and actual issue, hopefully the betas will becomes release versions soon. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jan Hartung *Gesendet:* Sonntag, 15. September 2013 14:09 *An:* 'Discussion of Half-Life Programming
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
Jan, I can't believe what I am reading. You are the guy with this problem for almost 2 weeks, and you don't know if commentary 1 should be a mandatory warning this server will not be listed on the master server because commentary is enabled on all servers? Really? On Wed, Sep 25, 2013 at 12:08 PM, Jan Hartung jan.hart...@gmx.de wrote: To be clear here: if there should be any warning, then it should be a dev warning. Once things don’t work as expected at least I like to switch on developer mode, sometimes even developer 2 instead of developer 1. A single printout saying that this server won’t be seen by others would do no harm there, neither in terms of CPU cycles nor regarding the readability of the console output. By the way, with developer set to 0 there’s not much seen on the console with our current 2007 based release and the 2013 based development version. ** ** There also seems to be no point in disabling master server listing on commentary mode servers. Every time I needed a bot or all weapons at once I had to switch sv_cheats to 1 while obviously my server was in commentary mode. It also doesn’t keep people from joining the server as long as they know the address, the server is merely removed from the master server. ** ** Then there’s the sv_lan story. During all my recent tests it didn’t matter what I set sv_lan to, as long as it’s a dedicated server or a listen server with commentary set to 0 it gets listed on the master server. In both cases the server browser shows my public IP, not the internal 192.168… one. I didn’t ask anybody to connect to the server, but if there’s a difference between sv_lan 0 and 1 I’d guess that people joining a sv_lan 1 server from the Internet will be presented with the „this server is restricted to local clients“ message. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick *Gesendet:* Mittwoch, 25. September 2013 16:13 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** I don't know if anything is more important than a server showing up in server browser. I don't know if there is anything harder to diagnose for a server operator? ** ** On Wed, Sep 25, 2013 at 6:25 AM, T X4 t...@hotmail.com wrote: There's a distinction between a meaningful amount of output for warnings, assertions and whatnot, and so much output that it becomes indecipherable, i.e. noise. Why not throw in a whole bunch of BEL characters to get a makeshift fire alarm, too? IMO, just print a single line as a clue and be done with it because if every single warning had to fight amongst one another for visiblity, then we'd be hardly any better off than where we're at now.[/Off-Topic] -- Date: Tue, 24 Sep 2013 19:20:26 -0500 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** YOU ARE WRONG. If a silent command activation can drop a multiplayer server from showing up in the global list, it needs to be disabled or have massive warnings, when it is activated. Rule of Repair: When you must fail, fail noisily and as soon as possible. To do otherwise is a sin, because it will cost hundreds of server hosts and mod programmers dozens of manhours in an attempt to fix the problem with commentary 1. Because commentary 1 should never be enabled in a multiplayer server, commentary 1 SHOULD HAVE EPIC CONSOLE WARNINGS. commentary 1 MUST HAVE CONSOLE WARNINGS. IF commentary 1 WILL DISABLE MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST HAVE CONSOLE WARNINGS. Do you know how many manhours are wasted on trying to get listen servers to showup in the server browser? CAN YOU EVEN IMAGINE? Warnings are the key to sucessful coding, and debugging. THE KEY. ** ** ** ** On Tue, Sep 24, 2013 at 9:18 AM, Kyle Sanderson kyle.l...@gmail.com wrote: The last thing we need is more garbage warnings in the console. There are already a plethora of bogus DevWarning's using Warning, it should most likely remain silent. Many other Warnings should be silent in release mode as well. No multiplayer server should ever be in commentary; in TF there was an exploit where a client could switch the server into commentary mode, which sets sv_cheats to 1. Thanks, Kyle. ** ** On Tue, Sep 24, 2013 at 8:10 AM, Jan Hartung jan.hart...@gmx.de wrote:** ** TF2 and CS:S show the same behavior. A warning in the console sounds like a good idea. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
commentary 1 ? prevents listen servers from showing up in server browser? needs to have a console warning immediately(if commentary 1) !!!(only valve can do this from the engine level)) jan can you test this in maybe a tf2 server or css to see if those are impacted as well? On Tue, Sep 24, 2013 at 7:46 AM, Jan Hartung jan.hart...@gmx.de wrote: I finally found what’s causing the issue and wanted to share the solution with you. At this point, prepare to facepalm. ** ** So I thought it might be a good idea to use our .dlls with the sample game files and the sample .dlls with our game files. With the result that our .dlls with the sample game files makes the server show up, the sample .dlls with our game files still shows the issue. There’s actually not much left which could possibly cause the issue, so I tested around with the resource and script folders with no success. Next up was the config.cfg: backed it and the config_default.cfg up and started a new server – which showed up in the browser. A quick comparison between the newly written config.cfg and my backup of the original file brought up just one possible line. For some reason this line ended up in my original file: ** ** commentary 1 ** ** Setting this back to 0 makes the server show up (and the heartbeat command work of course). This is the point where you facepalm ;) ** ** Anyway, maybe after all this does require a fix to “Source SDK Base 2013 Multiplayer” as the corresponding stand-alone dedicated server seems to ignore this setting (remember, both installs use the exact same game files on my system here). So thanks again to everyone involved in fixing the original and actual issue, hopefully the betas will becomes release versions soon. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jan Hartung *Gesendet:* Sonntag, 15. September 2013 14:09 *An:* 'Discussion of Half-Life Programming' *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** @Ryan: there’s no sv_master_legacy_mode in the 2013 SDK anymore, so that’s not the issue. @Edward: I send the heartbeat manually when the server is already running, at the moment there’s no server.cfg at all. Both the listen server and dedicated server are running on Windows, where the dedicated server (downloaded via SteamCMD) is able to find the sourcemods directory and displays the available mods without the need for copying the files over to the server directory. Which makes it even more funny, as my dedicated and listen server use the exact same files so for both there is no server.cfg. But only the listen server does not register with the master servers and does nothing when I run heartbeat from the console. The dedicated server on the other hand does react to the command by sending out a network packet. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Edward Phillips *Gesendet:* Sonntag, 15. September 2013 04:13 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** Did you add heartbeat to the startup commands? Or send the command when it's already running On 14/09/2013, at 4:04 AM, Jan Hartung jan.hart...@gmx.de wrote: The firewall is open, port forwarding is configured correctly as well. I’m running the dedicated server (using the very same .dll files) on the same box for testing and it shows up just fine in the server browser(s). *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Tony omega Sergi *Gesendet:* Donnerstag, 12. September 2013 21:26 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Your firewall is open? Your router is forwarding the correct ports? On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung jan.hart...@gmx.de wrote:** ** sv_lan is set correctly and a heartbeat is sent as well, so that cannot cause the issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
meh .. well... I SAY MAKE SV_LAN 1 A LOUD WARNING ALSO! haha On Tue, Sep 24, 2013 at 8:04 PM, Kyle Sanderson kyle.l...@gmail.com wrote: On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote: Because commentary 1 should never be enabled in a multiplayer server, commentary 1 SHOULD HAVE EPIC CONSOLE WARNINGS. How exactly do you determine which is and isn't a multiplayer server? I just fired up TF2, went into Commentary mode, and noticed a bunch of SteamID'd bots joined. Maybe I want to play Commentary mode with Ronald? On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote: commentary 1 MUST HAVE CONSOLE WARNINGS. IF commentary 1 WILL DISABLE MULTIPLAYER LISTEN SERVERS SHOWING UP IN SERVER BROWSER. IT MUST HAVE CONSOLE WARNINGS. Should the same warnings exist for sv_lan? I mean sv_lan hasn't ever worked properly in any engine branch (goldsrc or Source), but it's still there. sv_lan will still silently kill you, the same as with Commentary. If sv_lan is no longer respected, and heartbeats with the new Steam backed masters, I do not know. If you opt-in to lethal option X, the option should kill you, not warn you endlessly... Totally offtopic for hlcoders: This is what (I'm assuming) junior developers did to the current set of released Source games, and now we're stuck with stupidly expensive printouts that end users and server operators (I'm both) can't deal with. Since the sv_parallel functions still don't lock properly (they never have), and printing text obviously isn't cheap, this actually crashes servers... Hacking the broken/useless printouts out solves this for myself... Not everyone likes hacks, though. On Tue, Sep 24, 2013 at 6:20 PM, Nick xnicho...@gmail.com wrote: Warnings are the key to sucessful coding, and debugging. THE KEY. Ah. There are Developer Warning Macro's, and General Warning Macro's. I'm not against adding Developer Warning Macro's at all, they're nice to have. Forcing bogus Warnings onto end users however is a horrible tale, and that's the present state of the engine and server binaries (at least for CS:S, maybe other games are less spammy)? The General Warning Macro's are what seems to be the go to Macro's with Valve now, hence my frustration. Hopefully this helped in anyway, even if to prove me a clown. Kyle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source 2007 MP server not showing in server browser
CanYouSeeMe.org - Open Port Check Tool On Fri, Sep 13, 2013 at 5:47 AM, Radimir Bobev radimir.bo...@gmail.comwrote: Hi, I know there’s a similar issue with the 2013 base but I wasn’t sure if it’s related to it at all (especially since mine affects the Linux dedicated server as well). ** ** So as the title says, once my server is up and running, it doesn’t show up in the server browser. It does show up in Favorites if I add it manually.* *** ** ** My mod’s directory name is the same on the server and client (including case); I’ve tried all the masterserver IPs I could find, none of them register the server (I was trying them with *setmaster add ip; heartbeat *) ** ** Also, worth noting is that I see this when the server is booting up: ** ** Adding master server 208.64.200.39:27011 Adding master server 208.64.200.52:27011 Could not establish connection to Steam servers. ** ** But occasionally it says “Connected to Steam servers” and yet the server still doesn’t show up. ** ** Is this a known issue, or am I missing something? ** ** Kind regards, Radimir ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
Thanks Joe for helping us on this email list Thanks Valve for hopefully paying Joe alot of money to fix all of these bugs and organize things for the SDK, it is GREATLY needed. Fixing the SDK should be Valve's number one investment right now, (open source hammer), because MS, SONY, Epic, are all serious about competing with Steam aka Golden Goose. If there is a future for Valve, it is important to keep as many Golden Goose as possible, and free HL2 SDK development is one of those Golden Gooses. Thanks again Joe, Valve, Gabe, and also I don't want to forget Alfred Reynold (who has been helping SDK since at least 2005)(yes I know Mike Durand also helped, but he has left according to http://www.valvetime.net/threads/updated-3-staff-departures-from-valve.243175/ ) On Tue, Sep 10, 2013 at 12:17 PM, Jan Hartung jan.hart...@gmx.de wrote: I have to bring the listen servers up again. Can’t put my finger on what’s causing our mod’s listen servers not to appear in the server browsers. The folders HL2 DLL and HL2MP DLL are not part of our project and the other files we removed do not contain any code which looks like it’s talking to the master servers. Actually, I cannot find any code that does. Maybe Joe has a hint on what code the listen server runs/must run to register with the master servers? ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jan Hartung *Gesendet:* Sonntag, 8. September 2013 20:51 *An:* 'Discussion of Half-Life Programming' *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** When I use the sample mod files and compile the sample project, the listen server shows up on both tabs - no matter if sv_lan is set to 1 or 0. That means, something must be wrong/missing in our code which prevents our listen servers from showing up in the server browser. I’ll get that sorted and let you know once I find out what’s causing the issue – might be useful to other modders. That means, once all the betas are out of the beta status all issues are fixed. Thanks to everyone involved with the fixes. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Neico *Gesendet:* Samstag, 7. September 2013 22:21 *An:* hlcoders@list.valvesoftware.com *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** Well my Listen Server shows up on Internet and LAN tab just fine. And I believe that those lines never showed up on listen servers, even on older engines, as the validation has been done already trough the steam client when starting the mod. It looks like it that you're doing something wrong there, have you tried to compile the binaries from an unchanged code base at https://github.com/ValveSoftware/source-sdk-2013? if it shows up with those binaries then you most likely have some faulty code in the other code base... Kind Regards, Neico On 07.09.2013 20:44 GMT+2, Jan Hartung wrote: First, the internet tab still shows mod servers, additionally the beta update which enables Source 2013 MP servers to show up on the Steam server browser seems to be online already. At least I was able to see my dedicated server on it just now. Regarding the listen server: sv_lan ist set to 0 when I run the listen server, the game is run directly from Steam and is placed in the sourcemods folder. The biggest difference between the dedicated and listen server is, that my dedicated server prints these lines once it’s up: Connection to Steam servers successful. Public IP is ip_address. Assigned anonymous gameserver Steam ID [id]. VAC secure mode is activated. I don’t see these lines ever for the listen server. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Joe Ludwig *Gesendet:* Samstag, 7. September 2013 01:14 *An:* 'Discussion of Half-Life Programming' *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Can you confirm that the Internet tab is still showing your mod server? We made some config changes today that may have broken it but should have fixed it again. What is sv_lan set to when you're running your listen server? They are definitely showing up in both the internet and LAN tabs for me with sv_lan 0. Have you copied your mod into the steaminstall/steamapps/sourcemods folder? Mods don't show up unless they're installed in Steam. (i.e. you can't just run the mod by specifying some
Re: [hlcoders] Half-Life SDK updated
I really hope Valve didn't in one move shutdown all(most) of the 7(?) year plus mods that were working perfectly for original hl goldsrc. I really hope Valve cared enough to keep the old working hl goldsrc mods fully functional, and Valve did a release of newer appid/channel/distribution for the hl goldsrc mods that want to upgrade. On Tue, Sep 3, 2013 at 12:21 AM, Saint Thoth (hotmail) st_th...@hotmail.com wrote: Important changes to get are in inputw32.cpp for the SDL mouse changes. Yeeah... I guess this update just went live today, as once again, some update has killed all our mod's inventory and character selection UI mouse functionality. There aren't a lot of live, updating, Goldsrc mods out there, so if you guys would be so kind, test some of your changes with this one: http://www.msremake.com I will get you the source for it, if that's what it takes to stop this. Meantime, I'm going to see if we can integrate your inputs changes, and see if that fixes anything. Most mods that use menu interfaces like ours are going to just be plain dead though, as most Goldsrc mods, needless to say, are not being updated. - Thothie __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlcodershttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
versions already, which on the other hand would not make any sense right now since there s no way for players to find any non-LAN servers. Let alone that games players start right out of their game won t be listed at all. Jan *Von:*hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Nick *Gesendet:* Donnerstag, 22. August 2013 09:15 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers I am curious if this has been fixed and or confirmed a bug by valve? On Wed, Aug 14, 2013 at 12:52 PM, Jan Hartung jan.hart...@gmx.de mailto:jan.hart...@gmx.de wrote: Manually connecting to listen servers works well, and it s better than nothing when it comes to playtesting. Just checked, there are no replies to the issues I have opened at GitHub, but hopefully there ll be a reply and/or fix soon. *Von:*hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jorge Rodriguez *Gesendet:* Mittwoch, 14. August 2013 19:45 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers I've been experiencing all of the problems that you describe, and as people have mentioned dedicated servers can be addressed with some steam.inf fiddling. Using this I've been able to have some games where people connect manually. It's not a very nice solution though, and I hope both the server browser and the steam.inf issue will be resolved by Valve. (Sooner than later hopefully, since my game is at a standstill if I can't do any playtesting.) 2013/8/13 Jan Hartung jan.hart...@gmx.de mailto:jan.hart...@gmx.de I posted a comment to the issue Ryan linked to. With Source 2007 servers a double-click on the game opened up the mod instead of the base application, so this should work for 2013 servers as well. I'll create two new issues on GitHub. One regarding the version which is fixable by adding the steam.inf and one for listen servers not being listed in the server browsers. Jan -Urspr ngliche Nachricht- Von: hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Dominik Tugend Gesendet: Montag, 12. August 2013 20:28 An: hlcoders@list.valvesoftware.com mailto:hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers I am unsure, maybe it's: https://github.com/ValveSoftware/source-sdk-2013/issues On 12.08.2013 20:10, Jan Hartung wrote: Hi Ryan, With the steam.inf next to srcds.exe the version number in the DS reply is no longer 1.0.1.0 but 1836702, which at least makes the dedicated server usable. However, even if I set my mod folder for ProductName a double-click on the server in the server browser list starts up sourcetest, not the mod. Anyway, as we can now use the DS it makes testing and pinning issues down to the server or client easier. The other issues still persist (Internet servers not showing in the main Steam UI server browser, listen servers not registering with the master servers at all) and require a fix. Actually I don t know where the proper place is to post such a bug report. If you can tell me, I ll post the below bug report. Jan *Von:*hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com mailto:hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Ryan Kistner *Gesendet:* Montag, 12. August 2013 17:30 *An:*hlcoders@list.valvesoftware.com mailto:hlcoders@list.valvesoftware.com *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Hello, I suspect this might be the lack of a steam.inf in the dedicated server files. I was going to post a bug report about this but I wasn't sure if anyone else had the issue. Can you try: Placing a steam.inf in any
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
I am curious if this has been fixed and or confirmed a bug by valve? On Wed, Aug 14, 2013 at 12:52 PM, Jan Hartung jan.hart...@gmx.de wrote: Manually connecting to listen servers works well, and it’s better than nothing when it comes to playtesting. Just checked, there are no replies to the issues I have opened at GitHub, but hopefully there’ll be a reply and/or fix soon. ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jorge Rodriguez *Gesendet:* Mittwoch, 14. August 2013 19:45 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers ** ** I've been experiencing all of the problems that you describe, and as people have mentioned dedicated servers can be addressed with some steam.inf fiddling. Using this I've been able to have some games where people connect manually. It's not a very nice solution though, and I hope both the server browser and the steam.inf issue will be resolved by Valve. (Sooner than later hopefully, since my game is at a standstill if I can't do any playtesting.) ** ** 2013/8/13 Jan Hartung jan.hart...@gmx.de I posted a comment to the issue Ryan linked to. With Source 2007 servers a double-click on the game opened up the mod instead of the base application, so this should work for 2013 servers as well. I'll create two new issues on GitHub. One regarding the version which is fixable by adding the steam.inf and one for listen servers not being listed in the server browsers. Jan -Ursprüngliche Nachricht- Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Dominik Tugend Gesendet: Montag, 12. August 2013 20:28 An: hlcoders@list.valvesoftware.com Betreff: Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers I am unsure, maybe it's: https://github.com/ValveSoftware/source-sdk-2013/issues On 12.08.2013 20:10, Jan Hartung wrote: Hi Ryan, With the steam.inf next to srcds.exe the version number in the DS reply is no longer 1.0.1.0 but 1836702, which at least makes the dedicated server usable. However, even if I set my mod folder for ProductName a double-click on the server in the server browser list starts up sourcetest, not the mod. Anyway, as we can now use the DS it makes testing and pinning issues down to the server or client easier. The other issues still persist (Internet servers not showing in the main Steam UI server browser, listen servers not registering with the master servers at all) and require a fix. Actually I don’t know where the proper place is to post such a bug report. If you can tell me, I’ll post the below bug report. Jan *Von:*hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Ryan Kistner *Gesendet:* Montag, 12. August 2013 17:30 *An:* hlcoders@list.valvesoftware.com *Betreff:* Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers Hello, I suspect this might be the lack of a steam.inf in the dedicated server files. I was going to post a bug report about this but I wasn't sure if anyone else had the issue. Can you try: Placing a steam.inf in any of the dedicated server folders (root next to srcds.exe, hl2, or your mod dir) that has the contents of the steam.inf from the Source SDK 2013 MP Client (inside the hl2mp folder)? Here's what it should look like for reference: PatchVersion=1836702 ClientVersion=1836702 ServerVersion=1836702 ProductName=sourcetest appID=243750 On 8/12/2013 9:13 AM, Jan Hartung wrote: Hi list, Today I dug a little deeper into the server browser and the server you are trying to connect to is using an older version of the game issues. The dedicated servers were update and verified first, to query the master and game servers I used the small tool I wrote some time ago. These are my test results: -Dedicated server, LAN mode: oShows up on the LAN tab of Steam’s server browser oA double-click on it fires up Source Test instead of the actual mod oGives the server is using an older version of the game error in Source Test as well as the mod itself when the connect command is used oCan be queried using my tool when I add the IP/port manually oGame server reply contains the actual mod directory oReply says the game version is 1.0.1.0 oThe reply contains the AppID 0 instead of 243750 -Dedicated server, Internet mode: oDoes not show up on the Internet tab of Steam’s server browser oIs registered anyway, as my query tool receives the server’s IP/port
Re: [hlcoders] Prediction errors while creating new movement
I am not very sure about hl1. I know it is known as goldsrc from when it was copied from quake. I know hl mods have always had prediction errors, and something reminds me about counter strike having an interpolation. This is a sudden move, like jump am I correct? Test if jump is predicted the way you would like, then convert how jump was done into how your move is done. I am guessing that your custom move is a left, right, forward, back 'jump' dodge. I hope this could be helpfupl Nick On Fri, Aug 2, 2013 at 12:58 PM, Jeremy Merriam jer...@jeremymerriam.comwrote: Hi Everyone, Its great to find this resource. i am sure there are some serious coding ninjas in here I will be able to learn from. currently, we are working on a HL1 mod and have run into a stumbling block. We are trying to add a new type of movement (dodging:left, right, forward, back) but once we introduce fakelag, the prediction is off. Our question is: Is it possible to extend hl1 pmove and prediction systems to add custom movement? Anyone who knows or knows someone who might know, we could really use your help finding a workthrough for this. Thanks for your time, Jeremy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Fullbright or similar in render target pass
looks good! all //nightfall - amckern - amck...@yahoo.com//NightVision did was set cvar-FindVar(mat_fullbright)-SetValue(1); on clientside On Wed, Jul 24, 2013 at 6:00 PM, Daniel Glenn dgl...@bit-cubed.com wrote: Hey James, Have you taken a look at the Night Vision article on the VDC? It's implementation was made for Source 2006 if I'm not mistaken but it may be of some help since the effect itself is just a screen overlay and shaders (With full source in the article). https://developer.valvesoftware.com/wiki/Vision_Nocturna On Wed, Jul 24, 2013 at 5:41 PM, James Marchant james.march...@live.comwrote: Nobody got any ideas on this? Pretty stumped here... -- From: james.march...@live.com To: hlcoders@list.valvesoftware.com Date: Sat, 20 Jul 2013 15:30:01 +0100 Subject: [hlcoders] Fullbright or similar in render target pass Hello there. I'm looking at making a camcorder type effect on a v_model where I'm using render targets much like the func_monitors do in HL2 to project the screen onto the camera's LCD screen. However, because the camera needs a night vision effect on its screen, I was wondering how to render a light specifically and only during the camera's render target pass. Considering the level is pretty much pitch black, I was thinking of using a large dynamic light that's killed on the normal render pass after, but it produces very strange results. It can also bleed into the normal render pass so the level gets illuminated when not looking at the camera screen. Hope I've explained myself well. Anyone got any ideas? Much appreciated! James ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] After mod startup just the menu background and music
Thanks. Knowing how to fix is very important On Mon, Jul 8, 2013 at 12:41 PM, Jan Hartung jan.hart...@gmx.de wrote: A late reply, but here it is. In our 2007 based version the first line in SourceScheme.res read #base ../../hl2/resource/SourceScheme.res. For 2013 based mods this necessarily has to be #base SourceSchemeBase.res. Not only the base filename has changed, there also must not be any change in the path to the base file as previously done with ../../. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jan Hartung *Gesendet:* Freitag, 5. Juli 2013 20:52 *An:* 'Discussion of Half-Life Programming' *Betreff:* [hlcoders] After mod startup just the menu background and music ** ** Breaking news: it’s fixed. I checked which files I removed from the project and decided that none of those could possibly causing this issue. So I started fiddling around with the .res files and it turns out it’s the SourceScheme.res file. When I rename it so it cannot be loaded from the game, everything’s fine (except the fonts, colors and sizes, but that’s a minor issue). Once I know which specific setting caused the issue, I’ll let you guys know. Now it’s down to some datatable issues, but that should be easily fixable. ** ** Jan ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *tobias.kammersga...@gmail.com *Gesendet:* Freitag, 5. Juli 2013 19:58 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] After mod startup just the menu background and music ** ** What does logging the console, and just starting to the main menu give?*** * Could you show us a Picture of this bug (I doubt its interesting, but I’d like it either way). ** ** Are you doing anything related to custom VGUI in your mod? ** ** - ScarT ** ** *From:* Jan Hartung *Sent:* Friday, July 5, 2013 7:54 PM *To:* 'Discussion of Half-Life Programming' ** ** An update on this: when I compile the demo project and load it up, it works. With our mod, I can still type commands into the console, although it’s just a white rectangle. Obviously the engine still knows where the controls are and what they oughtta do. Anyway, I can start a game with the command “map mapname”. Ran the game with console logging, so I now know that our gamerules are being loaded and installed just fine, our models get preloaded and so on. The thing is: even after the map has loaded I still see the main menu background and the white rectangle that is the console. I’m starting to believe that I must have made a minor mistake in maybe just one of the classes. Looks like the game just has no target to draw the menu and actually rendered world on. Any help on this would is appreciated. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jan Hartung *Gesendet:* Freitag, 5. Juli 2013 01:21 *An:* 'Discussion of Half-Life Programming' *Betreff:* Re: [hlcoders] After mod startup just the menu background and music Yes, Source SDK Base 2013 Multiplayer loads up just fine and I can run the benchmark without any problems. My gameconfig.txt is exactly the same as in mp/game/mod_hl2mp, except that I changed the game name, removed the “nomodels”, “nohimodel” and “nocrosshair” lines. I also added the “developer”, “developer_url”, “manual” and “icon” lines. Everything below that (starting with “hidden_maps”) is exactly the same as in mp/game/mod_hl2mp/gameinfo.txt.** ** Jan *Von:* hlcoders-boun...@list.valvesoftware.com [ mailto:hlcoders-boun...@list.valvesoftware.comhlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *tobias.kammersga...@gmail.com *Gesendet:* Freitag, 5. Juli 2013 00:05 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] After mod startup just the menu background and music Did you launch the Source SDK Base 2013 Multiplayer at least once? - ScarT *From:* Jan Hartung *Sent:* Thursday, July 4, 2013 10:28 PM *To:* Discussion of Half-Life Programming Hi list, Maybe a rather dumb question here, but I cannot figure it out. I’m done porting our code to the 2013 SDK, got rid of a few edits to Valve files along the way and had a not so nice time excluding files from the build and adding some from the “sdk” folders as our ones to fix compiler and linker errors. Pretty much the same as everyone else here I guess. And here’s the problem: everything compiles well (except phonemeextractor, but we don’t need it) but when I run our mod now, the only thing I see and hear is our menu background and menu
Re: [hlcoders] Happy Fourth of July!
Happy Birthday!! On Fri, Jul 5, 2013 at 7:10 AM, tobias.kammersga...@gmail.com wrote: Happy 25th birthday to me while we’re at it. - ScarT *From:* amck...@yahoo.com *Sent:* Friday, July 5, 2013 2:02 PM *To:* Discussion of Half-Life Programming Happy 5th - keep in mind its the weekend but dry July is still in effect Sent from Windows Mail *From:* Nick *Sent:* Friday, July 5, 2013 4:55 AM *To:* Discussion of Half-Life Programming Have a fun and safe Fourth of July! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Player voice volume
I agree with everyone here that the valve tools are a joke, from a decade ago. Open Sourcing all the tools could double the productivity of modders without ANY COST TO VALVE. ( and possibly double the lifespan of the SourceEngine) As for the steam distribution future? In 10 years everyone is going to be sad when none of the games work. Valve cannot compete against google, microsoft, apple, sony, when it comes to content distribution. The only hope valve has, is push the cards as hard as possible and HOPE for a buyout. I bet on a microsoft buyout, that will make linux,mac gaming harder. Microsoft will then fire all valve employees. To people who defend Valve, or attack the valve criticizers : You are only doing yourself and Valve a disservice. On Thu, May 9, 2013 at 4:29 PM, Psy_Commando psycomma...@gmail.com wrote: Oh great.. I actually believed what Gabe said about being hard at work on new updated mod tools.. _ And they can't be serious.. I tried every single other freaking engines I know of that are open to mods, and not all that archaic (Unreal, Unity, Cryengine3, ). And the only one that had most of what I wanted, was Source.. No shitty proprietary script language you'll only ever use when working on that engine, C++, an actual base with existing code to start from, tons of examples, access to shaders, a fairly big community built around it, capability for in-game cutscenes, the less locked features as possible, reasonable physics, etc.. The only thing I really didn't want was Hammer, and all the crap tools that comes with it.. I was hoping that SFM with its very well done UI and very extensive features would bring a wind of change in the way Valve makes tools for their content creator community ! But what you're saying sounds as if they said : Yeah, it wasn't really cool bro, no money and all. So we just decided to ignore the people that trusted us and ragequit, screwing everything up for them ! YOLO ! The worst part is that its way too late to change engine for my project now.. And engine switch usually kills mods quicker than crappy sdk tools... This message isn't to troll the group it's a wake up call to all the people that made the community great and the games better. Stop wasting your time trying to use this valve garbage and keep re-fixing all the stuff they break with every update. Start learning to code, and apply your know how to something you can actually control. http://youtu.be/ztVMib1T4T4 Wake up call ? Stop wasting your time ? Really ? If you were actually trying to be helpful, well I don't think you're cut out for the job.. For one, helpful people actually say constructive things.. People won't go : Oh, really ? I could never figure this out by myself, thanks ! And I can totally restart everything from scratch on a brand new engine, while being a small mod team with not budget or income, running on motivation alone ! And the fact that you added Start learning to code.. just makes this thing all the more insulting and ridiculous.. I've been studying for 8 years in the field, and I coded even before that.. I don't claim to be a veteran, but seriously, who the hell do you think you're talking to, elementary school kids ? Batch files, and excel programmers ? I'm sure most of the people here have at least a good understanding of C++, given that, the SDK code IS in C++.. Just saying.. On Wed, May 8, 2013 at 5:44 PM, Jesse F jesf...@gmail.com wrote: I want enemy behavior to react to voice so client side only isn't enough. Thank you all for the help. Nick, I actually had a phone interview with valve in the last few months and asked directly about their poor support for source engine. The response I got came down to they aren't interested in sinking a lot of resources to compete with Unreal and Unity and the other major game engines. Clearly someone internally has done the math and the cost of of development and upkeep on the sdk must have worse returns compared with putting the dev time elsewhere. I didn't get the job, not enough experience, but it was a great conversation and I have the utmost respect for them. It just sucks for the modders that we aren't getting the support we want. On Wed, May 8, 2013 at 2:32 PM, Nick xnicho...@gmail.com wrote: I blame valve a great deal for this. I understand Valve is basing the entire hopes of the company on steam distribution/DRM. I still believe valve should not be so quick to abandon the roots of what has always made it money, modding and the vast amount of games that will be made FOR THEIR ENGINE! Valve, open up source engine modding more, make hammer map editor open source, allow source mods to run on linux. On Wed, May 8, 2013 at 3:46 AM, Jed j...@wunderboy.org wrote: Neico pretty much nailed what I was in the process of writing. At least back in the EP1 code base there was still code to handle the original HL1 method of moving the player model mouths based
Re: [hlcoders] Player voice volume
I blame valve a great deal for this. I understand Valve is basing the entire hopes of the company on steam distribution/DRM. I still believe valve should not be so quick to abandon the roots of what has always made it money, modding and the vast amount of games that will be made FOR THEIR ENGINE! Valve, open up source engine modding more, make hammer map editor open source, allow source mods to run on linux. On Wed, May 8, 2013 at 3:46 AM, Jed j...@wunderboy.org wrote: Neico pretty much nailed what I was in the process of writing. At least back in the EP1 code base there was still code to handle the original HL1 method of moving the player model mouths based on the amplitude of the input audio. It basically moved a controller bone alone a defined axis based on the volume making the jaw flap. It's in the code base for the HL1:Source port. I used it myself and got the mouths of HL2 player models to move based on the in-game voice volume so the code is still valid. I'd start looking there at the code that controls the jaw and look at where to pull the amplitude out (a normalised value). // Jed On 8 May 2013 10:40, Neico ad...@neic0.de wrote: You're only able to get which player is currently speaking by pPlayer-IsSpeaking() was the function I believe, for the waveforms, they are hidden behind an internal engine interface which you can't access under normal ways (if one got trough that feel free to write it down here), but I've been mimicing it by using random (the following code is taken from Garry's Lua code for moving the player's mouth and turned into C++ Code with a working solution), also note that this is client side code (I use it in CHL2MPPlayerAnimState::Update in case you want to know): if( m_fVoiceTimeout = gpGlobals-curtime ) return; // If we had access to the volume or waveforms from the player one could replace the following line to use that instead of a Random Float, but this is as close as it'll get if( GetClientVoiceMgr()-IsPlayerSpeaking( pHL2MPPlayer-entindex() ) || ( pHL2MPPlayer-IsLocalPlayer() GetClientVoiceMgr()-IsLocalPlayerSpeaking() ) ) m_fVoice = ( random-RandomFloat( 0.1f, 1.0f ) / m_fVoice ); LocalFlexController_t iFlexNum = pHL2MPPlayer-GetNumFlexControllers(); if( --iFlexNum = 0 ) return; for( LocalFlexController_t i = LocalFlexController_t( 0 ); i iFlexNum; i++ ) { const char* szName = pHL2MPPlayer-GetFlexControllerName( i ); if( !V_strcmp( szName, jaw_drop ) || !V_strcmp( szName, right_part ) || !V_strcmp( szName, left_part ) || !V_strcmp( szName, right_mouth_drop ) || !V_strcmp( szName, left_mouth_drop ) ) { if( GetClientVoiceMgr()-IsPlayerSpeaking( pHL2MPPlayer-entindex() ) || ( pHL2MPPlayer-IsLocalPlayer() GetClientVoiceMgr()-IsLocalPlayerSpeaking() ) ) pHL2MPPlayer-SetFlexWeight( i, clamp( m_fVoice * 2, 0, 2 ) ); else pHL2MPPlayer-SetFlexWeight( i, 0 ); } } m_fVoiceTimeout = gpGlobals-curtime + 0.2f; I hope this helps you figure out how to do whatever you're trying to archive On 08.05.2013 10:23, Garry Newman wrote: I don't think it's exposed to modders. I had to add engine code to get it in G(arry's )Mod. On Wed, May 8, 2013 at 3:52 AM, Jesse F jesf...@gmail.com wrote: I was hoping someone might be able to help me out. I'd like access to info about the waveforms sent by people using in game voice. I'd mainly like to know how loud they are speaking (or some similar average value) and I'd like to be able to keep a list updated with which players are speaking. My initial search through the code for this functionality didn't turn up much. -- Jesse ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Show a model on the player
On Tue, Jan 15, 2013 at 7:10 AM, Saul Rennison saul.renni...@gmail.com wrote: Bone merge puts the position of two bones together AFAIK. So if you have attachmentbone1 on the player, and attachmentbone1 on the item you want to attach, they'll always be in the same position (i.e., merged). Is it possible to merge a two dissimilar bones ... like merge the righthandbone to the backboneofplayer ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Show a model on the player
a while. // Jed On 30 November 2012 18:32, Jan Hartung jan.hart...@gmx.de wrote: Thanks Nick, the page you linked to might help. I'll check it in detail later. Jan -Ursprüngliche Nachricht- Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Nick Gesendet: Freitag, 30. November 2012 17:50 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Show a model on the player i am not sure... but someone did a mod where weapons were added on the player back. Also, I knew of amodeler named Flare and who was able to set the attachment point on the prop.. And that attachment point on the prop determined where the model was attached to the player. If the prop is setup correctly, it should be perfectly setup when attached to a player with HLMV, no code would be required. http://www.halfwit-2.com/?page=resourcesaction=viewitem=14 On Sat, Nov 24, 2012 at 11:19 AM, Jan Hartung jan.hart...@gmx.de wrote: I’ve been trying different things now, but none of them work as they are supposed to. A combination of LookupAttachment and GetAttachment and setting the origin and angles of the entity I want to attach to the player to what GetAttachment returned followed by a call to FollowEntity does not help. The entity seems to be glued to the players feet then. Calling SetParent and afterwards SetParentAttachment yields better results. The entity is shown on the attachment point and moves completely relative to the player. The problem here is, that the weapon is no longer in the player’s hands and the whole player model jerks around. Additionally the console prints the error message “*** ERROR: Bone access not allowed (entity 1:player)”. I tried to solve that by calling PushAllowBoneAccess on the player (client side). Doesn’t help, the error message does not disappear and the player keeps on jerking around. Any ideas? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Cale Dunlap Gesendet: Mittwoch, 3. Oktober 2012 20:21 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Show a model on the player I haven't personally done what you're trying to do, but perhaps looking at bone followers would provide some insight. I'm not sure if they'll address what you're asking. Other members of the list can correct me if I'm wrong. I've actually been curious about this myself. Cale On Thursday, September 27, 2012, Jan Hartung wrote: Hi, I’m trying to render different items (models) on the player model. The player model has been set up with various attachments where I could render the items. My problem is that I couldn’t find a way to attach an item to any of the attachment points. The net doesn’t really help with this and I couldn’t find the code used to show the weapons on the player models. Any hints on how to render models on attachment points? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Show a model on the player
Jed Where is this mod you are talking about? I wants to try it! On Tue, Dec 11, 2012 at 9:22 AM, Jed j...@wunderboy.org wrote: Nick, You are doubtless right and there is a simpler way. The reason I did it with it's own entity just happened to be the way we utilize head wear in the mod. There was a lot of fluff I left out but we have additional functions and such to handle things such as pre-caching all the helmet models, selecting a random one for the players class and stuff to prevent the local player having it's head wear drawn in first person view and handle the helmet getting shot or blown off. // Jed On 11 December 2012 16:15, Nick xnicho...@gmail.com wrote: Jed's use of the model script to determine where to put the prop on the player is correct from what I have seen. His code, i don't believe is necessary. Merely attaching a prop with the correct bonemerge should work perfectly. On Sat, Dec 8, 2012 at 5:57 AM, Jan Hartung jan.hart...@gmx.de wrote: Hi Jed, Thanks for the detailed reply, I’m sure this will help us to make items show on the player. I’ll let you know the results once I’m done implementing and the models are properly set up. May take a few days though as there’s first some work to do on my dev system. Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Jed Gesendet: Freitag, 7. Dezember 2012 19:08 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Show a model on the player Jan, I wrote code to attach models to the play as part of the Ham and Jam mod. We use it to put random helmet models on the players as a means of trying to not make them all look the same. I use bone merging as the general method rather than attachments but it seems to work fine for me. I'm afraid I haven't opened Visual Studio for over a year but the basics are thus. Set-up your player models and create the bones where you want your models to be attached. You need to then define them as used for bone merging with the $bonemerge directive in your QC file. In the models you want to attach to the player, you need to have a bone in the model with the same name as the bone you will attach to. The general technique I used is to place the actual prop model on the player model so it's how you want it to appear on the player model and then create a new bone in the same position and orientation and the bone I will attach too, call it something different and weight the attachment model to the new bone. I then move the new bone and the model down so that it's origin is 0,0,0 and export the SMD. In the QC file I use $renamebone to rename the extra bone to the same as the bone it will attach to. So, at this point you should have a player model with named and defined attachment bones and models you will attach to it with named bones that match the attachment points. Codewise what I did was this. I created a new client and server sidee class called C_PlayerHelmet baed on on C_PhysicsProp: class C_PlayerHelmet: public C_PhysicsProp { typedef C_PhysicsProp BaseClass; public: DECLARE_CLIENTCLASS(); C_PlayerHelmet(); ~C_PlayerHelmet(); virtual boolShouldDraw( void ); }; It's only function, ShouldDraw, basically just does checks to see if it should draw the helmet, based on if we're the local player or not and such. bool C_PlayerHelmet::ShouldDraw( void ) { // TODO: This needs some refinement... // if we don't have an owner entity... if ( !GetOwnerEntity() ) return BaseClass::ShouldDraw(); if( GetOwnerEntity() == C_HajPlayer::GetLocalHajPlayer() ) return input-CAM_IsThirdPerson(); } On the server side I have the same class with basically a Spawn function which calls PreCache and then BaseClass::Spawn(); That's it - that just the entity to handle the helmet model for the player. As for actually getting it onto the player model. Well I have a whole bunch of player class functions to handle that but basically in my player model class I create an instance for the helmet as: CHandleCBaseEntitym_hHelmetEnt When I actually want to attach a helmet to the player: // create the helmet entity if ( !m_hHelmetEnt ) { m_hHelmetEnt = (CBaseEntity*)CreateEntityByName( player_helmet ); // failure! if ( !m_hHelmetEnt ) { DevMsg(1, Could not create player helmet entity!); m_bHasHelmet = false; return; } // get the helmet index unsigned int n = ChooseHelmet(); if ( n HELMET_NONE ) { m_hHelmetEnt-SetOwnerEntity( this ); m_hHelmetEnt-SetModel( g_pszHelmetModels[n
Re: [hlcoders] Show a model on the player
i am not sure... but someone did a mod where weapons were added on the player back. Also, I knew of amodeler named Flare and who was able to set the attachment point on the prop.. And that attachment point on the prop determined where the model was attached to the player. If the prop is setup correctly, it should be perfectly setup when attached to a player with HLMV, no code would be required. http://www.halfwit-2.com/?page=resourcesaction=viewitem=14 On Sat, Nov 24, 2012 at 11:19 AM, Jan Hartung jan.hart...@gmx.de wrote: I’ve been trying different things now, but none of them work as they are supposed to. A combination of LookupAttachment and GetAttachment and setting the origin and angles of the entity I want to attach to the player to what GetAttachment returned followed by a call to FollowEntity does not help. The entity seems to be glued to the players feet then. Calling SetParent and afterwards SetParentAttachment yields better results. The entity is shown on the attachment point and moves completely relative to the player. The problem here is, that the weapon is no longer in the player’s hands and the whole player model jerks around. Additionally the console prints the error message “*** ERROR: Bone access not allowed (entity 1:player)”. I tried to solve that by calling PushAllowBoneAccess on the player (client side). Doesn’t help, the error message does not disappear and the player keeps on jerking around. Any ideas? Jan Von: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von Cale Dunlap Gesendet: Mittwoch, 3. Oktober 2012 20:21 An: Discussion of Half-Life Programming Betreff: Re: [hlcoders] Show a model on the player I haven't personally done what you're trying to do, but perhaps looking at bone followers would provide some insight. I'm not sure if they'll address what you're asking. Other members of the list can correct me if I'm wrong. I've actually been curious about this myself. Cale On Thursday, September 27, 2012, Jan Hartung wrote: Hi, I’m trying to render different items (models) on the player model. The player model has been set up with various attachments where I could render the items. My problem is that I couldn’t find a way to attach an item to any of the attachment points. The net doesn’t really help with this and I couldn’t find the code used to show the weapons on the player models. Any hints on how to render models on attachment points? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Your version does not match the servers. Please restart the game.
320 was the default for the 2006 sdk. Only when 2007 was released did the appid change. I wonder, is there enough files for someone to download to test for you? I would like to see this bug in action, I have enough experience debugging to be able to tell you if it is YOUR setup bug or every setup bug.. email me offlist if you could share me enough of a mod to actually test.. On Wed, Nov 21, 2012 at 9:59 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hi, thanks your your answer. The problem does not seem to occur for mods running on SDK Base 2007, so the issue seems to only happen for mods running on SDK Base 2006 (the engines under the tool tab of Steam). As for the appid, 320 is for Half-Life 2 Deathmatch, the appid we are using, 215, is for Source SDK Base 2006 and must be used for a mod. Half-Life 2 Deathmatch now runs on an unknown version of the engine and using that as the base for the mod would prevent players without HL2DM from playing and would most likely be incompatible with the mod code. Regards, Peter Date: Thu, 15 Nov 2012 15:18:02 -0600 From: xnicho...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. I don't think valve is going to update or fix the sdk. The last hl2mp sdk update was in 2007. Unless u can post your files somewhere I doubt anyone can really help u fix the bug. Aso if you are 2006 sdk, you need to use appid 320. On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically
Re: [hlcoders] Your version does not match the servers. Please restart the game.
I don't think valve is going to update or fix the sdk. The last hl2mp sdk update was in 2007. Unless u can post your files somewhere I doubt anyone can really help u fix the bug. Aso if you are 2006 sdk, you need to use appid 320. On Mon, Nov 5, 2012 at 12:09 AM, Peter McKeown pmckeown2...@hotmail.com wrote: Hey guys, sorry to bump my own topic here, but this issue is still happening. Does anyone have any solution? The ideal solution would be for the code that does steam game version checking to ignore Source SDK Base 2006, but if I can just modify a file to fix the issue that would be great, so I really hope someone can help. Peter From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Thu, 18 Oct 2012 20:10:13 +0100 Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. Hey guys, thank you for the responses. I've tried testing with the exact same build time dlls and the issue is still persisting. It is possible to join using the steam server browser, it's just the ingame server browser and only with listen servers, not dedicated ones. I've seen this issue on hlcoders before and the solution was using a steam.inf file with various settings, or by copying it from another game, but this doesn't work anymore, clients still receive the version does not match the servers error. This issue only started when sv_master_legacy_mode was changed to 0, but this is required in order to get game servers listed, so I'm unsure what to do to fix this. Date: Thu, 18 Oct 2012 03:16:08 -0500 From: edman...@gmail.com To: amck...@yahoo.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Your version does not match the servers. Please restart the game. very good advice. In English it is spelled cause On 10/18/12, Adam amckern McKern amck...@yahoo.com wrote: There could be a few issues - if your running nightly builds and use a version management system such as subversion, and your listen server is behind you in time (ie west coast v's east coast) then the server time is less then the build time - this will cayuse trouble (same as ztemp files). You need to make sure that your client server is running the same build of the dll as you, and its clock is the same, or latter then the time stamp on the file. Owner Nigredo Studios http://www.nigredostudios.com From: Peter McKeown pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Sent: Thursday, 18 October 2012 8:27 AM Subject: [hlcoders] Your version does not match the servers. Please restart the game. Hi guys, I'm really hoping someone can help me with this because I've tried many things and none of them have solved the problem: I'm the programmer for KZMod (which runs on Source SDK Base 2006) and I'm encountering this message when trying to join listen servers via the server browser. The message does not occur when joining dedicated servers running the same files nor does it occur when direct connecting to listen servers. Here is some more details: Recently a change was made involving sv_master_legacy_mode, I believe that the steam master servers no longer respond to legacy requests. This in itself isn't a problem, since setting sv_master_legacy_mode to 0 causes servers to be listed on the master server (although sv_master_legacy_mode defaults to 1 on Source SDK Base 2006, so servers are by default unlisted?), I programmed KZMod to do this automatically so it's not an issue. However, with this change to sv_master_legacy_mode 0 has come the version does not match error, and having read archives of this mailing list, I've tried using a steam.inf with just the appID in the file by itself at 215, which doesn't solve the problem, I've tried manually modifying the PatchVersion parameter which succeeds in making dedicated servers inacessible depending on the number compared to the client's, but doesn't allow access to listen servers. I've also tried copying SDK Base's steam.inf in or using HL2MP's, but this causes servers to become unlisted and recieve regular MasterRequestRestart messages in the console. KZMOD's GameInfo.txt searchpaths to the gameinfo path and hl2. Adding sourcetest to this causes MasterRequestRestart messages and unlisting, most likely because it's using the steam.inf from SDK Base 2006. It seems that Source SDK Base 2007 doesn't have this issue, but we are close to our release date and porting is really a last resort, additionally another popular mod, Hidden:Source also uses SDK Base 2006, so if anyone could advise me on any solution to this problem, I'd be very grateful. Regards, Peter McKeown Programmer, KZMod ___ To unsubscribe, edit your list preferences, or view the list archives,
Re: [hlcoders] ATTN Valve: Server Browser refuses to show servers for ANY mod
A. i think valve fixed the problem. ( an explanation from valve would be nice) B. Neico...that online server browser for obsidian conflict is pretty elite! I am impressed with your work On Sun, Jul 8, 2012 at 6:21 AM, Neico ad...@neic0.de wrote: I've made a sourcemod plugin for Obsidian Conflict to bypass that, it basically just stores IP Port and Region into a MySQL DB which I read then trough a website. But I guess I'll need a more stable solution in the long run but since this isn't the first time Valve screwed with the Server Browser for Mods will I continue to develop my own browser... At least until they finally make an Code update available for mods... http://master.obsidianconflict.net Neico Obsidian Conflict ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
YAAAY u fixed the problem!!! and now u can blame valve for a few weeks of trouble!!! (the rest of us can blame valve for probably more than a few weeks) I am happy u found a solution psy_commando! On Wed, Jun 13, 2012 at 8:27 PM, Psy_Commando psycomma...@gmail.com wrote: You know what Ben, you were right ! The jittering is gone when I play on a dedicated or remote listen server ! I can't freaking believe it was that simple.. Many thanks, now we won't have to port back to OB ! So I guess net_fakelag is really broken.. On Fri, Jun 8, 2012 at 8:42 PM, Nick xnicho...@gmail.com wrote: Explain please! Is what u did reproducable? Please share example code! On Fri, Jun 8, 2012 at 12:35 PM, Ben Pye bfh...@gmail.com wrote: Hmm? I did some testing with my mod, and a listen server gave erratic results. On Fri, Jun 8, 2012 at 6:30 PM, Psy_Commando psycomma...@gmail.com wrote: @Ben: Broken ? How exactly you got that information, have you got some proof of that ? Because, I did some tests the last time I heard that, and the results whether with fakelag or with a remote listen server were similar. If you're talking about the difference in behavior between a listen server and dedicated server, then net_fakelag has nothing to do with it. On Fri, Jun 8, 2012 at 5:21 AM, Ben Pye bfh...@gmail.com wrote: I do not know of a way to fix it for listen servers, however, it does function correctly in dedicated servers, so if you really need to use it that's going to be the best way. On Fri, Jun 8, 2012 at 12:47 AM, Nick xnicho...@gmail.com wrote: is there any way to fix net_fakelag? Everytime i use it things get glichy like i am on dialup.. On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote: Psy_commando, net_fakelag is broken on a listen server, the results are unpredictable. On Thu, Jun 7, 2012 at 6:26 PM, Nick xnicho...@gmail.com wrote: i like the video it makes a much better picture of whats going wrong.. It seems something with the view angles are being dampened? Is it possible to check when the clientside viewangles and the serverside viewangles reach a certain trigger point 0 or 90 or 180 and do a breakpoint on both the client and the server to determine which exact parts are responsible for the slow serverside viewangle adjustments? On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando psycomma...@gmail.com wrote: I think my explanation wasn't all that clear so here's a vid : http://youtu.be/xHYjoYWU8Kg Basically, I made the fighter into a marine useable entity, in a clean new asw build, and the jittering is gone. Its obviously something this build of asw has that my main build has not. Most likely something in the marine code. And Nick, stop begging for code I already told you the code would be available publicly soon. On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: I told you where to find what his question is bout (don't even know if that part's source code is avail, not looked) you wanted to take a look on it. I would have replied to him if I had done stuff similar or with the same in the past and . As I didn't, and have no time to start figuring out from the SDK to come to the same position as he is now, its no use. I replied to you, to get you to get smarter with the replies, for you keep asking for full source code which nobody is ever going to give unless you're in the same team/project and have that already. Either give a meaningful reply, or give some feedback in which you might search, so they can continue. He as programmer wont be scared to try some stuff out or find out if its correct. Just replying without thinking which achieves nothing is just a waste of time. Now, go back to that question, what was the question about? The discussion had lead to the question what the difference in handling was between a marine object and another moving object. The first thing that comes to mind for me is vertical/horizontal movement limiters/dampeners or speed ramping in w/e capacity it is coded in. For movements in liquid should be moving slower, speeding up/down slower and more limited in speed/direction etc. But I didn't answer that, for I (normally) am not kicking in a open door, for he would know that already. Question would be: isn't the same type of code active, but just the marine with smaller bounds which make it way less/not noticeable. From: Nick xnicho...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Discussion
Re: [hlcoders] Prediction Jerkiness with aircraft ?
Explain please! Is what u did reproducable? Please share example code! On Fri, Jun 8, 2012 at 12:35 PM, Ben Pye bfh...@gmail.com wrote: Hmm? I did some testing with my mod, and a listen server gave erratic results. On Fri, Jun 8, 2012 at 6:30 PM, Psy_Commando psycomma...@gmail.com wrote: @Ben: Broken ? How exactly you got that information, have you got some proof of that ? Because, I did some tests the last time I heard that, and the results whether with fakelag or with a remote listen server were similar. If you're talking about the difference in behavior between a listen server and dedicated server, then net_fakelag has nothing to do with it. On Fri, Jun 8, 2012 at 5:21 AM, Ben Pye bfh...@gmail.com wrote: I do not know of a way to fix it for listen servers, however, it does function correctly in dedicated servers, so if you really need to use it that's going to be the best way. On Fri, Jun 8, 2012 at 12:47 AM, Nick xnicho...@gmail.com wrote: is there any way to fix net_fakelag? Everytime i use it things get glichy like i am on dialup.. On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote: Psy_commando, net_fakelag is broken on a listen server, the results are unpredictable. On Thu, Jun 7, 2012 at 6:26 PM, Nick xnicho...@gmail.com wrote: i like the video it makes a much better picture of whats going wrong.. It seems something with the view angles are being dampened? Is it possible to check when the clientside viewangles and the serverside viewangles reach a certain trigger point 0 or 90 or 180 and do a breakpoint on both the client and the server to determine which exact parts are responsible for the slow serverside viewangle adjustments? On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando psycomma...@gmail.com wrote: I think my explanation wasn't all that clear so here's a vid : http://youtu.be/xHYjoYWU8Kg Basically, I made the fighter into a marine useable entity, in a clean new asw build, and the jittering is gone. Its obviously something this build of asw has that my main build has not. Most likely something in the marine code. And Nick, stop begging for code I already told you the code would be available publicly soon. On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: I told you where to find what his question is bout (don't even know if that part's source code is avail, not looked) you wanted to take a look on it. I would have replied to him if I had done stuff similar or with the same in the past and . As I didn't, and have no time to start figuring out from the SDK to come to the same position as he is now, its no use. I replied to you, to get you to get smarter with the replies, for you keep asking for full source code which nobody is ever going to give unless you're in the same team/project and have that already. Either give a meaningful reply, or give some feedback in which you might search, so they can continue. He as programmer wont be scared to try some stuff out or find out if its correct. Just replying without thinking which achieves nothing is just a waste of time. Now, go back to that question, what was the question about? The discussion had lead to the question what the difference in handling was between a marine object and another moving object. The first thing that comes to mind for me is vertical/horizontal movement limiters/dampeners or speed ramping in w/e capacity it is coded in. For movements in liquid should be moving slower, speeding up/down slower and more limited in speed/direction etc. But I didn't answer that, for I (normally) am not kicking in a open door, for he would know that already. Question would be: isn't the same type of code active, but just the marine with smaller bounds which make it way less/not noticeable. From: Nick xnicho...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 13:44 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? LOL! U talk nice words. It is easy to pop up out of nowhere and attack me( i was only person to even offer a reply). Mart-Jan Reeuwijk can you determine what the problem is without looking at his code?? I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious issue and Psy_Commando is very eager to have this thing fixed! On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: stop asking for the code, esp when they use it from the VALVE SDK's which means it should already be on your hard disk. If its some they wrote
Re: [hlcoders] Prediction Jerkiness with aircraft ?
LOL! U talk nice words. It is easy to pop up out of nowhere and attack me( i was only person to even offer a reply). Mart-Jan Reeuwijk can you determine what the problem is without looking at his code?? I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious issue and Psy_Commando is very eager to have this thing fixed! On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: stop asking for the code, esp when they use it from the VALVE SDK's which means it should already be on your hard disk. If its some they wrote themselves, they wouldn't ask what the difference is between marine vehicle code and other handling code within it. Instead they would link up the code fragments that they wrote themselves. And this is bout the 4th time I see you asking for code or when they quote some code part asking for the full code where its totally irrelevant. Seems to me your not a dev, From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 7:23 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Nobody can answer that if you don't share the code On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando psycomma...@gmail.com wrote: I tried to go with the marine/aircraft hybrid, but I decided to turn it into a marine driven vehicle before. And for some reasons, it works perfectly with no jitter ! What could be taking place in the marine code that would solve that jittering problem ? Thu, May 17, 2012 at 1:26 AM, Psy_Commando psycomma...@gmail.com wrote: Urgh, forget what I said before, the problem is still there.. However, attaching a point_viewcontrol to to the vehicle reduce most of the sluggishness And thanks for the answer Tony. On Wed, May 16, 2012 at 1:37 AM, Tony omega Sergi omegal...@gmail.com wrote: It's probably your movement type. If you're simulating with vphysics, then you've gotta use either applyvelocityimpulse or make a motion controller to apply the velocity properly. if you're not using movetype_vphysics then SetAbsVelocity should work with for example MOVETYPE_NOCLIP or MOVETYPE_FLY. On Wed, May 16, 2012 at 1:31 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, I think I fixed some of the problem. It still jitters from time to time, but if you're lucky it won't do it at all.. Thanks for the help this far guys. The problem was that the new origin and velocity weren't matching. on the server itself during the same frame. But I still don't get it ... For some reasons if I set a velocity and then change the origin, the velocity will be applied 2x times to the entity, making it move very fast : SetAbsVelocity( Vel ); SetAbsOrigin( GetAbsOrigin() + Vel ); If I just set the velocity and not the origin, no movement at all: SetAbsVelocity( Vel ); If I calculate my new origin, by adding a velocity I computed to the current origin, the plane move a the right speed but the velocity stays at 0 evidently, causing issue with any velocity based method ... SetAbsOrigin( GetAbsOrigin() + Vel ); Does anybody knows what's applying the velocity, and why it doesn't apply it when the vehicle origin isn't changed ? On Thu, May 3, 2012 at 11:59 PM, Nick xnicho...@gmail.com wrote: Hard to believe a free sdk such as ALIEN SWARM is going to get any complaints if the code is buggy to begin with..I feel sorry for commando.because without him uploading aworking sdk with the problem, there is no way for someone to help him fix it. On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: Nick, ppl only need that piece of specific code sometimes, the rest can just be discussed on points of interest. Which is what this mailing list is for. Nobody will upload a full working codebox to test it out, as the snippet of relevant code is the only part thats interesting to the case. He's only looking for pointers and idea's. That way he finds new places to explore in relation to the problem. Uploading the complete edited kit where he has a problem with solves nothing. For 99. % of all that is not relevant, not even withstanding that uploading a SDK is against terms most probably of the SDK. He stated that he used a certain SDK, and that his relevant snippet of code is on a certain place. Thats all thats needed really. From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 3 May 2012, 6:34 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Everything would be solved if there was a working demo of the problem. If a random person can't download and reproduce the problem in one or two clicks... then... not going to be solved. Please give us an exact copy of the sdk u
Re: [hlcoders] Prediction Jerkiness with aircraft ?
i like the video it makes a much better picture of whats going wrong.. It seems something with the view angles are being dampened? Is it possible to check when the clientside viewangles and the serverside viewangles reach a certain trigger point 0 or 90 or 180 and do a breakpoint on both the client and the server to determine which exact parts are responsible for the slow serverside viewangle adjustments? On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando psycomma...@gmail.com wrote: I think my explanation wasn't all that clear so here's a vid : http://youtu.be/xHYjoYWU8Kg Basically, I made the fighter into a marine useable entity, in a clean new asw build, and the jittering is gone. Its obviously something this build of asw has that my main build has not. Most likely something in the marine code. And Nick, stop begging for code I already told you the code would be available publicly soon. On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: I told you where to find what his question is bout (don't even know if that part's source code is avail, not looked) you wanted to take a look on it. I would have replied to him if I had done stuff similar or with the same in the past and . As I didn't, and have no time to start figuring out from the SDK to come to the same position as he is now, its no use. I replied to you, to get you to get smarter with the replies, for you keep asking for full source code which nobody is ever going to give unless you're in the same team/project and have that already. Either give a meaningful reply, or give some feedback in which you might search, so they can continue. He as programmer wont be scared to try some stuff out or find out if its correct. Just replying without thinking which achieves nothing is just a waste of time. Now, go back to that question, what was the question about? The discussion had lead to the question what the difference in handling was between a marine object and another moving object. The first thing that comes to mind for me is vertical/horizontal movement limiters/dampeners or speed ramping in w/e capacity it is coded in. For movements in liquid should be moving slower, speeding up/down slower and more limited in speed/direction etc. But I didn't answer that, for I (normally) am not kicking in a open door, for he would know that already. Question would be: isn't the same type of code active, but just the marine with smaller bounds which make it way less/not noticeable. From: Nick xnicho...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 13:44 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? LOL! U talk nice words. It is easy to pop up out of nowhere and attack me( i was only person to even offer a reply). Mart-Jan Reeuwijk can you determine what the problem is without looking at his code?? I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious issue and Psy_Commando is very eager to have this thing fixed! On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: stop asking for the code, esp when they use it from the VALVE SDK's which means it should already be on your hard disk. If its some they wrote themselves, they wouldn't ask what the difference is between marine vehicle code and other handling code within it. Instead they would link up the code fragments that they wrote themselves. And this is bout the 4th time I see you asking for code or when they quote some code part asking for the full code where its totally irrelevant. Seems to me your not a dev, From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 7:23 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Nobody can answer that if you don't share the code On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando psycomma...@gmail.com wrote: I tried to go with the marine/aircraft hybrid, but I decided to turn it into a marine driven vehicle before. And for some reasons, it works perfectly with no jitter ! What could be taking place in the marine code that would solve that jittering problem ? Thu, May 17, 2012 at 1:26 AM, Psy_Commando psycomma...@gmail.com wrote: Urgh, forget what I said before, the problem is still there.. However, attaching a point_viewcontrol to to the vehicle reduce most of the sluggishness And thanks for the answer Tony. On Wed, May 16, 2012 at 1:37 AM, Tony omega Sergi omegal...@gmail.com wrote: It's probably your movement type. If you're simulating with vphysics, then you've gotta use either applyvelocityimpulse or make a motion controller to apply the velocity properly
Re: [hlcoders] Prediction Jerkiness with aircraft ?
is there any way to fix net_fakelag? Everytime i use it things get glichy like i am on dialup.. On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye bfh...@gmail.com wrote: Psy_commando, net_fakelag is broken on a listen server, the results are unpredictable. On Thu, Jun 7, 2012 at 6:26 PM, Nick xnicho...@gmail.com wrote: i like the video it makes a much better picture of whats going wrong.. It seems something with the view angles are being dampened? Is it possible to check when the clientside viewangles and the serverside viewangles reach a certain trigger point 0 or 90 or 180 and do a breakpoint on both the client and the server to determine which exact parts are responsible for the slow serverside viewangle adjustments? On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando psycomma...@gmail.com wrote: I think my explanation wasn't all that clear so here's a vid : http://youtu.be/xHYjoYWU8Kg Basically, I made the fighter into a marine useable entity, in a clean new asw build, and the jittering is gone. Its obviously something this build of asw has that my main build has not. Most likely something in the marine code. And Nick, stop begging for code I already told you the code would be available publicly soon. On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: I told you where to find what his question is bout (don't even know if that part's source code is avail, not looked) you wanted to take a look on it. I would have replied to him if I had done stuff similar or with the same in the past and . As I didn't, and have no time to start figuring out from the SDK to come to the same position as he is now, its no use. I replied to you, to get you to get smarter with the replies, for you keep asking for full source code which nobody is ever going to give unless you're in the same team/project and have that already. Either give a meaningful reply, or give some feedback in which you might search, so they can continue. He as programmer wont be scared to try some stuff out or find out if its correct. Just replying without thinking which achieves nothing is just a waste of time. Now, go back to that question, what was the question about? The discussion had lead to the question what the difference in handling was between a marine object and another moving object. The first thing that comes to mind for me is vertical/horizontal movement limiters/dampeners or speed ramping in w/e capacity it is coded in. For movements in liquid should be moving slower, speeding up/down slower and more limited in speed/direction etc. But I didn't answer that, for I (normally) am not kicking in a open door, for he would know that already. Question would be: isn't the same type of code active, but just the marine with smaller bounds which make it way less/not noticeable. From: Nick xnicho...@gmail.com To: Mart-Jan Reeuwijk mreeu...@yahoo.com; Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 13:44 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? LOL! U talk nice words. It is easy to pop up out of nowhere and attack me( i was only person to even offer a reply). Mart-Jan Reeuwijk can you determine what the problem is without looking at his code?? I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious issue and Psy_Commando is very eager to have this thing fixed! On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: stop asking for the code, esp when they use it from the VALVE SDK's which means it should already be on your hard disk. If its some they wrote themselves, they wouldn't ask what the difference is between marine vehicle code and other handling code within it. Instead they would link up the code fragments that they wrote themselves. And this is bout the 4th time I see you asking for code or when they quote some code part asking for the full code where its totally irrelevant. Seems to me your not a dev, From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 7 June 2012, 7:23 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Nobody can answer that if you don't share the code On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando psycomma...@gmail.com wrote: I tried to go with the marine/aircraft hybrid, but I decided to turn it into a marine driven vehicle before. And for some reasons, it works perfectly with no jitter ! What could be taking place in the marine code that would solve that jittering problem ? Thu, May 17, 2012 at 1:26 AM, Psy_Commando psycomma...@gmail.com wrote
Re: [hlcoders] Prediction Jerkiness with aircraft ?
Nobody can answer that if you don't share the code On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando psycomma...@gmail.com wrote: I tried to go with the marine/aircraft hybrid, but I decided to turn it into a marine driven vehicle before. And for some reasons, it works perfectly with no jitter ! What could be taking place in the marine code that would solve that jittering problem ? Thu, May 17, 2012 at 1:26 AM, Psy_Commando psycomma...@gmail.com wrote: Urgh, forget what I said before, the problem is still there.. However, attaching a point_viewcontrol to to the vehicle reduce most of the sluggishness And thanks for the answer Tony. On Wed, May 16, 2012 at 1:37 AM, Tony omega Sergi omegal...@gmail.com wrote: It's probably your movement type. If you're simulating with vphysics, then you've gotta use either applyvelocityimpulse or make a motion controller to apply the velocity properly. if you're not using movetype_vphysics then SetAbsVelocity should work with for example MOVETYPE_NOCLIP or MOVETYPE_FLY. On Wed, May 16, 2012 at 1:31 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, I think I fixed some of the problem. It still jitters from time to time, but if you're lucky it won't do it at all.. Thanks for the help this far guys. The problem was that the new origin and velocity weren't matching. on the server itself during the same frame. But I still don't get it ... For some reasons if I set a velocity and then change the origin, the velocity will be applied 2x times to the entity, making it move very fast : SetAbsVelocity( Vel ); SetAbsOrigin( GetAbsOrigin() + Vel ); If I just set the velocity and not the origin, no movement at all: SetAbsVelocity( Vel ); If I calculate my new origin, by adding a velocity I computed to the current origin, the plane move a the right speed but the velocity stays at 0 evidently, causing issue with any velocity based method ... SetAbsOrigin( GetAbsOrigin() + Vel ); Does anybody knows what's applying the velocity, and why it doesn't apply it when the vehicle origin isn't changed ? On Thu, May 3, 2012 at 11:59 PM, Nick xnicho...@gmail.com wrote: Hard to believe a free sdk such as ALIEN SWARM is going to get any complaints if the code is buggy to begin with..I feel sorry for commando.because without him uploading aworking sdk with the problem, there is no way for someone to help him fix it. On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: Nick, ppl only need that piece of specific code sometimes, the rest can just be discussed on points of interest. Which is what this mailing list is for. Nobody will upload a full working codebox to test it out, as the snippet of relevant code is the only part thats interesting to the case. He's only looking for pointers and idea's. That way he finds new places to explore in relation to the problem. Uploading the complete edited kit where he has a problem with solves nothing. For 99. % of all that is not relevant, not even withstanding that uploading a SDK is against terms most probably of the SDK. He stated that he used a certain SDK, and that his relevant snippet of code is on a certain place. Thats all thats needed really. From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 3 May 2012, 6:34 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Everything would be solved if there was a working demo of the problem. If a random person can't download and reproduce the problem in one or two clicks... then... not going to be solved. Please give us an exact copy of the sdk u are using. so there is no doubt we can reproduce the problem exactly. that is the only way it will be fixed, ever. On Wed, May 2, 2012 at 4:50 AM, Saul Rennison saul.renni...@gmail.com wrote: Don't worry Tony, he'll ignore you again, and ask for the next week what's still wrong. On Wednesday, May 2, 2012, Tony omega Sergi wrote: Like i said in the first place.. it's only simulating properly on ONE SIDE. which is why you're jittering. I'm sorry I don't have time to actually play with it for you, but if you listen to me that should get you on the right track. the client side is running it's update code as it should, but the server is not moving. so the client is fighting with the networked values. On Wed, May 2, 2012 at 1:40 PM, Psy_Commando psycomma...@gmail.com wrote: *I meant in MP with predictions off On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.com wrote: I'm starting to think something on the server is messing with the server-side position.. I ran the code in MP , and noticed that the clientside position was steady, while the server-side pos was jittering
Re: [hlcoders] Is this possible ?
I am part of a mod team interested in unique forms of fps gameplay. I was just curious.. i like to see bits of interesting code so that I can learn a bit here and there.. On Mon, May 28, 2012 at 11:11 PM, Psy_Commando psycomma...@gmail.com wrote: @Tony: Didn't I did it that way too ? What did I do wrong ? @Nick: Well, first just who are you exactly, who is we. Are you part of a mod team ? And secondly my source code will be available to anybody soon, once i can transfer to google projects. But I have to figure out the damn problem with my fighter entity first, because I'll probably just go back to orange box if I can't and change of repository altogether... On Mon, May 28, 2012 at 11:04 PM, Nick xnicho...@gmail.com wrote: I find this code of yours to be quite interesting is there any chance we could get a copy or sample of how to recreate? On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com wrote: I only create a client entity when it needs an effect. If it doesn't need to render a particle or a model, it doesn't create one. On Mon, May 28, 2012 at 7:40 AM, Psy_Commando psycomma...@gmail.com wrote: Just to add to this, I found out that Tony's suggestion of using clientside only entities on the client to represent visually bullets, is the most viable. Since with the non-entity clientside bullets, you can't attach an effect, or have it follow the projectile... Or at least you can't with the new particle system. Here's the final result : http://www.youtube.com/watch?v=xbeM9sg0DX0 On Tue, May 22, 2012 at 10:25 PM, Psy_Commando psycomma...@gmail.com wrote: Nice. I wonder what other tricks you mean, it sounds pretty interesting :) Anyways, here's the code I forgot to post in my last mail : http://pastebin.com/dcpppD3b Its called in the PostRender() method of the game system. On Tue, May 22, 2012 at 9:26 PM, Tony omega Sergi omegal...@gmail.com wrote: http://youtu.be/Zl1K4Ep9jVg That was mine. I'm sure i have the code laying around somewhere. Also, I did an alien swarm implementation as well, i'll look around for it, if need be. After thinking about this, I want to revise the whole thing some more with some other tricks that I've learned over the past 2 years :- On Wed, May 23, 2012 at 6:13 AM, Psy_Commando psycomma...@gmail.com wrote: Woops, thanks, I didn't think about that .. Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The only think left to fix is the bullets appearing in weird places, with weird sizes. : http://www.youtube.com/watch?v=xFKhODC1j34 Its the blue wireframe mesh, that appears behind the player.. Here's my rendering code, Its all bits from the C_BaseAnimating code. I suspect its my transform that's wrong, because I don't really know what that matrix is supposed to contain.. On Tue, May 22, 2012 at 4:34 AM, Tony omega Sergi omegal...@gmail.com wrote: .. Make an AutoGameSystem. On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.com wrote: Finally got it to work, the server part at least. For some obscure reasons, my manager entity spawns only on the server, the client-side part doesn't spawn at all, even if I create it with CBaseEntity::Create ... On Sun, May 20, 2012 at 9:29 PM, Tony omega Sergi omegal...@gmail.com wrote: The point of this system is so that you DON'T have to network anything. You don't create an entity, and you don't network any information. If you start doing that, you might as well just make entities, and do it the same as usual, as you then lose the whole point. In theory, you could just make one entity for using the render handle, it just becomes messy to maintain, but I had thought of doing the same thing. -Tony On Mon, May 21, 2012 at 9:44 AM, Psy_Commando psycomma...@gmail.com wrote: Thanks for the answer. But after looking at that solution, I have a few more questions: Any ideas on how to network an array of structs with their own sendtables ? I want to network the bullet info struct for each bullets from the server to the client. And, instead of creating many client entities, can I just have one, with multiple models ? I saw I could call the model renderer with model data. Also, what do you mean Adam by assigning the sprites your particle manager? On Sun, May 20, 2012 at 1:26 AM, Tony omega Sergi omegal...@gmail.com wrote: I did something similar to this in Project Valkyrie for all projectiles that don't need special functionality like seeking. Essentailly I have a manager that runs on both the client and the server, which handles the projectiles moving and doing traces for damage etc, and the client handles the visual representation. You still have to create a client-side entity for each projectile if you want to display
Re: [hlcoders] Is this possible ?
I find this code of yours to be quite interesting is there any chance we could get a copy or sample of how to recreate? On Mon, May 28, 2012 at 4:02 AM, Tony omega Sergi omegal...@gmail.com wrote: I only create a client entity when it needs an effect. If it doesn't need to render a particle or a model, it doesn't create one. On Mon, May 28, 2012 at 7:40 AM, Psy_Commando psycomma...@gmail.com wrote: Just to add to this, I found out that Tony's suggestion of using clientside only entities on the client to represent visually bullets, is the most viable. Since with the non-entity clientside bullets, you can't attach an effect, or have it follow the projectile... Or at least you can't with the new particle system. Here's the final result : http://www.youtube.com/watch?v=xbeM9sg0DX0 On Tue, May 22, 2012 at 10:25 PM, Psy_Commando psycomma...@gmail.com wrote: Nice. I wonder what other tricks you mean, it sounds pretty interesting :) Anyways, here's the code I forgot to post in my last mail : http://pastebin.com/dcpppD3b Its called in the PostRender() method of the game system. On Tue, May 22, 2012 at 9:26 PM, Tony omega Sergi omegal...@gmail.com wrote: http://youtu.be/Zl1K4Ep9jVg That was mine. I'm sure i have the code laying around somewhere. Also, I did an alien swarm implementation as well, i'll look around for it, if need be. After thinking about this, I want to revise the whole thing some more with some other tricks that I've learned over the past 2 years :- On Wed, May 23, 2012 at 6:13 AM, Psy_Commando psycomma...@gmail.com wrote: Woops, thanks, I didn't think about that .. Anyways, I converted it to an AutoGameSystemPerFrame, and it works. The only think left to fix is the bullets appearing in weird places, with weird sizes. : http://www.youtube.com/watch?v=xFKhODC1j34 Its the blue wireframe mesh, that appears behind the player.. Here's my rendering code, Its all bits from the C_BaseAnimating code. I suspect its my transform that's wrong, because I don't really know what that matrix is supposed to contain.. On Tue, May 22, 2012 at 4:34 AM, Tony omega Sergi omegal...@gmail.com wrote: .. Make an AutoGameSystem. On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.com wrote: Finally got it to work, the server part at least. For some obscure reasons, my manager entity spawns only on the server, the client-side part doesn't spawn at all, even if I create it with CBaseEntity::Create ... On Sun, May 20, 2012 at 9:29 PM, Tony omega Sergi omegal...@gmail.com wrote: The point of this system is so that you DON'T have to network anything. You don't create an entity, and you don't network any information. If you start doing that, you might as well just make entities, and do it the same as usual, as you then lose the whole point. In theory, you could just make one entity for using the render handle, it just becomes messy to maintain, but I had thought of doing the same thing. -Tony On Mon, May 21, 2012 at 9:44 AM, Psy_Commando psycomma...@gmail.com wrote: Thanks for the answer. But after looking at that solution, I have a few more questions: Any ideas on how to network an array of structs with their own sendtables ? I want to network the bullet info struct for each bullets from the server to the client. And, instead of creating many client entities, can I just have one, with multiple models ? I saw I could call the model renderer with model data. Also, what do you mean Adam by assigning the sprites your particle manager? On Sun, May 20, 2012 at 1:26 AM, Tony omega Sergi omegal...@gmail.com wrote: I did something similar to this in Project Valkyrie for all projectiles that don't need special functionality like seeking. Essentailly I have a manager that runs on both the client and the server, which handles the projectiles moving and doing traces for damage etc, and the client handles the visual representation. You still have to create a client-side entity for each projectile if you want to display a model though. Additionally, I have a system in the gamerules that networks a projectile index to keep them in sync; Every projectile when it's created is then assigned the same ID ( ie: when a client projectile is created in prediction, it gets the new ID from the networked gamerules list) which the server also pulls from. Eventually this number gets cycled back down. Then when the client receives an event from the server saying the projectile has impacted, it has an ID so that it knows which one to terminate. This system works really well, and if you're not using a lot of model based projectiles, or insane particle effects, it's capable to have thousands of projectiles active without any major perf hit. Unfortunately, in Valkyrie, some of the effects are a little heavy, and due to the development time taken, they were never really optimized, so Valkyrie still hits
Re: [hlcoders] Hung hl2.exe process for 2007-based mods
Anyone have an estimate the least down payment required for a license? On Thu, May 24, 2012 at 3:37 AM, Garry Newman garrynew...@gmail.com wrote: Licencees have their own mailing list, I usually get good a response on there... garry On Wed, May 23, 2012 at 6:58 PM, Andrew McWatters mcwattersand...@gmail.com wrote: Thanks for the clarification, the licensee SDK bit is what I figured immediately after I read the bit about filesystem_steam in Garry’s post. Besides Garry, do any of you have any positive experiences with contacting Valve over issues with the engine? I’ve never bothered trying, considering my other emails never get responses. Andrew McWatters ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
Hard to believe a free sdk such as ALIEN SWARM is going to get any complaints if the code is buggy to begin with..I feel sorry for commando.because without him uploading aworking sdk with the problem, there is no way for someone to help him fix it. On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: Nick, ppl only need that piece of specific code sometimes, the rest can just be discussed on points of interest. Which is what this mailing list is for. Nobody will upload a full working codebox to test it out, as the snippet of relevant code is the only part thats interesting to the case. He's only looking for pointers and idea's. That way he finds new places to explore in relation to the problem. Uploading the complete edited kit where he has a problem with solves nothing. For 99. % of all that is not relevant, not even withstanding that uploading a SDK is against terms most probably of the SDK. He stated that he used a certain SDK, and that his relevant snippet of code is on a certain place. Thats all thats needed really. From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Thursday, 3 May 2012, 6:34 Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? Everything would be solved if there was a working demo of the problem. If a random person can't download and reproduce the problem in one or two clicks... then... not going to be solved. Please give us an exact copy of the sdk u are using. so there is no doubt we can reproduce the problem exactly. that is the only way it will be fixed, ever. On Wed, May 2, 2012 at 4:50 AM, Saul Rennison saul.renni...@gmail.com wrote: Don't worry Tony, he'll ignore you again, and ask for the next week what's still wrong. On Wednesday, May 2, 2012, Tony omega Sergi wrote: Like i said in the first place.. it's only simulating properly on ONE SIDE. which is why you're jittering. I'm sorry I don't have time to actually play with it for you, but if you listen to me that should get you on the right track. the client side is running it's update code as it should, but the server is not moving. so the client is fighting with the networked values. On Wed, May 2, 2012 at 1:40 PM, Psy_Commando psycomma...@gmail.com wrote: *I meant in MP with predictions off On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.com wrote: I'm starting to think something on the server is messing with the server-side position.. I ran the code in MP , and noticed that the clientside position was steady, while the server-side pos was jittering. Update on prediction jittering On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando psycomma...@gmail.com wrote: Oh, and did I mention that the Hl2 buggy does the same thing ? On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando psycomma...@gmail.com wrote: Well I didn't change much from the ES code, I just cut the useful parts, and tweaked them to fit the vehicle code I had. So yeah, its pretty much the same thing they did, but I'm guessing maybe it was written that way to fix bug they had with the old prediction system, so that might explain why it doesn't work in my case. Also, since I want this to work in multiplayer, I have to have it shared between client/server. If its only server side the controls will be laggy, and if its client side, it will be difficult to update the position on other clients. I already did override the GetRenderOrigin method and copied the smoothing code for the player in there. The problem is that it works only if there are prediction errors detected, and it detects none. I think you're not far with the truth by saying it might be a battle between smoothing and simulation. One odd thing I noticed, is that when I run the game with maxplayer to 1, it runs only the server code, and the jitter is still there... On Sun, Apr 29, 2012 at 4:56 PM, Joel R. joelru...@gmail.com wrote: I'd start from scratch again. Quick question though... Are the ships in Eternal Silence updating the client entity position and angles as you are? Or is it server side only...? On the flip side... I would create my own custom clientside entity. This way YOU control everything that happens to it, and not the server, because it appears like you are battling with the prediction system. If the origin/angles are off by a small tolerance (defined in c_baseentity.cpp), the client will teleport immediately to the server values. Also, for the smoothing, I'd override the GetRenderOrigin and GetRenderAngles functions. This way you can display a smoothed origin/angles, but the simulation origin and angles are still simulated perfectly. This may be another reason why you are getting jitter, because of the battle between smoothing and simulation. On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando psycomma...@gmail.com
Re: [hlcoders] Prediction Jerkiness with aircraft ?
Everything would be solved if there was a working demo of the problem. If a random person can't download and reproduce the problem in one or two clicks... then... not going to be solved. Please give us an exact copy of the sdk u are using. so there is no doubt we can reproduce the problem exactly. that is the only way it will be fixed, ever. On Wed, May 2, 2012 at 4:50 AM, Saul Rennison saul.renni...@gmail.com wrote: Don't worry Tony, he'll ignore you again, and ask for the next week what's still wrong. On Wednesday, May 2, 2012, Tony omega Sergi wrote: Like i said in the first place.. it's only simulating properly on ONE SIDE. which is why you're jittering. I'm sorry I don't have time to actually play with it for you, but if you listen to me that should get you on the right track. the client side is running it's update code as it should, but the server is not moving. so the client is fighting with the networked values. On Wed, May 2, 2012 at 1:40 PM, Psy_Commando psycomma...@gmail.com wrote: *I meant in MP with predictions off On Wed, May 2, 2012 at 12:39 AM, Psy_Commando psycomma...@gmail.com wrote: I'm starting to think something on the server is messing with the server-side position.. I ran the code in MP , and noticed that the clientside position was steady, while the server-side pos was jittering. Update on prediction jittering On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando psycomma...@gmail.com wrote: Oh, and did I mention that the Hl2 buggy does the same thing ? On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando psycomma...@gmail.com wrote: Well I didn't change much from the ES code, I just cut the useful parts, and tweaked them to fit the vehicle code I had. So yeah, its pretty much the same thing they did, but I'm guessing maybe it was written that way to fix bug they had with the old prediction system, so that might explain why it doesn't work in my case. Also, since I want this to work in multiplayer, I have to have it shared between client/server. If its only server side the controls will be laggy, and if its client side, it will be difficult to update the position on other clients. I already did override the GetRenderOrigin method and copied the smoothing code for the player in there. The problem is that it works only if there are prediction errors detected, and it detects none. I think you're not far with the truth by saying it might be a battle between smoothing and simulation. One odd thing I noticed, is that when I run the game with maxplayer to 1, it runs only the server code, and the jitter is still there... On Sun, Apr 29, 2012 at 4:56 PM, Joel R. joelru...@gmail.com wrote: I'd start from scratch again. Quick question though... Are the ships in Eternal Silence updating the client entity position and angles as you are? Or is it server side only...? On the flip side... I would create my own custom clientside entity. This way YOU control everything that happens to it, and not the server, because it appears like you are battling with the prediction system. If the origin/angles are off by a small tolerance (defined in c_baseentity.cpp), the client will teleport immediately to the server values. Also, for the smoothing, I'd override the GetRenderOrigin and GetRenderAngles functions. This way you can display a smoothed origin/angles, but the simulation origin and angles are still simulated perfectly. This may be another reason why you are getting jitter, because of the battle between smoothing and simulation. On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando psycomma...@gmail.com wrote: Finally got the dedicated server to work with my local network ip. It does the same thing as with net_fakelag on the listen server, it doesn't look broken to me... Still can't find what part of the code is causing the stuttering... On Sun, Apr 29, 2012 at 10:43 AM, Ben Pye bfh...@gmail.com wrote: W -- -Tony -- Kind regards, Saul Rennison ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
i am sorry joel. I don't know much about coding, and certainly not enough to help with this issue. That is why, i suggested he give a working sdk example of the bug he is trying to fix. I am trying to help, do you have any ways/ideas to help? On Fri, Apr 27, 2012 at 10:18 AM, Joel R. joelru...@gmail.com wrote: Nick, if you knew anything about coding, you'd be able to make it work fairly quickly. He is not going to give you all the SDK code prepped and ready. On Thu, Apr 26, 2012 at 11:17 PM, Nick xnicho...@gmail.com wrote: The code you posted certainly is impressive. I just can't find an easy way to put it in a sdk and run it? How to spawn the vech? Make an sdk with the files included that works, (with a working copy of the mod) and all of the code and send a link to valve.. I am sure they will help out. A single file isn't at all helpful compared to a working source code copy, and actual files and a 10 step list to test the exact problem you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U WANT ANY HELP ON SUCH A MASSIVE PROBLEM.. On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando psycomma...@gmail.com wrote: I already posted a link to the pastebin with the whole code earlier ( http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of the time I don't get answers when I mail devs. And what do you mean share what the problem is with you, isn't it what I've been foing? Is there any examples of simple moving predicted entities, besides the player ? I could really use an example... By the way, is what Stephen says accurate ? Is the net_fakelag command not working on listen servers ? On Thu, Apr 26, 2012 at 12:34 AM, Nick xnicho...@gmail.com wrote: i think you should give us a basic code, and send it to valve... only valve can help you. Usually valve is quite nice, and I am sure they wouldn't mind helping you out, as long as you can share what the problem is with the rest of us. On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, what else could be causing jittering ? There is so little going on in that entity. On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal...@gmail.com wrote: As I said. looking at your prediction dump, it's not actually predicting properly. Either they're not updating at the same rate, or they're not running the same code producing the same results. see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg notice in red, velocity is 0 0 0 that means disabling VPhysicsUpdate is not the solution, as that means you break every vphysics object. Look at what it's doing, it's getting it's position after vphysics simulates and updating the entity. so unless you're trying to make a purely client-authoritive ship, you can't disable that without adding code to update the position from the client. On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires stephen.swi...@gmail.com wrote: It maybe worth mentioning that net_fakelag is broken on listen servers in Alien Swarm. It works on dedicated, however On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando psycomma...@gmail.com wrote: I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared : //- // Purpose: My physics object has been updated, react or extract data //- void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) { switch( GetMoveType() ) { case MOVETYPE_VPHYSICS: { if ( GetMoveParent() ) { Log_Warning( LOG_DEVELOPER_VERBOSE, Updating physics on object in hierarchy %s!\n, GetClassname()); return; } Vector origin; QAngle angles; pPhysics-GetPosition( origin, angles ); if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || !IsFinite( angles.x ) ) { Msg( Infinite angles from vphysics! (entity %s)\n, GetDebugName() ); angles = vec3_angle; } #ifndef CLIENT_DLL Vector prevOrigin = GetAbsOrigin(); #endif for ( int i = 0; i 3; ++i ) { angles[ i ] = AngleNormalize( angles[ i ] ); } #ifndef CLIENT_DLL NetworkQuantize( origin, angles ); #endif if ( origin.IsValid() ) { SetAbsOrigin( origin ); } else { Msg( Infinite origin from vphysics
Re: [hlcoders] Prediction Jerkiness with aircraft ?
The code you posted certainly is impressive. I just can't find an easy way to put it in a sdk and run it? How to spawn the vech? Make an sdk with the files included that works, (with a working copy of the mod) and all of the code and send a link to valve.. I am sure they will help out. A single file isn't at all helpful compared to a working source code copy, and actual files and a 10 step list to test the exact problem you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U WANT ANY HELP ON SUCH A MASSIVE PROBLEM.. On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando psycomma...@gmail.com wrote: I already posted a link to the pastebin with the whole code earlier ( http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of the time I don't get answers when I mail devs. And what do you mean share what the problem is with you, isn't it what I've been foing? Is there any examples of simple moving predicted entities, besides the player ? I could really use an example... By the way, is what Stephen says accurate ? Is the net_fakelag command not working on listen servers ? On Thu, Apr 26, 2012 at 12:34 AM, Nick xnicho...@gmail.com wrote: i think you should give us a basic code, and send it to valve... only valve can help you. Usually valve is quite nice, and I am sure they wouldn't mind helping you out, as long as you can share what the problem is with the rest of us. On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, what else could be causing jittering ? There is so little going on in that entity. On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal...@gmail.com wrote: As I said. looking at your prediction dump, it's not actually predicting properly. Either they're not updating at the same rate, or they're not running the same code producing the same results. see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg notice in red, velocity is 0 0 0 that means disabling VPhysicsUpdate is not the solution, as that means you break every vphysics object. Look at what it's doing, it's getting it's position after vphysics simulates and updating the entity. so unless you're trying to make a purely client-authoritive ship, you can't disable that without adding code to update the position from the client. On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires stephen.swi...@gmail.com wrote: It maybe worth mentioning that net_fakelag is broken on listen servers in Alien Swarm. It works on dedicated, however On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando psycomma...@gmail.com wrote: I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared : //- // Purpose: My physics object has been updated, react or extract data //- void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) { switch( GetMoveType() ) { case MOVETYPE_VPHYSICS: { if ( GetMoveParent() ) { Log_Warning( LOG_DEVELOPER_VERBOSE, Updating physics on object in hierarchy %s!\n, GetClassname()); return; } Vector origin; QAngle angles; pPhysics-GetPosition( origin, angles ); if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || !IsFinite( angles.x ) ) { Msg( Infinite angles from vphysics! (entity %s)\n, GetDebugName() ); angles = vec3_angle; } #ifndef CLIENT_DLL Vector prevOrigin = GetAbsOrigin(); #endif for ( int i = 0; i 3; ++i ) { angles[ i ] = AngleNormalize( angles[ i ] ); } #ifndef CLIENT_DLL NetworkQuantize( origin, angles ); #endif if ( origin.IsValid() ) { SetAbsOrigin( origin ); } else { Msg( Infinite origin from vphysics! (entity %s)\n, GetDebugName() ); } SetAbsAngles( angles ); // Interactive debris converts back to debris when it comes to rest if ( pPhysics-IsAsleep() GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } #ifndef CLIENT_DLL PhysicsTouchTriggers( prevOrigin ); PhysicsRelinkChildren(gpGlobals-frametime); #endif } break; . . . . However I still have stuttering when I set net_fakelag to anything 0. And its gets worst the higher the FPS
Re: [hlcoders] Prediction Jerkiness with aircraft ?
i think you should give us a basic code, and send it to valve... only valve can help you. Usually valve is quite nice, and I am sure they wouldn't mind helping you out, as long as you can share what the problem is with the rest of us. On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, what else could be causing jittering ? There is so little going on in that entity. On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal...@gmail.com wrote: As I said. looking at your prediction dump, it's not actually predicting properly. Either they're not updating at the same rate, or they're not running the same code producing the same results. see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg notice in red, velocity is 0 0 0 that means disabling VPhysicsUpdate is not the solution, as that means you break every vphysics object. Look at what it's doing, it's getting it's position after vphysics simulates and updating the entity. so unless you're trying to make a purely client-authoritive ship, you can't disable that without adding code to update the position from the client. On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires stephen.swi...@gmail.com wrote: It maybe worth mentioning that net_fakelag is broken on listen servers in Alien Swarm. It works on dedicated, however On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando psycomma...@gmail.com wrote: I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared : //- // Purpose: My physics object has been updated, react or extract data //- void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) { switch( GetMoveType() ) { case MOVETYPE_VPHYSICS: { if ( GetMoveParent() ) { Log_Warning( LOG_DEVELOPER_VERBOSE, Updating physics on object in hierarchy %s!\n, GetClassname()); return; } Vector origin; QAngle angles; pPhysics-GetPosition( origin, angles ); if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || !IsFinite( angles.x ) ) { Msg( Infinite angles from vphysics! (entity %s)\n, GetDebugName() ); angles = vec3_angle; } #ifndef CLIENT_DLL Vector prevOrigin = GetAbsOrigin(); #endif for ( int i = 0; i 3; ++i ) { angles[ i ] = AngleNormalize( angles[ i ] ); } #ifndef CLIENT_DLL NetworkQuantize( origin, angles ); #endif if ( origin.IsValid() ) { SetAbsOrigin( origin ); } else { Msg( Infinite origin from vphysics! (entity %s)\n, GetDebugName() ); } SetAbsAngles( angles ); // Interactive debris converts back to debris when it comes to rest if ( pPhysics-IsAsleep() GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } #ifndef CLIENT_DLL PhysicsTouchTriggers( prevOrigin ); PhysicsRelinkChildren(gpGlobals-frametime); #endif } break; . . . . However I still have stuttering when I set net_fakelag to anything 0. And its gets worst the higher the FPS... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
alien swarm isn't meant for modding.. i think valve is just trying to troll everyone by releasing a free engine that isn't meant for modding... On Thu, Apr 19, 2012 at 11:36 AM, Psy_Commando psycomma...@gmail.com wrote: Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep is having the same problem. On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando psycomma...@gmail.com wrote: Its called in the shared ProcessMovement method.I assume that method is called at the same time on client and server.. On Tue, Apr 17, 2012 at 5:40 PM, Joel R. joelru...@gmail.com wrote: Where are you running this simulation code? You need to make sure it's in a location that is sync'd with the server. Also, I would not use GetNetworkOrigin, as I have seen it can become too jittery, use GetLocalOrigin instead. On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando psycomma...@gmail.com wrote: Doesn't the client interpolate automatically ? I thought that was what the Network origin was for. Anyways, I'm not really sure what they did but here's the handling code I'm using, its mostly code made by the Eternal Silence guys modified to fit. http://pastebin.com/6kVZJxiD I think they basically just use vphysics for collisions, they rotate the angles and velocity directly to steer the craft. And also FakeJitter should be 0, I never changed it. On Tue, Apr 17, 2012 at 4:58 PM, Joel R. joelru...@gmail.com wrote: Also, when you added fakelag to reach about 300 ping, the red and green crosshairs were still sync'd perfectly. This should not be possible unless you are extrapolating on the server, but even then it would go way off on turns. On Tue, Apr 17, 2012 at 3:55 PM, Joel R. joelru...@gmail.com wrote: You will need to smooth out the origin and angles. I'm not sure why but the physics simulation cannot be followed without doing some sort of smoothing to the origin/angles. What I did was interpolate them by a small amount to smooth out the kinks. I created a fakeOrigin and fakeAngles that are smoothed to the real values. On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando psycomma...@gmail.com wrote: using vphysics On Tue, Apr 17, 2012 at 4:48 PM, Joel R. joelru...@gmail.com wrote: Is the entity simulated using the physics object or bbox and gamemovement? On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando psycomma...@gmail.com wrote: I'm having a problem with an aircraft vehicle I've made. I asked the Eternal Silence team for some pointers and they've shared their flight code with me, but I'm still getting this weird jerkiness, even at 0ms of ping. I'm using the Alien Swarm SDK for this. Here's a video to show the problem : http://www.youtube.com/watch?v=zs64WcoD_IQ I'm really not sure what's the problem, I can post parts of the code here if that would help. Any suggestion would be greatly appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SP mod without Half-Life 2?
SOMEONE GO MAKE A FREE TF2 account and play the neoforts.com mod to test.. On Wed, Apr 18, 2012 at 4:28 AM, Adam amckern McKern amck...@yahoo.com wrote: Free TF2, Free Alien Swarm, Free Lost Coast (set correct appid in gameinfo.txt) - you can play mods on any of these engines for no cost. Owner Nigredo Studios http://www.nigredostudios.com From: Ben Pye bfh...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Wednesday, 18 April 2012 1:03 AM Subject: Re: [hlcoders] SP mod without Half-Life 2? Free TF2 is also fine AFAIK. On Tue, Apr 17, 2012 at 2:07 PM, Toxa Nevermind gunshi...@gmail.com wrote: You don't need HL2 to launch mods. You need HL2 ... Uhhh. I meant you need HL2 as base to launch mods ( it will download this .cgf's - source engine, source materials, source models, source sounds, half-life 2 content) i haven't those stuff before i get hl2, i really have no clue how it's going on now since Source SDK went free. I made mods even before. It's better to get Orange Box and don't worry about it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] SP mod without Half-Life 2?
ANY FREE TF2 account can play source mods? 2012/4/16 Jack Steele jacks4...@gmail.com: Thanks! You helped a bunch! On Apr 14, 2012 10:58 PM, HWGUY SiPlus hwguy.sip...@gmail.com wrote: No, you don't, install Source SDK Base 2006 and 2007 in Tools section of Steam Library, and use 215 (old engine)/218 (new engine) as SteamAppID in gameinfo.txt. 15.04.2012 6:40 пользователь Jack Steele jacks4...@gmail.com написал: Hi HLCoders, I own Half-Life 2 Deathmatch and have made Half-Life 2 multiplayer mods, and I would like to make a singleplayer mod with Source. I own Portal and Half-Life 2 Lost Coast. Do I need Half-Life 2 to make a singleplayer mod? And if I do, which games do I need? Thanks, Jack Steele ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Bug with BloomScale
how about giving us a clue when the next update will be out? any chance of getting more and better tools included? On Thu, Mar 29, 2012 at 1:58 PM, James Pizzurro ja...@agentredproductions.com wrote: You are forgiven. On Mar 29, 2012 2:05 PM, Tony omega Sergi omegal...@gmail.com wrote: Minh discovered a really silly copy and paste mistake that I made in 2008: inside viewpostprocess.cpp -- static float GetCurrentBloomScale( void ) { --snip-- //Tony; in multiplayer, get the local player etc. if ( (pLocalPlayer != NULL pLocalPlayer-m_Local.m_ TonemapParams.m_flAutoExposureMin 0.0f) ) { flCurrentBloomScale = pLocalPlayer-m_Local.m_TonemapParams.m_flAutoExposureMin; } --snip-- } that should be using m_TonemapParams.m_flBloomScale not autoexposure ;( Sorry guys. -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Picking up server-side ragdolls like a physics prop
Ruined a lot of funny vids for me.-- I don't know about you.. but seeing a group of players shooting at different imaginary ragdolls seems pretty amusing On Tue, Mar 20, 2012 at 10:14 AM, Mart-Jan Reeuwijk mreeu...@yahoo.com wrote: I remember very clearly that when I created a video from a recorded demo, (in which I knew the ragdoll went particularly funny trajectory) that with the replay of the demo the trajectory was different every time, which was due that it was not server side decided upon, but by the client. After that, I called in a couple friends on the server dragged one to low health and then asked all of them to point where the ragdoll ended up for them after I shot the rocket. Each pointed to a entirely different spot after Ruined a lot of funny vids for me. From: Nick xnicho...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, 20 March 2012, 3:39 Subject: Re: [hlcoders] Picking up server-side ragdolls like a physics prop Are u SURE that props are serverside? I always thought they are clientside entities? I remember that empiresmod had a problem reviving ragdolls On Sun, Mar 18, 2012 at 11:56 AM, Carlos Sotelo charlysot...@hotmail.com wrote: Greetings, I've been trying to make the player be able to pick-up ragdolls. I already included FCAP_IMPULSE_USE for the CRagdollProp::ObjectCap. Thus making them usable. However, I cannot get my custom use function for ragdolls to get called. In the class declaration for CRagdollProp i have: void OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType, float value); for the DataDesc I have: DEFINE_USEFUNC( OnUse ), for its spawn function I added: SetUse(CRagdollProp::OnUse); Its implementation right now is simply: void CRagdollProp::OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType, float value) //Underhell { Msg(My OnUse Called \n); } However, it does not get called ingame when i press E on a ragdoll (even though the use sound gets emitted). Any Ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Transparent VGUI Blocking Model
drawing the model first? On Fri, Mar 16, 2012 at 1:53 PM, Michael Kramer kra...@siosphere.comwrote: I have a floating VGUI Panel that follows a given entity, it seems to allow brush geometry through it, and other models. But the model of the entity it is attached to gets cut out. [image: Inline image 1] http://gyazo.com/5e3126bad2d65a7117131ad84603984b.png I've set the flags to all non solid, and obviously it is transparent on the bg. I'm just wondering if anyone has run across this before, and if so what they might have done to fix it. Thanks, -- *Michael Kramer, Software Engineer SEO Expert* http://www.siosphere.com | kra...@siosphere.com *[c] 801-530-9454* * * * * This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Picking up server-side ragdolls like a physics prop
Are u SURE that props are serverside? I always thought they are clientside entities? I remember that empiresmod had a problem reviving ragdolls On Sun, Mar 18, 2012 at 11:56 AM, Carlos Sotelo charlysot...@hotmail.com wrote: Greetings, I've been trying to make the player be able to pick-up ragdolls. I already included FCAP_IMPULSE_USE for the CRagdollProp::ObjectCap. Thus making them usable. However, I cannot get my custom use function for ragdolls to get called. In the class declaration for CRagdollProp i have: void OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType, float value); for the DataDesc I have: DEFINE_USEFUNC( OnUse ), for its spawn function I added: SetUse(CRagdollProp::OnUse); Its implementation right now is simply: void CRagdollProp::OnUse(CBaseEntity *pActivator,CBaseEntity *pCaller, USE_TYPE useType, float value) //Underhell { Msg(My OnUse Called \n); } However, it does not get called ingame when i press E on a ragdoll (even though the use sound gets emitted). Any Ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Building an HL2 mod that translates sounds to visual effects
I like the effect of the sound particles very much. I watched it in mute and it was interesting. The code looks very professional actually 2012/1/26 Flávio Roberto feg...@gmail.com: Okay, here I am again! I was able to inject some code in SoundEmitterSystem.cpp that spawns a particle system whenever/wherever a sound effect is played. This is part of the ugly, temporary (and a bit simplified) code: #if defined( CLIENT_DLL ) #include particles_new.h void AttachParticleEffectForSynaesthesia(int entindex, const Vector* origin, bool isVoice = false, float duration = 1, bool ignorez = false) { if (!sv_synaesthesia_mode.GetBool() || origin == NULL) return; PrecacheParticleSystem(synaesthesia_particles); CNewParticleEffect* pEffect = new CNewParticleEffect(ClientEntityList().GetBaseEntity(entindex), synaesthesia_particles); // If sound is a voice, shift it up a bit (because the sounds from voices are emitted not from the mouths, but from chararacters' bellies) Vector newOrigin = *origin; if (isVoice) { newOrigin += Vector(0,0, 45); } pEffect-SetControlPoint( 0, newOrigin ); // This sets the color of the particle effect to red. Later, it'll use a sound processing library to extract features and set the color accordingly pEffect-SetControlPoint( 1, Vector(255, 0, 0)); } #else #include particle_parse.h void AttachParticleEffectForSynaesthesia(int entindex, const Vector* origin, bool isVoice = false, float duration = 1, bool ignorez = false) { if (!sv_synaesthesia_mode.GetBool() || origin == NULL) return; DispatchParticleEffect( sv_synaesthesia_particle_name.GetString(), *origin, QAngle(0,0,1), NULL); } #endif Results of a previous (almost equal) version of that code and particle system: http://www.youtube.com/watch?v=OHJ8iTb4T54feature=contextcontext=C3e61f17UDOEgsToPDskJNfp_0vvinY3J-zCIyOzex http://www.youtube.com/watch?v=OqKrDiiqoCAfeature=plcpcontext=C3e61f17UDOEgsToPDskJNfp_0vvinY3J-zCIyOzex Now I got one problem. When the sound is emitted from the client, I am able to configure the particle effect. But from the server side, DispatchParticleEffect does not give me the opportunity (right?). So now, I am moving to a more organized implementation. AFAIK, to be able to configure the particle effect, I have to create them on the client. But I have not yet understood the client/server entities thing yet. I would like to know if this can be a good way to do it: Create a CSynaesthesiaEntity on the server. Create a C_SynaesthesiaEntity on the client. For sounds triggered from the client, I spawn a C_SynaesthesiaEntity with the intended parameters to configure and spawn the particle effect. For sounds triggered from the server, I spawn a CSynaesthesiaEntity that will only trigger a C_SynaesthesiaEntity that will finish the job. Can that work?? Thanks very much! Flávio Roberto http://www.dcc.ufmg.br/~flavioro/ PS: About the previous issue with setting up HL2 maps, I ended up finding the configuration files with GCFScape and using them. =) Em 27 de dezembro de 2011 13:15, Flávio Roberto feg...@gmail.com escreveu: Hey Saul, That was what I chose, but the configuration files were all from EP2. But I have managed to make some progress these days and I got something working (using GCFScape and tuning the configuration files). Now, to the modding =) Thanks everyone and a late merry xmas! Flávio Roberto http://www.dcc.ufmg.br/~flavioro/ On Fri, Dec 23, 2011 at 7:51 PM, Saul Rennison saul.renni...@gmail.com wrote: Use Modify HL2 Singleplayer as your Create a Mod option. It should work exactly like HL2 as far I recall. Kind regards, Saul Rennison On 23 December 2011 16:38, Flávio Roberto feg...@gmail.com wrote: Just to clarify: the problem is that my first step is to recreate the HL2 environment (map sequence, configurations etc) so I can work on top of it. And I'm still struggling with that. Flávio Roberto http://www.dcc.ufmg.br/~flavioro/ 2011/12/23 Flávio Roberto feg...@gmail.com Oh, that's great! Thank you aVoX and Saul! aVoX, I had already found that folder (\sourcesdk_content\hl2\mapsrc), but there are only some of the maps there. In this case, I believe the option left is to use GCFScape on ...\steamapps\half-life 2 content.gcf and decompile, right? One more thing: the configuration files created by the Create a Mod Wizard contain information as if it were based on EP2 (chapters, gameinfo...). Is that because I used the 2007 sdk version? Is there a quick way to reuse all (and only) the HL2 configuration files? Thanks! Flávio Roberto http://www.dcc.ufmg.br/~flavioro/ On Fri, Dec 23, 2011 at 5:02 AM, a...@arcticmail.com wrote: Concerning 1. you should take a look in your ...\SteamApps\USER\sourcesdk_content\hl2\mapsrc directory. All maps are available
Re: [hlcoders] Debug build on Linux
try valve sdk first.. then do the client part of your mod then the server and see which is the problem On Thu, Aug 4, 2011 at 11:30 AM, Jan Hartung jan.hart...@gmx.de wrote: Hi all, Has anyone ever succeeded in creating a debug build on Linux? I can get my code to compile without any problems as a release build, but with the debug build the first thing that breaks the compile is the void FunctionCheck in baseentity.h (line 1062). This runs the COMPILE_TIME_ASSERT from tier0/dbg.h and obviously some function pointer seems to be 0 which is why I get a doubled case value then. However, I don’t know which functions are checked here and no name is given so I’m kinda stuck with fixing this. As it wouldn’t hurt too much just for testing I went ahead and made the debug version of the COMPILE_TIME_ASSERT function behave like the release version. Then the compile stops with this error message: ../game/server/ai_hint.cpp: In static member function »static int CAI_HintManager::GetFlags(const char*)«: ../game/server/ai_hint.cpp:687: Error: »strlwr« has not been defined in this scope Any help with the COMPILE_TIME_ASSERT like where to look for the offending function or a list of known problems when trying to build a debug .so (maybe including the ai_hint.cpp problem) would be appreciated. Regards, Jan Hartung ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gettin started lookin for team to work with?
Maybe you could make a simple CS:S knife map? Or a small website with a list if small modifications you have done? Maybe make a SOURCE SDK MOD where the SMG shoots balloons? On Tue, Jul 5, 2011 at 1:48 AM, Sam aersi...@gmail.com wrote: i was thinkin of doin whatever, or maybe something live to upgrade gun in open pvp large maps, or even just long or large style maps, i code mostly anyoen wanna work with me new to source sdk good at d3d dx etc sql asp maybe something like minecraft in source craft guns from the blocks + ammo lol maybe some turrets or armor too open pvp or teams etc maybe get a lot of ppl on one server too a big one or otherwise reduce bandwitdh or maybe have it be 4 maps + 4 servers and a web site + item shop or somethin ;p in the c# asp, maybe poker style too with recording and buy ins if anytone wants to do that, i'll work on toher people's stuff too if you want that or info etc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What the hell is going on here...?
i am receving the same opposite issue. I want to keep getting emails, and for a while there i thought i was unsubscribed.. everything is good now, i am still getting emails. :Sent from my microwave On Thu, Apr 14, 2011 at 8:28 PM, Psy_Commando psycomma...@gmail.com wrote: At each 3 to 4 months I get completely unsubscribed without any notice. I just stop receiving e-mails... On Thu, Apr 14, 2011 at 7:52 PM, Kori Barnes koribar...@hotmail.com wrote: you could always block the address From: Jonathan Murphy Sent: Thursday, April 14, 2011 7:49 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] What the hell is going on here...? Solution: Stay subscribed forever! :p On Fri, Apr 15, 2011 at 9:38 AM, Ben Mears b...@noesisinteractive.com wrote: the un-subscribe is a lie... On 4/14/2011 4:23 PM, Anthony Mann wrote: Me too, second time I have been magically re-subscribed... Sent from my iPhone On 15 Apr 2011, at 12:17 AM, Ryan Lange cl1mh422...@gmail.com wrote: I mean with this list. Early last year I had set it to stop sending me emails, but I didn't unsubscribe. Then, some time in the middle of December, I start receiving emails again and a friend of mine stops receiving them. I completely unsubscribe and he has to resubscribe. Then, two days ago I again start receiving emails. What gives? Does someone keep restoring old backups of the list? -- Ryan Lange ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Awesome
Seems pretty amaturish, lacking creativity, and just crash the game of fans who are willing to go through so much trouble to play gmod. Why not some sort of 5 minute countdown, and then a nag screen, and then after 10 mins, immediate exit?? if done correctly, i am sure dozens of new people would purchase gmod. Please garry, do not turn your back on fans who want to play, but are unable to order online for various reasons... On Thu, Apr 14, 2011 at 12:32 PM, Garry Newman garrynew...@gmail.com wrote: Exactly right. A lot of sites are reporting that people get banned from Steam - this isn't true. (How's that going to work?) garry On Thu, Apr 14, 2011 at 5:16 PM, Saul Rennison saul.renni...@gmail.com wrote: To be slightly more detailed than Rodrigo and Tobias were: According to Garry's Blog, the DRM is a simple call home, which I presume sends the 64-bit SteamID to one of Garry's servers, which in turn checks to see if they are valid license owners of Garry's Mod, if not, send back a PIRATE signal, which then causes the engine error. Thanks, - Saul On 14 April 2011 16:08, Chris sniper...@fragspersecond.net wrote: http://www.gamepron.com/news/2011/04/12/garrys-mod-catches-pirates-the-fun-way/ Awesome story. Any insight into how it was done? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Soccer Source mod
i like playing soccer outside On Sun, Feb 20, 2011 at 6:29 AM, Richard O'Brien thi...@iosmod.co.uk wrote: This is a complete newbie question, so try to bite your lips! I eventually want to make a mod for Source where you can play soccer/football. The original coder/creator of International Online Soccer: Source has been awol for a long time now, and doesn't want to share the source code with the team, so for any progress to ever be made we need to create the code from scratch. Obviously there's a few different elements to it. There's implementing the laws of the sport into the game (offside, goals etc), creating realistic ball physics and other such things. How hard would it be to get the realistic ball physics? Any tips or such would be really appreciated. Also, if anyone thinks it'd be almost impossible for someone with no years of experience with programming for mods, do say! Obviously I'll need to learn a lot, but the previous programmer was a programmer for a games company in real life, and he'd been doing that for say 15 years or so. I'd much prefer to find someone who would actually want to join the team as a programmer, but I realise the chances of finding someone with the time, the vision and passion for football is hard. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux build prediction? issues
Did you think about recording with a digital camera of a stopwatch and your monitor? Would be much more scientific. is this with the latest unmodified valve hl2mp sdk + linux server? shouldn't be that hard to setup,,, On Tue, Jan 25, 2011 at 5:32 AM, Adam amckern McKern amck...@yahoo.comwrote: Why i asked is becuase this was recorded directly through camista - single player, high end computer http://www.youtube.com/watch?v=Dh6Z9MqZ3JAfeature=player_profilepage Notice that the default shot gun is VERY lagged? Owner Nigredo Studios http://www.nigredostudios.com --- On *Tue, 25/1/11, Jed j...@wunderboy.org* wrote: From: Jed j...@wunderboy.org Subject: Re: [hlcoders] Linux build prediction? issues To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Tuesday, 25 January, 2011, 8:06 PM Hmm... If find your comments on the MuzzleFlash prediction interesting because it's been something I've had issues with continually. I admit, I'm still using the Source SDK 2006, but I've always had an issue with muzzleflashes and case ejection events repeating (up to half a second after the original shot) but the actual shot only coming once. I might have to dig deeper. - Jed On 24 January 2011 22:06, Maarten De Meyer maar...@off-limits.behttp://mc/compose?to=maar...@off-limits.be wrote: I did some checking, and you are right. My issue is unrelated to the linux build, it just didn't show on windows or listenserver cause the connection was way better. It is a generic prediction issue ( net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and it's gone ) I've also searched this list's archive, I think there is several threads on similar problems already. A suggestion by Yahn a short valve-time ago I think is relevant here. Basically, depending on network conditions, it is normal that a frame gets predicted several times, causing the same events to be re-fired clientside. If I grasped it correctly, putting this construction #if defined( CLIENT_DLL ) if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif before anything that shouldn't happen twice ( muzzle flashes, SendWeaponAnim, ... ) is a way to deal with this problem: the multiple predictions will still happen as should be the case, but the impact on what the client sees is minimised. I guess that leaves me with the question: is this really what I'm hitting, and more importantly, is the above m.o. the way to go? Do I need to meticulously filter out things I want to be re-predicted and things I don't everywhere and if() with the above statement? Anyone else went through this? I'm no prediction expert, would like to hear from those that are :) -- Maarten On 24/01/2011 1:25, Andrew Ritchie wrote: I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially. I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over a year ago, since online play become unmanageable for a lot of players. On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.behttp://mc/compose?to=maar...@off-limits.be wrote: Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to compile run fine, but there's a serious general issue with the way the game acts when playing on the linux server. It runs OK, but some things are clearly off, like sprint behavior/animations, shoot animations etc. E.g., one particular, reproducible issue is that if you click to shoot, the shot goes well, but if you hold your mouse down for a while and release it, a second shoot anim/muzzle flash happens, ammo gets decremented, but immediately after that reincremented and that second shot does not register on the server. I think that means that client side is predicting a lot more than it should. I also
Re: [hlcoders] Linux build prediction? issues
If it is a problem with the valve sdk, then don't even try to fix it, track the problem down, send valve a detailed report, and hope for the best. On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be wrote: I did some checking, and you are right. My issue is unrelated to the linux build, it just didn't show on windows or listenserver cause the connection was way better. It is a generic prediction issue ( net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and it's gone ) I've also searched this list's archive, I think there is several threads on similar problems already. A suggestion by Yahn a short valve-time ago I think is relevant here. Basically, depending on network conditions, it is normal that a frame gets predicted several times, causing the same events to be re-fired clientside. If I grasped it correctly, putting this construction #if defined( CLIENT_DLL ) if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif before anything that shouldn't happen twice ( muzzle flashes, SendWeaponAnim, ... ) is a way to deal with this problem: the multiple predictions will still happen as should be the case, but the impact on what the client sees is minimised. I guess that leaves me with the question: is this really what I'm hitting, and more importantly, is the above m.o. the way to go? Do I need to meticulously filter out things I want to be re-predicted and things I don't everywhere and if() with the above statement? Anyone else went through this? I'm no prediction expert, would like to hear from those that are :) -- Maarten On 24/01/2011 1:25, Andrew Ritchie wrote: I had similar experiences with our port to orange box. I had originally thought that it might be my own fault for handling a lot of our free look and weapon aiming client side but we even tracked the same issues in the base SDK on listen servers under fake ping. I can't say it's identical since you mentioned only getting it under linux, we could recreate it on listen servers as well, but the symptoms are the same. I tracked that prediction was rerunning the frames without ever indicating that it was actually a rerun frame, the frame counter would just drop X into he past and run from there. This was the biggest give away that either I'd botched up or something was a lower level had an issue that needed a fix beyond a check to make sure you don't repeat beyond the first prediction frame. I was never able to figure out a real solution to the issue beyond client side absolute platform time checks, which didn't solve anything more than superficially. I'd be interested in hearing if you find anything or anyone else has this and found a solution, as it essentially brought everything to a grinding halt over a year ago, since online play become unmanageable for a lot of players. On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be wrote: Hi list, I've recently built our OB mod's linux server after a loong time working windows only. I got it to compile run fine, but there's a serious general issue with the way the game acts when playing on the linux server. It runs OK, but some things are clearly off, like sprint behavior/animations, shoot animations etc. E.g., one particular, reproducible issue is that if you click to shoot, the shot goes well, but if you hold your mouse down for a while and release it, a second shoot anim/muzzle flash happens, ammo gets decremented, but immediately after that reincremented and that second shot does not register on the server. I think that means that client side is predicting a lot more than it should. I also get some prediction errors wtih cl_showerrors 1. I don't get any of this behavior with the same client, but on the windows server [Which I find a bit odd, since prediction is client-side only, no?]. Anyone has any clue in what direction to look or has had similar experiences? Thanks in advance, Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2
This is pretty much what i figured.. Well I guess I will just wait for 2009 or portal 2 engine.. :/ --- On Tue, 11/16/10, hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com wrote: From: hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com Subject: hlcoders Digest, Vol 33, Issue 18 To: hlcoders@list.valvesoftware.com Date: Tuesday, November 16, 2010, 3:00 PM Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to hlcoders-requ...@list.valvesoftware.com You can reach the person managing the list at hlcoders-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Duplicate Keys with KeyValues (Trevor 'Drak') 2. Re: Duplicate Keys with KeyValues (Andrew Ritchie) 3. Re: Replacing Source Engine 2007 Rain with Rain like L4D2 (Cory de La Torre) -- Message: 1 Date: Mon, 15 Nov 2010 20:56:33 -0500 From: Trevor 'Drak' dhlco...@wowway.com Subject: [hlcoders] Duplicate Keys with KeyValues To: HLCoders List hlcoders@list.valvesoftware.com Message-ID: e490e59dccc54306897faf5bdba56...@drakpc Content-Type: text/plain; charset=utf-8 File structure: mount_list.txt { gamelist { AdditionalID 120 } } If I wanted to add another ?AdditionalID? with a different value, how can I do this? This, just replaces the key. KeyValues *pNew = pMainFile-FindKey( GameList ); pNew-SetInt( AdditionalID, 200 ); -- Message: 2 Date: Tue, 16 Nov 2010 07:37:25 + From: Andrew Ritchie gotta...@gmail.com Subject: Re: [hlcoders] Duplicate Keys with KeyValues To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: aanlktinmgpiwyuembdp0ezizkcwsd32lvu+nr2d0k...@mail.gmail.com Content-Type: text/plain; charset=windows-1252 In the file you can just add more gamelist { AdditionalID 120 AdditionalID 121 AdditionalID 122 AdditionalID 123 } and then parse it out in code using a sub key iteration. If you want to add duplicates in code I think it's a case of just create new key values with the values add them as sub keys instead of doing the set methods. On Tue, Nov 16, 2010 at 1:56 AM, Trevor 'Drak' dhlco...@wowway.com wrote: File structure: mount_list.txt { gamelist { AdditionalID 120 } } If I wanted to add another ?AdditionalID? with a different value, how can I do this? This, just replaces the key. KeyValues *pNew = pMainFile-FindKey( GameList ); pNew-SetInt( AdditionalID, 200 ); ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Message: 3 Date: Tue, 16 Nov 2010 05:08:41 -0800 From: Cory de La Torre gear@gmail.com Subject: Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: aanlktik54l+uk+0d8wyicoxy8r5rauuwtfqv2gy4w...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 The particle engine for Source 2007 blows. Theres no way you're going to be able to afford that many particles on screen, aside normal particles for whatever else you might want to be doing. On Sun, Nov 14, 2010 at 4:41 PM, nick seavert atomicpo...@yahoo.com wrote: Hello, I'm quite stuck on how to create more optimized rain like left 4 dead 2. I've gotten to the point where the func_precipitation emits the particle rain_test A custom particle by me for testing purposes.. Any ways.. I have 2 main problems. How will i make the splashes? Originally i kept the func_precip rain and just made it splash. But i figured it rendered splashes too far in the distance that were unnecessary. So here are a few options.. A. Make fully integrated particles + splashes B. Edit the rain splash code to only splash within say 1000 units around the players view. So for A. I have the particles spawning, The problem is it spawns infinite emitters all through out the brush volume and it RAPES your computer until it crashes because of memory overload. So how can i make it only spawn One emitter for particles on the player.' Then on-top of this you have to some how make it register the particles to splash when it collides with the ground. In Half life 2 Episode 2's Particle Editor, I don't think there is an option where you're able to do that. If there is.. Please inform me! B. Would be the best thing to go about. Is there a way
[hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2
Hello, I'm quite stuck on how to create more optimized rain like left 4 dead 2. I've gotten to the point where the func_precipitation emits the particle rain_test A custom particle by me for testing purposes.. Any ways.. I have 2 main problems. How will i make the splashes? Originally i kept the func_precip rain and just made it splash. But i figured it rendered splashes too far in the distance that were unnecessary. So here are a few options.. A. Make fully integrated particles + splashes B. Edit the rain splash code to only splash within say 1000 units around the players view. So for A. I have the particles spawning, The problem is it spawns infinite emitters all through out the brush volume and it RAPES your computer until it crashes because of memory overload. So how can i make it only spawn One emitter for particles on the player.' Then on-top of this you have to some how make it register the particles to splash when it collides with the ground. In Half life 2 Episode 2's Particle Editor, I don't think there is an option where you're able to do that. If there is.. Please inform me! B. Would be the best thing to go about. Is there a way to limit the VDC splash code? I know you can change the percentage of splashes.. but I want all visible rain to splash.. Just not ones that are 7,000 units away that you'll never even see. It just causes unwanted performance loss. http://i397.photobucket.com/albums/pp56/jangalomph/Sabotage/rain_test.jpg Ignore the brush I'm protruding. I spawn inside of a brush or something.. And sadly the particle rain is going through the brush. ;) But i know why. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......
gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC 2010 i686 GNU/Linux n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version Warning: falling back to auto detection of vproject directory. Unable to find gameinfo.txt. Solutions: 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir ldd server_i486.so linux-gate.so.1 = (0xb7784000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6457000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) tier0_i486.so = not found vstdlib_i486.so = not found steam_api_i486.so = not found libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) /lib/ld-linux.so.2 (0xb7785000) 69 void CTripmineGrenade::Spawn( void ) 70 { 71 Precache( ); 72 // motor (gdb) l 73 SetMoveType( MOVETYPE_FLY ); 74 SetSolid( SOLID_BBOX ); 75 SetModel( models/Weapons/w_slam.mdl ); 76 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); 80 81 SetCycle( 0.0f ); 82 m_nBody = 3; (gdb) bt #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at ../game/server/hl2mp/grenade_tripmine.cpp:78 #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at ../game/server/util.cpp:1880 #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 npc_tripmine, vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, pOwner=0x0) at ../game/server/baseentity.cpp:2976 #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:381 #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:875 #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:789 #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at ../game/server/../shared/baseplayer_shared.cpp:229 #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:3588 #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at ../game/server/player.cpp:4436 #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:891 #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at ../game/server/hl2mp/hl2mp_player.cpp:998 #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, player=0xbdd0810) at ../game/server/player_command.cpp:302 #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) at ../game/server/player_command.cpp:424 (gdb) print pObject $3 = (IPhysicsObject *) 0x0 (gdb) print this $4 = (CTripmineGrenade * const) 0xbdf5bf0 (gdb) how on earth is pObject null when it was just created? 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); src\game\server\hl2mp\grenade_tripmine.cpp I am really really lost here. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......
So i guess the solution is to disable tripmines compleletely? I just did some more digging (gdb is still active on crashed process). It seems that in grenade_ tripmine, (and evwhere else) VPhysicsInitNormal is called with 3 arguments. But in baseentity_shared.cpp (only place coded) VPhysicsInitNormal has 4 arguments? I am more confused. I guess somewhere VPhysicsInitNormal is overided, but it is hard to debug? (gdb) print GetSolidFlags() $5 = 8 (gdb) print m_pPhysicsObject $6 = (IPhysicsObject *) 0x0 (gdb) print VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ) too few arguments in function call src\game\shared\baseentity_shared.cpp == stock valve code (4 arguments) IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid ) { src\game\server\hl2mp\grenade_tripmine.cpp:: line 77 ( 3 arguments ) IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); On Mon, Oct 11, 2010 at 8:17 PM, Tony Paloma drunkenf...@hotmail.com wrote: VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in baseentity_shared.cpp to see. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick Sent: Monday, October 11, 2010 6:00 PM To: Discussion of Half-Life Programming Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code... gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC 2010 i686 GNU/Linux n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version Warning: falling back to auto detection of vproject directory. Unable to find gameinfo.txt. Solutions: 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir ldd server_i486.so linux-gate.so.1 = (0xb7784000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6457000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) tier0_i486.so = not found vstdlib_i486.so = not found steam_api_i486.so = not found libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) /lib/ld-linux.so.2 (0xb7785000) 69 void CTripmineGrenade::Spawn( void ) 70 { 71 Precache( ); 72 // motor (gdb) l 73 SetMoveType( MOVETYPE_FLY ); 74 SetSolid( SOLID_BBOX ); 75 SetModel( models/Weapons/w_slam.mdl ); 76 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); 80 81 SetCycle( 0.0f ); 82 m_nBody = 3; (gdb) bt #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at ../game/server/hl2mp/grenade_tripmine.cpp:78 #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at ../game/server/util.cpp:1880 #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 npc_tripmine, vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, pOwner=0x0) at ../game/server/baseentity.cpp:2976 #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:381 #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:875 #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:789 #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at ../game/server/../shared/baseplayer_shared.cpp:229 #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:3588 #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at ../game/server/player.cpp:4436 #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:891 #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at ../game/server/hl2mp/hl2mp_player.cpp:998 #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, player=0xbdd0810) at ../game/server/player_command.cpp:302 #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) at ../game/server/player_command.cpp:424 (gdb) print pObject $3 = (IPhysicsObject *) 0x0 (gdb) print this $4 = (CTripmineGrenade * const) 0xbdf5bf0 (gdb) how on earth is pObject null when it was just created? 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); src\game\server\hl2mp\grenade_tripmine.cpp I am really really lost here. ___ To unsubscribe, edit your list preferences, or view
Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......
yes, i am sorry IPhysicsObject *VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid = NULL ); found it. Although, the only fix i can think of is disablimg slams completely. I am open to other suggestions, but please realize i am not the best at this... On Mon, Oct 11, 2010 at 9:26 PM, Olly Ginger oli...@gmail.com wrote: When checking function signatures, look at the header, not the cpp Sent from my iPhone On 12 Oct 2010, at 03:10, Nick xnicho...@gmail.com wrote: So i guess the solution is to disable tripmines compleletely? I just did some more digging (gdb is still active on crashed process). It seems that in grenade_ tripmine, (and evwhere else) VPhysicsInitNormal is called with 3 arguments. But in baseentity_shared.cpp (only place coded) VPhysicsInitNormal has 4 arguments? I am more confused. I guess somewhere VPhysicsInitNormal is overided, but it is hard to debug? (gdb) print GetSolidFlags() $5 = 8 (gdb) print m_pPhysicsObject $6 = (IPhysicsObject *) 0x0 (gdb) print VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ) too few arguments in function call src\game\shared\baseentity_shared.cpp == stock valve code (4 arguments) IPhysicsObject *CBaseEntity::VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid ) { src\game\server\hl2mp\grenade_tripmine.cpp:: line 77 ( 3 arguments ) IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); On Mon, Oct 11, 2010 at 8:17 PM, Tony Paloma drunkenf...@hotmail.com wrote: VPhysicsInitNormal is not guaranteed to return non-null. It can fail for a variety of reasons. Take a look at CBaseEntity::VPhysicsInitNormal in baseentity_shared.cpp to see. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick Sent: Monday, October 11, 2010 6:00 PM To: Discussion of Half-Life Programming Subject: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code... gcc (GCC) 4.2.4 Linux dual-core 2.6.28-19-generic #65-Ubuntu SMP Thu Sep 16 14:14:28 UTC 2010 i686 GNU/Linux n...@dual-core:~/srcds/orangebox/orangebox$ ./srcds_i486 --version Warning: falling back to auto detection of vproject directory. Unable to find gameinfo.txt. Solutions: 1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir ldd server_i486.so linux-gate.so.1 = (0xb7784000) libm.so.6 = /lib/tls/i686/cmov/libm.so.6 (0xb6457000) libdl.so.2 = /lib/tls/i686/cmov/libdl.so.2 (0xb6453000) tier0_i486.so = not found vstdlib_i486.so = not found steam_api_i486.so = not found libc.so.6 = /lib/tls/i686/cmov/libc.so.6 (0xb62ef000) /lib/ld-linux.so.2 (0xb7785000) 69 void CTripmineGrenade::Spawn( void ) 70 { 71 Precache( ); 72 // motor (gdb) l 73 SetMoveType( MOVETYPE_FLY ); 74 SetSolid( SOLID_BBOX ); 75 SetModel( models/Weapons/w_slam.mdl ); 76 77 IPhysicsObject *pObject = VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, true ); 78 pObject-EnableMotion( false ); 79 SetCollisionGroup( COLLISION_GROUP_WEAPON ); 80 81 SetCycle( 0.0f ); 82 m_nBody = 3; (gdb) bt #0 0xb520b112 in CTripmineGrenade::Spawn (this=0xbdf5bf0) at ../game/server/hl2mp/grenade_tripmine.cpp:78 #1 0xb4ef5d39 in DispatchSpawn (pEntity=0xbdf5bf0) at ../game/server/util.cpp:1880 #2 0xb4d0d348 in CBaseEntity::Create (szName=0xb53ba629 npc_tripmine, vecorig...@0xbfbedfac, vecangl...@0xbfbedf54, pOwner=0x0) at ../game/server/baseentity.cpp:2976 #3 0xb5064b4e in CWeapon_SLAM::TripmineAttach (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:381 #4 0xb5064d70 in CWeapon_SLAM::WeaponIdle (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:875 #5 0xb5063c16 in CWeapon_SLAM::ItemPostFrame (this=0xbdf28d8) at ../game/server/../shared/hl2mp/weapon_slam.cpp:789 #6 0xb4fa108d in CBasePlayer::ItemPostFrame (this=0xbdd0810) at ../game/server/../shared/baseplayer_shared.cpp:229 #7 0xb50af8f1 in CHL2_Player::ItemPostFrame (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:3588 #8 0xb4e5b3a9 in CBasePlayer::PostThink (this=0xbdd0810) at ../game/server/player.cpp:4436 #9 0xb50b4643 in CHL2_Player::PostThink (this=0xbdd0810) at ../game/server/hl2/hl2_player.cpp:891 #10 0xb5205732 in CHL2MP_Player::PostThink (this=0xbdd0810) at ../game/server/hl2mp/hl2mp_player.cpp:998 #11 0xb4e68a5e in CPlayerMove::RunPostThink (this=0xb56a56b8, player=0xbdd0810) at ../game/server/player_command.cpp:302 #12 0xb4e69a6c in CPlayerMove::RunCommand (this=0xb56a56b8, player=0xbdd0810, ucmd=0xbdeddac, moveHelper=0xb566cae8) at ../game/server
Re: [hlcoders] Cryptic engine.dll crash
Which mod, clientside or serverside? give a link to the debug file? ati or nivdia? Valve is usually very helpful in these matters, as long as you can give them a place to fix.. nick to whatever it takes to find a way to replicate the crash. On Sat, Oct 2, 2010 at 6:54 AM, Andrew Watkins a...@watkins.to wrote: Our mod regularly produces a server crash in engine.dll. A memory dump is produced, but this contains only a single frame, which is *always* 0bad04d0(). There is no assembler code listed. This crash has lurked in the background for some time, but is happening with greater regularity in the latest version of the mod. We cannot reliably reproduce the crash, indeed we don't know what causes it when it does happen. I have a vague inling that it may be triggered by players connecting / disconnecting, but that's little more than a hunch. We have only ever had this crash on our beta test server once, but it's cropping up on public servers quite regularly. I'm at a loss for how to proceed with this. Without being able to trigger the crash reliably, rolling back to previous versions and checking if it still occurs it isn't viable. What we really need is a way of determining the trigger, but for that, we need to be able to cause the error. Given that it's in engine.dll, and it just produces a single frame, I imagine there's some sort of memory corruption going on. I've looked through everything I can think of in our code, but have come up with nothing. Does anybody have any experience with debugging crashes like this, or any suggestions on a useful tool to use - bearing in mind that we don't have the source code for the dll that is supposedly causing the error? Thanks in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 31, Issue 19
Does the ASW snow particle have some kind of control point lock on it? What in it doesn't work for you? -Nick S. --- On Sun, 9/19/10, hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com wrote: From: hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com Subject: hlcoders Digest, Vol 31, Issue 19 To: hlcoders@list.valvesoftware.com Date: Sunday, September 19, 2010, 3:00 PM Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to hlcoders-requ...@list.valvesoftware.com You can reach the person managing the list at hlcoders-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Particle precipitation like Alien Swarm? (Tobias Kammersgaard) -- Message: 1 Date: Sun, 19 Sep 2010 00:15:14 +0200 From: Tobias Kammersgaard tobias.kammersga...@gmail.com Subject: [hlcoders] Particle precipitation like Alien Swarm? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: aanlktikts3p9itiuezdv0baozrcueeigythveacev...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 Hey list! I'm trying to recreate the effect the guys behind Alien Swarm created for their snow. However I can't get it to work. The particle system they're using, got 3 control points. The code uses four control points to determine the boundary of the brush and where the particle system should expand to. I ported the ASW code just fine, but I can't recreate the exact particle system seeing there's some new particle operators and such available in the ASW engine. I'm wondering if anyone could shed some light on this, or point me in the right direction? Thanks in advance! - ScarT -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders End of hlcoders Digest, Vol 31, Issue 19 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] linux binary compiling issues, missing reference
i am still getting this error.. i have copied all libraries included in sdk to /linux_sdk and left them also in /lib/linux.. Please help.. gcc 4.2.4 On Mon, Nov 6, 2006 at 2:15 PM, Stefan Bermig wins...@winstonsmaps.com wrote: uhh... i forgot to add the new libraries to the Makefile, my bad. now this error is gone, but i ran right into the next one. using gcc 3.4 and gcc 4.1 /stefan/srcds/src/dlls/ai_activity.o -c /home/stefan/srcds/src/dlls/ai_activity.cpp In file included from /home/stefan/srcds/src/dlls/../public/vector.h:35, from /home/stefan/srcds/src/dlls/../public/vmatrix.h:34, from /home/stefan/srcds/src/dlls/cbase.h:41, from /home/stefan/srcds/src/dlls/ai_activity.cpp:7: /usr/lib/gcc/i586-suse-linux/4.1.0/include/xmmintrin.h:35:3: error: #error SSE instruction set not enabled /home/stefan/srcds/src/dlls/../public/vector.h:234: error: expected ‘;’ before ‘’ token /home/stefan/srcds/src/dlls/../public/vector.h:235: error: expected `;' before ‘const’ /home/stefan/srcds/src/dlls/../public/vector.h:235: error: expected ‘;’ before ‘’ token /home/stefan/srcds/src/dlls/../public/vector.h:238: error: expected `;' before ‘void’ /home/stefan/srcds/src/dlls/../public/vector4d.h:160: error: expected ‘;’ before ‘’ token /home/stefan/srcds/src/dlls/../public/vector4d.h:161: error: expected `;' before ‘const’ /home/stefan/srcds/src/dlls/../public/vector4d.h:161: error: expected ‘;’ before ‘’ token /home/stefan/srcds/src/dlls/../public/vector4d.h:163: error: expected `;' before ‘private’ /home/stefan/srcds/src/dlls/../public/vector4d.h: In member function ‘void Vector4DAligned::InitZero()’: /home/stefan/srcds/src/dlls/../public/vector4d.h:632: error: ‘class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:632: error: ‘_mm_set1_ps’ was not declared in this scope /home/stefan/srcds/src/dlls/../public/vector4d.h: In function ‘void Vector4DWeightMADSSE(vec_t, const Vector4DAligned, Vector4DAligned, const Vector4DAligned, Vector4DAligned)’: /home/stefan/srcds/src/dlls/../public/vector4d.h:663: error: ‘__m128’ was not declared in this scope /home/stefan/srcds/src/dlls/../public/vector4d.h:663: error: expected `;' before ‘packed’ /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘const class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘packed’ was not declared in this scope /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘_mm_mul_ps’ was not declared in this scope /home/stefan/srcds/src/dlls/../public/vector4d.h:666: error: ‘_mm_add_ps’ was not declared in this scope /home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘class Vector4DAligned’ has no member named ‘AsM128’ /home/stefan/srcds/src/dlls/../public/vector4d.h:667: error: ‘const class Vector4DAligned’ has no member named ‘AsM128’ make[1]: *** [obj/server_i486//home/stefan/srcds/src/dlls/ai_activity.o] Error 1 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source Engine 2!!!
gaben strikes again!!!111!!1 On Thu, Jun 10, 2010 at 2:57 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: A HACKER DID IT!11o1neoneone 2010/6/10 Saul Rennison saul.renni...@gmail.com Lmao lost their code. That is CLASSIC Thanks, - Saul. On 10 June 2010 20:38, Joel R. joelru...@gmail.com wrote: Portal 2 isn't due to be released until 2011. There are 2 reasons this could be. First reason, this is one of the first mods their testing on Source Engine 2. Second reason, they lost their code and have to redo everything. On Thu, Jun 10, 2010 at 2:20 PM, Shawn P. Zipay digitalz...@gmail.com wrote: They already said the surprise is Portal 2 related. They made that very painfully clear in the last press release sent out about the Portal 2 delay. Shawn P. Zipay Community Manager MyInternetServices -- http://www.myinternetservices.com CS-Nation -- http://www.csnation.net Total Gaming Network -- http://www.totalgamingnetwork.com On Thu, Jun 10, 2010 at 3:16 PM, Tom Edwards t_edwa...@btinternet.com wrote: We're on Source 15 already, keep up! On 10/06/2010 8:07, Joel R. wrote: Is this the big surprise for E3?! I hope it is, that would so rock! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?
post all of your code, that way we can help easier. On Wed, May 19, 2010 at 6:05 PM, James K jimmy4...@gmail.com wrote: Yup. On Wed, May 19, 2010 at 6:22 PM, Saul Rennison saul.renni...@gmail.com wrote: Just to make sure: the displacements DO have hull, ray and physics collisions enabled in Hammer, don't they? Thanks, - Saul. On 19 May 2010 21:41, James K jimmy4...@gmail.com wrote: It's still not working, even with this new code. This is really really stupid. James On Wed, May 19, 2010 at 2:57 AM, Tony omega Sergi omegal...@gmail.com wrote: It also doesn't help that you're only doing the trace when the random value is within the current limit. You need to do the check ALL the time, regardless of if it will actually spawn it or not. Displacements are a single plane, chances are you're repeatedly skipping the actual check 99% of the time. Your original code was correct except for the order. ie: new code: trace_t trace; UTIL_TraceLine(vOldPos, pParticle-m_Pos, MASK_ALL, NULL, COLLISION_GROUP_NPC, trace); if( trace.fraction 1 || trace.DidHit() ) { if ( RandomInt( 0, 100 ) = r_RainSplashPercentage.GetInt() ) DispatchParticleEffect( spash, trace.endpos, trace.m_pEnt-GetAbsAngles() , NULL ); } Also, you can verify it if you set r_RainSplashPercentage to 101 (because even if you set it to 100, it would never trace as it would HAVE to be below the value.) -Tony On Wed, May 19, 2010 at 2:59 PM, Ryan Sheffer darksk...@gmail.com wrote: Try shooting a trace right to the ground from the starting point and see if you can hit the displacment. You might be passing right through it on your checks. I don't remember having problems tracing to displacements myself, so I find this sort of odd. Another thing to consider are the collision options for displacements. On Tue, May 18, 2010 at 4:08 PM, James K jimmy4...@gmail.com wrote: With the new code it will collide only with thick brushes. With the old code it collided with both. On Tue, May 18, 2010 at 6:54 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Does it collide with thin brushes? Den 19/05/2010 00.38 skrev James K jimmy4...@gmail.com: Still a no go with your code. Tried MASK_SOLID and COLLISION_GROUP_NONE too, still not working. Blargh. On Tue, May 18, 2010 at 12:33 AM, Ryan Sheffer darksk...@gmail.com wrote: Hmm, you could check ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ~Ryan ( skidz ) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I intend to make a free software alternative to VBCT
Why? Valve doesn't much like open source, or linux. Valve doesn't want to release hammer as open source. Why not work on OpenSource projects that for an OpenSource friendly engine? You are in highschool right, why not spend time with your friends or if you have no friends join a club or sports team? Just a suggestion.. On Wed, Mar 17, 2010 at 10:29 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: Hi, my name is Jonas 'Sortie' Termansen and I intend to make a free software alternative to VBCT released under the GNU General Public License. VBCT ('Valve' Batch Compile Tool) was developed by qUiCkSiLvEr and it is one of the most useful tools I have used for modding. It's a batch compile tool that allows me to compile maps outside of Hammer, which is much faster. Unfortunately the VBCT development has come to a halt and the developer has been recently employeed full time. There has been no new release of VBCT since early 2009. And the developer didn't want to make his source code available when I asked him. My vision is to create an user-friendly general purpose batch compile tool for Source Mods. It should be written in pure C++ and licensed under a free software license such as the GNU GPL. It should be developed in union with the modding community. I will start hacking the basics together as soon as I have sent this email and commit the sources to the Maxsi Distribution SVN later on. http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip Feel free to contact me via the following services if you are interested in the project and would like to be part of its development. I would also like to hear on this list what features you would like from the ideal batch compile tool for Valve's Map. SteamId: Sortie MSN: Sortie at Maxsi dot dk Also, Valve broke batch compiling when they released the OB engine, though a workaround is known. I have created a simple GPL-licensed batch system that programmers should have no trouble using if they set it up properly. It's not my actual batch compile tool, but only a proof it's possible. http://www.maxsi.dk/upload/data/sortie/MaxsiCompile-1.0.zip About me: I am a highly skilled programmer with years of experience writing native C++ programs. I am currently working on a free software digital distribution platform platform for mods called Maxsi Distribution. I am involved with the development of City17: Episode One part time. I currently study high level Physics, Math, and Chemistry at my high school and intend to study Computer Science later on. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] I intend to make a free software alternative to VBCT
I am genuinely confused as to the feedback I have received from my last message. Either some of you were deeply effected by my last message, or you need to get out more. Have fun, relax. Sticking up for valve and flaming me is silly, nobody from valve cares they are all rolling in money. Gabe is a cool dude, he's way too cool to be bothered by what goes on here. all of you should take a lesson from Gabe, and chill out On Wed, Mar 17, 2010 at 11:48 AM, Keeper hl2li...@afksoftware.com wrote: Can we please get this guy off of the coders list? The point of the coders section is to discuss things related to using the SDK. That's what Jonas did. Just because you don't like the tools and the method at which VALVe has done things, shouldn't give you the right to troll their mailing list and bash them every chance you get. I think the fact that somebody wants to pick up an orphaned utility and help the community out is a good thing. Oh, and programming during high school doesn't equate to being a loner/loser as you seem to suggest... -Original Message- From: Nick [mailto:xnicho...@gmail.com] Sent: Wednesday, March 17, 2010 12:20 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] I intend to make a free software alternative to VBCT Why? Valve doesn't much like open source, or linux. Valve doesn't want to release hammer as open source. Why not work on OpenSource projects that for an OpenSource friendly engine? You are in highschool right, why not spend time with your friends or if you have no friends join a club or sports team? Just a suggestion.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Steam 2010 mod support and Source for the Mac
Steam is for gamers. Gamers know about it. Most gamers like it, or at least consider it the least evil DRM available. What could work, then, is selling game-related media. ??? Offline mode is a frozen bird poop in july joke. Steam only works on windows. Do you really expect anyone to buy anything but cheap and popular games? You must either be joking or out of your mind for you to think anyone with half a brain would buy movies from steam. Nothing on steam is yours, your games are just a small bit on valve servers. If valve servers go offline or someone steals your account you have nothing. You cannot even sell your account or unlink purchased games. Digital restrictions management is all about big corporations restricting your rights to do what you paid for. I wish some of you noobcakes would look around once in a while .. So, wake up, noobcaks. Wake up and smell the ashes. STEAM IS A RIPOFF THAT BARELY WORKS. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Red Blood decals for new blood type, and Making normalized vectors for impact effects.
Hello, I have this code for my new blood particle effect. This is located in the fx_blood.cpp ParticleForBlood_t bloodCallbacks[] = { { BLOOD_COLOR_RED, blood_impact_red_01 }, { BLOOD_COLOR_GREEN, blood_impact_green_01 }, { BLOOD_COLOR_YELLOW, blood_impact_yellow_01 }, #if defined( HL2_EPISODIC ) { BLOOD_COLOR_COMBINE, blood_impact_combine_01 }, { BLOOD_COLOR_ANTLION, blood_impact_antlion_01 }, // FIXME: Move to Base HL2 { BLOOD_COLOR_ZOMBIE, blood_impact_zombie_01 }, // FIXME: Move to Base HL2 { BLOOD_COLOR_ANTLION_WORKER, blood_impact_antlion_worker_01 }, #endif // HL2_EPISODIC }; The bold is my added line. In sharedefs.h i have // All NPCs need this data enum { DONT_BLEED = -1, BLOOD_COLOR_RED = 0, BLOOD_COLOR_YELLOW, BLOOD_COLOR_GREEN, BLOOD_COLOR_MECH, #if defined( HL2_EPISODIC ) BLOOD_COLOR_COMBINE, BLOOD_COLOR_ANTLION, // FIXME: Move to Base HL2 BLOOD_COLOR_ZOMBIE, // FIXME: Move to Base HL2 BLOOD_COLOR_ANTLION_WORKER, #endif // HL2_EPISODIC }; Once again what's bolded. And finally in the npc_Combine.cpp SetBloodColor( BLOOD_COLOR_COMBINE ); It works perfectly. No flaws except for the decal. when i shoot they splatter a yellow alien decal. How do i make it in the human group, but have its own blood effect to where it emits the red blood decals? And finally. Here is impact code. I got all impacts to work, the particles spawn, it looks wonderful. Its just they always spawn Up as in the particle editor. If i shoot a wall, i want the particles to come out from the side. Is that something i set in the editor or do i make a change to this vector code. If so what is the code i should put because know nothing about vector coding. This is taken from fx_impact.cpp void PerformCustomEffects( const Vector vecOrigin, trace_t tr, const Vector shotDir, int iMaterial, int iScale, int nFlags ) { // Throw out the effect if any of these are true if ( tr.surface.flags (SURF_SKY|SURF_NODRAW|SURF_HINT|SURF_SKIP) ) return; if ( cl_new_impact_effects.GetInt() ) { PerformNewCustomEffects( vecOrigin, tr, shotDir, iMaterial, iScale, nFlags ); return; } bool bNoFlecks = !r_drawflecks.GetBool(); if ( !bNoFlecks ) { bNoFlecks = ( ( nFlags FLAGS_CUSTIOM_EFFECTS_NOFLECKS ) != 0 ); } // Cement and wood have dust and flecks if ( ( iMaterial == CHAR_TEX_CONCRETE ) || ( iMaterial == CHAR_TEX_TILE ) ) { //FX_DebrisFlecks( vecOrigin, tr, iMaterial, iScale, bNoFlecks ); QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); DispatchParticleEffect( fx_concrete, vecOrigin, vecAngles ); } else if ( iMaterial == CHAR_TEX_WOOD ) { //FX_DebrisFlecks( vecOrigin, tr, iMaterial, iScale, bNoFlecks ); QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); DispatchParticleEffect( fx_wood, vecOrigin, vecAngles ); } else if ( ( iMaterial == CHAR_TEX_DIRT ) || ( iMaterial == CHAR_TEX_SAND ) ) { //FX_DustImpact( vecOrigin, tr, iScale ); QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); DispatchParticleEffect( fx_Dirt_Sand, vecOrigin, vecAngles ); } else if ( iMaterial == CHAR_TEX_ANTLION ) { FX_AntlionImpact( vecOrigin, tr ); } else if ( ( iMaterial == CHAR_TEX_METAL ) || ( iMaterial == CHAR_TEX_VENT ) ) { Vector reflect; float dot = shotDir.Dot( tr.plane.normal ); reflect = shotDir + ( tr.plane.normal * ( dot*-2.0f ) ); reflect[0] += random-RandomFloat( -0.2f, 0.2f ); reflect[1] += random-RandomFloat( -0.2f, 0.2f ); reflect[2] += random-RandomFloat( -0.2f, 0.2f ); //FX_MetalSpark( vecOrigin, reflect, tr.plane.normal, iScale ); QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); DispatchParticleEffect( fx_metal, vecOrigin, vecAngles ); } else if ( iMaterial == CHAR_TEX_COMPUTER ) { Vector offset = vecOrigin + ( tr.plane.normal * 1.0f ); g_pEffects-Sparks( offset ); } else if ( iMaterial == CHAR_TEX_WARPSHIELD ) { QAngle vecAngles; VectorAngles( -shotDir, vecAngles ); DispatchParticleEffect( warp_shield_impact, vecOrigin, vecAngles ); } } Any one know why my particles won't normalize and spawn out of the wall, instead of still going in an upward direction on slants and walls? Thanks, Nick ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlcoders] Garry's Mod - gamemode contest
Yeah, I appreciate your reply to the voting concerns with the contest, but please tell us who exactly is judging, and if you are open to get outside non-biased judges, I would trust anyone well known from valve, or id, or ea games or anyone, even a mod leader from a popular source mod(NOT GARRYS MOD, OBVIOUSLY). I would at least like to learn who the judges are, and if you would be willing to get other judges from valve, id, epic or some widely known company. Please note, my original email made no mention of online voting, because just like in florida '00 and iowa'04 widespread eletronic voting fraud exists. nick On Fri, Dec 4, 2009 at 5:20 AM, Garry Newman garrynew...@gmail.com wrote: Yeah voter fraud is what I'm trying to avoid. I don't want it to become a contest of who has got the most IP addresses or email addresses. It gets messy. Common opinion is going to influence the vote though - since we obviously want to add gamemodes that people want to play. garry On Thu, Dec 3, 2009 at 9:51 AM, ZuM eduardo...@gmail.com wrote: Agreed, too many idiots and douchebags. By adding the rule to vote for a minimum of games it would not work, quite a few people would vote 10 for their friends gamemod and 1 for the others... 2009/12/3, Stephen Swires stephen.swi...@gmail.com: You don't want open voting on Facepunch, too many idiots. On Thu, Dec 3, 2009 at 4:19 AM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I agree, especially seeing as we're dealing with some real dollars here. Perhaps it should be a combined voting, with public's votes counting towards 60% and the Staff vote counting for 40%. You could even go as far as make people rate X out of Y gamemodes, and rate them based on: Re playability, Inventiveness, How fun it is, etc. (5 or 10 point scale). By making them rate the minimum amount of games out of the total you keep people from just rating their friends/the best one. On Wed, Dec 2, 2009 at 8:05 PM, Nick xnicho...@gmail.com wrote: After long discussion with well known modders, it seems one of the biggest flaws with this contest is the judging, or lack of formal judging. I quote http://frettacontest.facepunchstudios.com/: Winners will be decided by the staff of Facepunch Studios (not the forums). Is there any way to have some sort of open judging? Why not invite someone from Valve or someone from hlcoders to be a judge? Such an elaborate contest should have some sort of well known guest judge... ask Gabe Newell to help judge! Or even John Carmack (he could use the publicity).. On Wed, Dec 2, 2009 at 11:32 AM, Joel R. joelru...@gmail.com wrote: Definately a good place to post this, I would have never have seen it. Looks like I may have to win 10 grand. On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote: Whoever remakes Build Bridge/To The Top automatically wins 1st place! On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote: I don't know whether this will be considered spam, but I thought I'd let the list know about this contest incase anyone's interested (to my mind it's probably the 2nd most logical place to post this) The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5 gamemodes win a prize. Top prize is $5,000. I'm sure a lot of people here know C++, and the Source engine, but don't really know Lua.. To be totally honest if you could code a mod you will find it insanely easy to code one in Lua. Many of the functions are named the same, you don't have to code common things like class or round based systems because they're already done. You can read more about it here: http://frettacontest.facepunchstudios.com/ garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Garry's Mod - gamemode contest
After long discussion with well known modders, it seems one of the biggest flaws with this contest is the judging, or lack of formal judging. I quote http://frettacontest.facepunchstudios.com/: Winners will be decided by the staff of Facepunch Studios (not the forums). Is there any way to have some sort of open judging? Why not invite someone from Valve or someone from hlcoders to be a judge? Such an elaborate contest should have some sort of well known guest judge... ask Gabe Newell to help judge! Or even John Carmack (he could use the publicity).. On Wed, Dec 2, 2009 at 11:32 AM, Joel R. joelru...@gmail.com wrote: Definately a good place to post this, I would have never have seen it. Looks like I may have to win 10 grand. On Wed, Dec 2, 2009 at 11:16 AM, Lech unatten...@gmail.com wrote: Whoever remakes Build Bridge/To The Top automatically wins 1st place! On Wed, Dec 2, 2009 at 9:29 AM, Garry Newman garrynew...@gmail.com wrote: I don't know whether this will be considered spam, but I thought I'd let the list know about this contest incase anyone's interested (to my mind it's probably the 2nd most logical place to post this) The basic facts are this. Coding a gamemode for GMod, using Lua. Best 5 gamemodes win a prize. Top prize is $5,000. I'm sure a lot of people here know C++, and the Source engine, but don't really know Lua.. To be totally honest if you could code a mod you will find it insanely easy to code one in Lua. Many of the functions are named the same, you don't have to code common things like class or round based systems because they're already done. You can read more about it here: http://frettacontest.facepunchstudios.com/ garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Coding particle effects into explosions using PCF's and more.
Hello, I'm Nick/Jangalomph and I'm new to C++ coding for the Source Engine, i have 6 months visual basic experience from school. But down to the nitty gritty. I have this code taken from grenade_ar2.cpp. What I've made bold are the changes I've made with the help of a noob coder as myself. void CGrenadeAR2::Detonate(void) { DispatchParticleEffect( sb_smg1_explosion_1, GetAbsOrigin(), GetAbsAngles() ); } { if (!m_bIsLive) { return; } m_bIsLive = false; m_takedamage = DAMAGE_NO; if(m_hSmokeTrail) { UTIL_Remove(m_hSmokeTrail); m_hSmokeTrail = NULL; } CPASFilter filter( GetAbsOrigin() ); te-Explosion( filter, 0.0, GetAbsOrigin(), g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NONE, m_DmgRadius, m_flDamage ); Vector vecForward = GetAbsVelocity(); VectorNormalize(vecForward); trace_t tr; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT, this, COLLISION_GROUP_NONE, tr); if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0)) { // non-world needs smaller decals if( tr.m_pEnt !tr.m_pEnt-IsNPC() ) { UTIL_DecalTrace( tr, SmallScorch ); } } else { UTIL_DecalTrace( tr, Scorch ); } UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); UTIL_Remove( this ); } void CGrenadeAR2::Precache( void ) { PrecacheParticleSystem( sb_smg1_explosion_1 ); PrecacheModel(models/Weapons/ar2_grenade.mdl); } CGrenadeAR2::CGrenadeAR2(void) { m_hSmokeTrail = NULL; } I've added 2 - 3 lines of code that preaches a particle effect along with the normal explosion. The particle dispatched is a PCF file created by me. The explosion works. And all is well. It looks good with the normal explosion spawning too. First off why does it spawn it at that certain line in the code? If i place the line else where it would give me errors. All in all, why does it work? So if you precache a grenade effect like this in the smg1 grenade. How could you do it for a Frag grenade? My second question is. I had an idea to replace the combine ball/orb with an electric beam. I could either dispatch particle effects PCF KIND to go where the cross-hair is, or go to the nearest NPC and zap them to vaporize them as the combine ball does. How would this be done? My third question goes back to particle effects. In Smod you see lots of impact particle effects, from grenade explosions creating dust clouds in the air, to new sparks. How could i replace hard coded impacts with PCF impact effects? My fourth and final question for now is how would i parent a blood particle effect to an NPC. As if i shoot an NPC in the head and the emission starts from there and he moves and the blood is still squirting. Is there a way to hard code this? And if the NPC dies/ragdolls how could you make the blood effects follow that ragdoll? Thanks, Nick S. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for some advice and direction
I was also impressed with Empiresmod's vehicles, extremely well coded and developed. Fun to drive and fun to play. I would suggest you visit http://www.empiresmod.com/ for all those who haven't played it. On Thu, Nov 26, 2009 at 11:37 AM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: I always was impressed with Empires lack of traditional mp vehicle view lag. Still want multiple-body groups for them though. :P On Wed, Nov 25, 2009 at 6:27 AM, David Kraeutmann da...@davidkra.netwrote: We somehow solved that problem in Empires, need to lookup tho how. Maybe we have a vehicle movement class somewhere, but I doubt that. IIRC we had rather large issues with prediction, tho. On 11/25/09, Christopher Harris char...@resrchnet.com wrote: I'd think it be best to derive a new gamemovement class where you implement movement logic for how your vehicle will behave, I suggest highly to not use the vehicle interface because then it will require that players have a decent ping or it will lag big time. By making a custom gamemovement logic you can run the logic both server and client side meaning the player can predict it and therefore not appear to suffer as much from latency. You could start out simplistic with just getting the player to behave like a vehicle and then focus on issues such as suspension and decoupling turning from mouselook, etc. Mainly, with players you want movement to be responsive, and when dealing with latency that means that the movement code must exist on both client and server so they can predict what their commands will do and show it as quick as possible. Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of David Kraeutmann Sent: Wednesday, November 25, 2009 6:21 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Looking for some advice and direction Vehicles have a couple of specific physics rules, I'd suggest creating a CVehiclePlayer which extends some vehicle class or interface and implements the needed methods. On 11/25/09, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Why not replacing the player with a vehicle, and making him fast? Wouldn't that cut an unnecessary segment out of the loop and make life more peaceful/less effin source physics grr? Depends on what he's trying to accomplish. On Wed, Nov 25, 2009 at 1:33 AM, Tom Edwards t_edwa...@btinternet.comwrote: I was going to compliment you on your use of the English language, but then I realised that you should have said /effect/. :-P The player model can be defined anywhere you see fit, but it's normally done either in the player ent's Spawn() function or the GameRules' FinshPutClientInServer() - or whatever its precise name is. That's going to be a tricky way of doing things however. It could be considered a hack, but spawning the existing player ent inside a vehicle and making sure he can never leave would be much more effective. Shawn Somers wrote: I'm relatively new to Source modding, and I need some help getting off the ground, I'm trying to create a mod that replaces the player with a vehicle, bu am having trouble determining what all I need to do in order to affect these changes. I already have the vehicle model, (static with no anims yet) and am capable of placing the model in a map as a static prop. What code do I need to change, to replace the player model with the vehicle, and use the weapon/weapons on the vehicle? Where do I start? can someone point me in the right direction? Shawn I ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] whats happening with this engine
still no reply, im not surprised though On Thu, Aug 6, 2009 at 2:57 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: Yeah, I guess it makes much more sense if I treat it as sarcasm. Meh. 2009/8/6 Tony Paloma drunkenf...@hotmail.com: I think you missed the sarcasm. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Jeffery Sent: Thursday, August 06, 2009 2:53 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine They use their tools to make their games to make lots of money and game of the year... again. 2009/8/6 botman botman.hlcod...@gmail.com: How else is VAVLe going to be successful unless they listen to our helpful comments? It's obvious they don't know what they are doing and need our help. On 8/5/2009 5:47 PM, Garry Newman wrote: They're probably too busy doing actual work to respond to a list of scatterbrain pipe dream demands from a bunch of lazy modders. garry On Wed, Aug 5, 2009 at 11:34 PM, Nickxnicho...@gmail.com wrote: I like how valve has absolutely no response to make regarding this subject. On Sun, Jul 26, 2009 at 12:21 PM, Saul Rennisonsaul.renni...@gmail.com wrote: Seconded! Thanks, - Saul. 2009/7/26 Matt Hoffmanlord.matt.hoff...@gmail.com I for one would also like a fix for the ATI Hammer text... jaggies. Or should I make a separate hlcoders email about that instead of including all my hard-earned research in this one? On Sat, Jul 25, 2009 at 11:14 PM, Christopher Harris char...@resrchnet.comwrote: My only wish for updates to the tools is to update Faceposer to work fully with Vista. Currently it is not possible to do auto-generation of the lip-synch data in Vista, and furthermore another dev and I both had trouble on his XP machine locating a working link to the Speech SDK that Faceposer requires, all the MS links were 404, etc. I will just say that doing the lip synch data yourself is extremely lemons, not to mention that I am a coder not an artiste :D Chris -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Harry Pidcock Sent: Saturday, July 25, 2009 9:32 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Whitespace should be easy to embed in the engine if you create a wrapper that works with the feature I presented before. Whitespace is a very visual language that is great for particle effects and shaders(it is then translated into complex hlsl). -- From: Harry Jefferyharry101jeff...@googlemail.com Sent: Sunday, July 26, 2009 4:40 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] whats happening with this engine I thought it looked so clean and easy, then I selected the whitespace. =[ 2009/7/25 Spencer 'voogru' MacDonaldvoo...@voogru.com: I like this one better. http://compsoc.dur.ac.uk/whitespace/ -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, July 25, 2009 10:54 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] whats happening with this engine Its a good job you used tinyurl, otherwise it wouldn't have fit on my screen!... 2009/7/25 Harry Pidcockhaz...@tpg.com.au Valve contacted me yesterday to tell me they have successfully implemented a new feature. http://tinyurl.com/4f6mt I hope to see more of these innovations in the future. -- From: Andrew Ritchiegotta...@gmail.com Sent: Saturday, July 25, 2009 10:21 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] whats happening with this engine Surely this topic could be split into several different points. Personally I see 4 different ones here. 1) Engine features 2) Tools Capabilities 3) Tools Availability 4) Tools Presentation The first is ignorable, Valve is clearly only going to add new features or change things, like BSP and displacement maps, when they think it's important. It's their engine and it needs to do what their games need doing. If you choose to use Source then you have to accept you are modding their engine. Sure TF, CS, DoD etc.. all were mods that made Valve a lot of money and brought huge success but they were also developed around the constraints of the engine rather than the engine being built FOR these mods to be made. If a technical limitation is big enough to warrent an engine change then do so rather than hanging about wanting Valve to add the feature, as big as the previous mentioned mods are you'd need to really prove you're up to their popularity before
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender
Wouldn't your time and energy be better spent on an open game engine? or some program that provides actual value besides entertainment ? If you need ideas, msg me. On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: And some of us who strive for quality work and animation are continuously locked out. Even now that we FINALLY (Months late) have a model source, we still can't do much with it. Neither of us (Me and Mystfit who did this: http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly correcting this to make up for the lack of DMX for Max but... It kinda means throwing out all of our CAT motion rigs and such. It's kind of a bummer. We've been fighting against what we have since day one... no vtas for a while... finally got vta's working, massive amounts of work... Decided to put it off until we got model sources because they were Coming and now we still can't use them. Such is life. On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards t_edwa...@btinternet.comwrote: This is exactly what I was worried about. There's several new flex animation features in those files, chiefly wrinklemaps and tongues, that (AFAIK) can't be achieved with SMD. Matt Hoffman wrote: Well... One specific difference that it has: Pop open the Heavy's DMX file for his Morphs. Instead of a quasi-binary file format, there's actual strings and words. With my (admittedly limited knowledge) leads me to believe that they set the Flex's up in Maya with some tool in Maya, and then exported it. There seems to be no flex- part in the qc anymore, and it all seems to be done via the DMX File. Very curious... But yes, I'd love updated tools for Max. Someone get Jed what he needs please. :) On Mon, Sep 21, 2009 at 10:25 AM, Jed j...@wunderboy.org wrote: Having looked at the DMX and the associated SMD files I can't immediately see what it offers apart from maybe a tighter file format (and all the lovely information about Burke at Valve and his Windows XP service packs and choice of nVidia graphic card circa 2007). At first glance I thought it was just binary XML (which the compiler also seems to support...) Looking at the QC/QCI combos it seems that as far as modelling is concerned SMD is still good for a while yet, DMX just seems like a more efficient way of storing mesh/bone/animation data. I suppose the only people who will care are those trying to decompile DMX files and cant. For new models SMD will do for a while yet. That said if Valve want to release the DMX file format (and I'll be happy to sign an NDA if they wish) I'll have a go at making a Max exporter/importer/transporter/howsyourdaughter. - Jed 2009/9/21 Saul Rennison saul.renni...@gmail.com: Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe like DMX :D Thanks, - Saul. 2009/9/21 Nick xnicho...@gmail.com Good site. I liked the very quick tutorial on how to make prop using blender and smd exporter:: http://www.dvondrake.com/tutorials/modeling-for-source-in-blender On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards t_edwa...@btinternet.com wrote: The release of the Heavy model sources (which is excellent BTW) has confirmed that Valve's modellers now use Maya, and revealed the quasi-binary DMX format as the successor to SMD. What does this mean for XSI support, particularly the Mod Tool? Its exporter has needed updating for a long time, mainly in terms of UI but also core functionality. I'm sure the Maya plugin is an improvement on all fronts but it's no help to most modders, as Maya doesn't have a free Mod Tool equivalent. I'm also a little wary about DMX, since it can't be easily understood by someone wanting to write a new exporter. Can we (and by we I mostly mean Jed of course) see a spec for it? Does it support new features that SMD does not? The good news is that there's a new Blender exporter out http://dvondrake.com/scripts/blendersmd that does everything except VTA. Blender may have to become the new modder's choice for Source, which, as much as I like it, isn't ideal given the exotic UI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives
Re: [hlcoders] CSS FOV since last update?
Remember when valve gave modders good tools and fixed bugs? no, neither do i.. On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote: You guys remember when they broke say in hl2mp? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan Sent: Tuesday, September 15, 2009 12:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CSS FOV since last update? Thanks for your help but I've been around long enough to know all about network vars. I can't think of how it wouldn't be intentional though, breaking console commands wouldn't be too easily done! - Jay Quoting Saul Rennison saul.renni...@gmail.com: A) No it wouldn't have been intentional. B) Change the CBasePlayer::m_iFOV SendProp to change FOV Thanks, - Saul. 2009/9/15 Jay Croghan c...@c0ld.net Hey, I would consider it a coding question as I'm writing code which used to use it server side via the IServerPluginHelpers interface and it stopped working after the last update with no console messages. I was simply wondering if this was intentional or not :) - Jay Quoting ZuM eduardo...@gmail.com: Well, but he asked why it isn't working with sv_cheats enable, so it is considered as cheat but changing the values with sv_cheats enable does nothing. Honestly, i don't know why it isn't working since i'm not a Valve employee and also i don't play CS:S anymore to check if this is true :X. 2009/9/15 Jorge Rodriguez bs.v...@gmail.com Jay, I'm not sure if this is even a coding question, which is why you probably got all of the snarky replies. I'm not a Valve employee, but it think I would be accurate if I said that the reason fov is considered a cheat is because players used to set it to ridiculously large values to be able to see other players who were directly behind them, or zoom in to be able to see players far away, even without a scope or binoculars. It shouldn't be restricted entirely, but rather capped to a certain value range, like 80 to 120 or so. Can we stop bickering now? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CSS FOV since last update?
I told people I lost tons of data when my harddrive died overnight without warning? That has to be useful if not entertaining. Im not suggesting you guys laugh at people who have misfortune, actually I am, cause thats just how you guys roll. On Tue, Sep 15, 2009 at 6:36 PM, Tony Paloma drunkenf...@hotmail.com wrote: Remember when Nick said anything useful on this list? no, neither do i.. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Nick Sent: Tuesday, September 15, 2009 3:39 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] CSS FOV since last update? Remember when valve gave modders good tools and fixed bugs? no, neither do i.. On Tue, Sep 15, 2009 at 5:32 PM, Tony Paloma drunkenf...@hotmail.com wrote: You guys remember when they broke say in hl2mp? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Croghan Sent: Tuesday, September 15, 2009 12:42 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] CSS FOV since last update? Thanks for your help but I've been around long enough to know all about network vars. I can't think of how it wouldn't be intentional though, breaking console commands wouldn't be too easily done! - Jay Quoting Saul Rennison saul.renni...@gmail.com: A) No it wouldn't have been intentional. B) Change the CBasePlayer::m_iFOV SendProp to change FOV Thanks, - Saul. 2009/9/15 Jay Croghan c...@c0ld.net Hey, I would consider it a coding question as I'm writing code which used to use it server side via the IServerPluginHelpers interface and it stopped working after the last update with no console messages. I was simply wondering if this was intentional or not :) - Jay Quoting ZuM eduardo...@gmail.com: Well, but he asked why it isn't working with sv_cheats enable, so it is considered as cheat but changing the values with sv_cheats enable does nothing. Honestly, i don't know why it isn't working since i'm not a Valve employee and also i don't play CS:S anymore to check if this is true :X. 2009/9/15 Jorge Rodriguez bs.v...@gmail.com Jay, I'm not sure if this is even a coding question, which is why you probably got all of the snarky replies. I'm not a Valve employee, but it think I would be accurate if I said that the reason fov is considered a cheat is because players used to set it to ridiculously large values to be able to see other players who were directly behind them, or zoom in to be able to see players far away, even without a scope or binoculars. It shouldn't be restricted entirely, but rather capped to a certain value range, like 80 to 120 or so. Can we stop bickering now? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CSS FOV since last update?
I need some good cheats, the last ones I used had some sort of bug and they got me banned from some servers. Can someone please send me links to good ones? On Mon, Sep 14, 2009 at 6:01 PM, Saul Rennison saul.renni...@gmail.com wrote: Seeing as you're referencing a command that's only available with cheats on I'm presuming that this is some kind of server-side mod... Thanks, - Saul. On 14 Sep 2009, at 23:16, Jay Croghan c...@c0ld.net wrote: Saul, Thanks for on topic reply. It really answered me question. /sarcasm - Jay Quoting Saul Rennison saul.renni...@gmail.com: CBasePlayer.m_iFOV? I, and plugins, never used the *fov* command to modify the FOV of players. Thanks, - Saul. 2009/9/14 Jay Croghan c...@c0ld.net Howdy, Since the last update, the fov client command doesn't seem to be working with sv_cheats enabled on CS:S servers, was this on purpose? Thanks, Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Interpolation of projectiles
Can you offer video/pictures to demonstrate how this bug effects all valve games? Or any way for a player to replicate or exploit it? Thus you make it both easier and more likely valve will look into this problem and fix it. On Tue, Sep 1, 2009 at 2:02 AM, James Grayja...@interwavestudios.com wrote: One possibility is to override ShouldDraw() and enforce the appropriate conditions. On Aug 30, 2009, at 9:05 AM, Tom Edwards t_edwa...@btinternet.com wrote: I want to bring up the issue of projectiles hanging in the air for a moment after spawning again. The last time it was discussed the solution given was to predict: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html This is a bad idea though, because it causes the projectile to materialise several feet in front of the firer on observers' computers (contrary to what Tony said at the time, TF2 does NOT predict rockets/grenades). The problem is that the projectile is spawned as soon as the client receives it, irrespective of interpolation, and then (correctly) does not start to move until interp catches up. You can change the length of the delay by increasing the interp period; decreasing host_timescale makes spotting the difference easier. I've run tests and discovered that /all/ of Valve's games are affected by this issue, including TF2. I've not compiled the SDK template game but I expect it also suffers. The solution is clear: prevent the projectile's clientside representation from spawning until the interpolated world is ready. Anyone know how to do that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] My harddrive died overnight. No warning. I lost tons of data.
Please, everyone backup your mod data to different hard drives. It was a western digital btw, only 7 months old. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] whats happening with this engine
I basically summed up the entire thread for everyone. Give modders better tools: Open source hammer. Open source all tools. Release specs on proprietary formats Enable a lua added version of sdk allow some sort of documentation of the non-released parts of sdk (release entire sdk, but have only clientside code available) Make it easier to create content, and modify the engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HL1 Question
On Tue, Jul 21, 2009 at 10:35 AM, christoph neuwirthta...@hotmail.com wrote: Hello everyone. I started coding around 2 months ago. I´m currently working on a shader system for hl1. LOL ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Unintended Rotation of Parented Props
This is originally from knifa, the original creator of sourceforts: (done inside flag prop) SetAbsOrigin( pPlayer-GetAbsOrigin() + Vector( 0, 0, 100 ) ); SetParent( pPlayer ); SetMoveType( MOVETYPE_NONE ); On Mon, Jul 6, 2009 at 2:40 AM, Harry Pidcockhaz...@tpg.com.au wrote: You can change your settings so you receive individual emails for each post rather than a giant email everyday. By changing your settings @ http://list.valvesoftware.com/mailman/listinfo/hlcoders -- From: Kohan Venets idr...@hotmail.com Sent: Monday, July 06, 2009 11:45 AM To: hlcoders hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Unintended Rotation of Parented Props (Sorry, forgot to rename the reply ^^;) FollowEntity(pPlayer, false) produces no different effect, and using 'true' puts the flag at the base of the player, and it still rotates with the player's view, albeit around that point (the player's feet). I would try the SetParentAttachment thing, but I have no idea what any of the skeleton's bones are called :(. Do you know where I could get info on the skeleton bone names? -Kohan Yaakov Smith m4ngr...@gmail.com said: Try pFlag-FollowEntity(pPlayer, false); -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jay Stelly Sent: Sunday, 5 July 2009 4:13 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Unintended Rotation of Parented Props I'm not looking at the code at the moment but as I recall you can add an attachment to the player and use SetParentAttachment() to put it in hierarchy with any of the player's skeleton's coordinate systems. There's also an example prop with behavior like you want: prop_dynamic_ornament or prop_ornament as I recall. Jay -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Kohan Venets Sent: Saturday, July 04, 2009 10:57 PM To: hlcoders Subject: Re: [hlcoders] Unintended Rotation of Parented Props Uh... How would I do that? To clarify, I mean that the flag rotates *around the player*. As in, it hovers 100 units above the player's head when the player is looking forward, and if the player is looking straight down it hovers 100 units directly in front of the player. It rotates with the player as its center. -Kohan Jorge Rodriguez bs.v...@gmail.com said: You can override the render angles on the client. -- Jorge Vino Rodriguez Kohan Venets idr...@hotmail.com said: I have a flag prop which, when picked up by the player, is supposed to hover over their head. Unfortunately, setting the player as the parent of the flag causes the flag to rotate with the player's view. Is there any way to attach it to the player's position without preserving the player's rotation? Thanks. -Kohan _ Lauren found her dream laptop. Find the PC that's right for you. http://www.microsoft.com/windows/choosepc/?ocid=ftp_val_wl_290 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Hotmail® has ever-growing storage! Don’t worry about storage limits. http://windowslive.com/Tutorial/Hotmail/Storage?ocid=TXT_TAGLM_WL_HM_Tutorial_Storage_062009 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders No virus found in this incoming message. Checked by AVG - www.avg.com Version: 8.5.375 / Virus Database: 270.13.5/2220 - Release Date: 07/05/09 17:54:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Request to Valve: Increase the model precache limit.
You pay for the license and you don't even modify the actual game engine? And your mod would benefit the most from altered game engine? YOU FAIL, BADLY. On Sun, Jun 14, 2009 at 9:19 AM, Garry Newmangarrynew...@gmail.com wrote: I wouldn't mind this. But there's a lot of things I wouldn't mind increasing, like max edicts, and whatever causes the string table baseline overflow. Maybe I should bite the bullet and try to ship with my own engine binaries? I really don't want to, especially just to increase these variables.. but maybe it's the only way. garry On Sun, Jun 14, 2009 at 9:26 AM, Harry Pidcock haz...@tpg.com.au wrote: At the moment the maximum model precache limit in the engine is 1024, whereas with soundprecache we can load up to 8192. If you try to load more than 1024 models into the engine(throughout the entire game session) the server will crash. Games like Garry's Mod will crash regularly due to it's sandbox nature. 1024 models is hardly enough. I suspect this is due to the server and client having statically sized arrays rather than having dynamically expanding CUtlVectors or something. Please look into this, Haza. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Beta Concluded
On Mon, Jun 15, 2009 at 4:09 PM, botmanbotman.hlcod...@gmail.com wrote: On 6/15/2009 4:02 PM, Matt Hoffman wrote: I for one am hating the official map release. While I have a project that I would have needed the map sources for (and not recompiles), I think we are going to see alot of 2FORT_PRO_FIXED and CP_GRAVELPIT_PRO_FIXED_FIXED_V2. I for one, do not want these. However, I guess there is hope as I haven't seen too many of those, and decompiling was already possible. When you say the model sources' are coming soon, how soon is soon? Because I'm currently fixing all of the models so that they can recompile (Fixing flexes and the such), and I'm wondering if your going to: A. Include these with your model sources, and B: Do it in a timely manner? Am I the only one that finds it ironic that you hate that the map sources are being released because people will fix them, but in the same email ask when the model sources will get releases so you can fix them? :) -- Jeffrey botman Broome I agree 110% with botman. Matt Hoffman, you hate on mappers, because you don't like non-official maps FORGET YOU, GO PLAY OFFICIAL MAPS. Then you in the very same post say you want to fix models. You just hate freedom, as long as it isn't your freedom. All maps, models and tools should be open and free. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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 because noone responds directly to a particular issue doesn't necessarily mean issues are ignored ;) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler Sent: February-01-09 1:07 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Maybe it's just his mechanical clock has been ticking too loudly, and he created the bug as a ruse to find potential offspring-producers. Perhaps Botman should give him said mechanical babies, and the bug will be removed? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
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 because noone responds directly to a particular issue doesn't necessarily mean issues are ignored ;) -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Angie Scheidweiler Sent: February-01-09 1:07 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
i think valve is trying to send you guise as message, and the message is stop modding On Fri, Jan 30, 2009 at 11:37 PM, Jorge Rodriguez bs.v...@gmail.com wrote: Try -nop4 as well, that's been known to cause problems for me. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tools not working for Orange Box games after the last engine update
Ok, so an official valve person enters bug thread. Says nothing about bug, lack of bug, or planned fixing of said bugs. Valve person instead reiterates deep desire to create mechanical offspring of previous poster. I'm not jealous of your deep seated desire to have his mechanical offspring, but I am seriously puzzled WTF IS GOING ON HERE. To valve guy: http://i103.photobucket.com/albums/m150/ZeForgotten/1191862800-1189254064763.jpg On Sat, Jan 31, 2009 at 6:56 PM, Tony Sergi to...@valvesoftware.com wrote: Botman, have I stated lately how I badly I want to have your mechanical babies? -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman Sent: January-31-09 2:28 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Tools not working for Orange Box games after the last engine update Nick wrote: i think valve is trying to send you guise as message, and the message is stop modding http://www.botman2.com/images/HAHA.jpg -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Linux server disconnects
Tell us please. Why isn't valve smart enough or caring enough to make a proper parser for linux?? ? Why do we developers have to constantly put up with this completely bs compile system for linux? Tell us, because i really want to know. On Tue, Jan 27, 2009 at 6:44 PM, Tony Sergi to...@valvesoftware.com wrote: Vcprojtomake does not take in account for files that are 'excluded from build' so if in windows there is a cpp file in the solution that under properties is 'excluded from build' it will compile in linux, but not VS. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Watkins Sent: January-27-09 7:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux server disconnects When an up-to-date client.dll is not present on the server, a warning message similar to Your client dll is different from the server's is shown before immediately before the disconnect, but regardless, the disconnect is always the same old: Server uses different class tables This is with a blank HL2MP mod, and it works fine with a windows server, built using an identical file list in the VS server project as the linux uses in its makefile (though the makefile only uses the .cpp files). Can anyone confirm / deny whether (and how) the VS project could compile additional cpp files that aren't listed in the project file, and so are missed when generating the linux makefile? Thanks, Andrew Date: Sat, 24 Jan 2009 20:52:49 -0800 From: Tony Sergi to...@valvesoftware.com Subject: Re: [hlcoders] Linux server disconnects To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: 7315746f7efcaf4a93699ce8fa579786148ec29...@exchange07.valvesoftware.com Content-Type: text/plain; charset=us-ascii Only the client needs the server.dll to exist, for the network table check. The client engine loads them from the serverdll, and then compares. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tony Paloma Sent: January-24-09 8:14 PM To: 'Discussion of Half-Life Programming' Subject: Re: [hlcoders] Linux server disconnects But the server could still perform a checksum or something on it. Have you tried changing the DLL on the Linux server and seeing if clients can still connect? -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Olly Sent: Saturday, January 24, 2009 12:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Linux server disconnects I'm telling you, linux cant read dll's, and there is never a client_i486.so 2009/1/24 Nick xnicho...@gmail.com I am not sure about that at all. Servers always check client binaries. Can someone else check this for us? On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote: Linux cant/doesn't read DLLs, they are for windows only. In any case, there is no need for a client 'binary' for a server 2009/1/23 Nick xnicho...@gmail.com I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I don't remember if the linux server needed the exact same dll's as the clients but i would make sure both the client and the server have the exact same DLLS. Yes, running a blank hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux
Re: [hlcoders] Linux server disconnects
I am not sure about that at all. Servers always check client binaries. Can someone else check this for us? On Fri, Jan 23, 2009 at 6:38 AM, Olly oli...@gmail.com wrote: Linux cant/doesn't read DLLs, they are for windows only. In any case, there is no need for a client 'binary' for a server 2009/1/23 Nick xnicho...@gmail.com I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I don't remember if the linux server needed the exact same dll's as the clients but i would make sure both the client and the server have the exact same DLLS. Yes, running a blank hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared
Re: [hlcoders] Linux server disconnects
I've had this problem before. I think the problem was solved by running ./steam -command update -game is the correct way i think. I don't remember if the linux server needed the exact same dll's as the clients but i would make sure both the client and the server have the exact same DLLS. Yes, running a blank hl2mp mod is probably the best idea. Although, I don't even know if that that works out of the box. Goodluck, I hope u get it working On Wed, Jan 21, 2009 at 5:30 PM, Andrew Watkins a...@watkins.to wrote: Update: after some mucking around in notepad++ excel, I can confirm that the file list for the linux server is identical to the list of .cpp files included in the visual studio project. Not much of a surprise, given that one was used to generate the other. I can also confirm that there's definately no network tables inside windows-only defines. Lastly, I tried hosting a TF2 server, and the build numbers shown in the console were the same as with my mod, so that's definately not to blame either. What else could be causing the Server uses different class tables disconnect, and only for the linux server? I haven't got the slightest idea at this point. Is it worth checking to see if a blank hl2mp mod works? Thanks, Andrew On Mon, 2009-01-19 at 14:12 -0800, hlcoders-requ...@list.valvesoftware.com wrote: Date: Mon, 19 Jan 2009 20:42:52 + From: Andrew Watkins a...@watkins.to Subject: [hlcoders] Linux server disconnects To: hlcoders@list.valvesoftware.com Message-ID: 1232397772.8330.7.ca...@2800mhz Content-Type: text/plain Thanks to Nick's suggestion, I've managed to get my linux server compiled running. Turns out the error was down to the way I'd linked the sqlite dll, that had been one of the things I'd thought of, but it seems that I hadn't removed the sqlite header include from one file, and that was messing things up. Now I have a server that I can try to connect to, but when I try to connect, very near the end of the process I get disconnected with the error: Server uses different class tables Normally I'd have expected this to say which network table / value was missing or incorrect, but there's nothing. I'm pretty damn sure all the same files are being used by linux as by Visual studio; I've been through my makefiles many times over. I really can't see anything thats in one not the other, though I guess its possible I'm being dumb here. I can't find any network tables that are within #ifdef _WIN32 or anything like that - strikes me that would be a bit ridiculous if it were the case anyway. Anyone run into this error with a linux server? One thing that I do notice - when I try to connect to the linux server, it lists its Build version as 3691, but when I run a listen server, it says its Build 3704. Now I've repeatedly run the update commands for the linux server, but its not loading any other updates. Could this version issue be behind my network table issue, or is that just the way its meant to be? Thanks for any insight anyone has to offer Andrew Message: 5 Date: Sat, 27 Dec 2008 13:50:06 -0600 From: Nick xnicho...@gmail.com Subject: Re: [hlcoders] Linux binary runtime error To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Message-ID: c578cfd80812271150u1b2e07bdi75f14bf1bd631...@mail.gmail.com Content-Type: text/plain; charset=ISO-8859-1 can you try debugging with gdb? starting srcds with gdb is a real pain, but generally you can hook to srcds process easily enough... On Sat, Dec 27, 2008 at 1:06 PM, Andrew Watkins a...@watkins.to wrote: Hey list, Still having srcds linux issues. I've discovered I can force it to use only my binary with the -binary command, and now I get a crash related to my binary, although I wouldn't exactly call it meaningful. The debug log looks like this: -- CRASH: Sat Dec 27 17:48:18 GMT 2008 Start Line: modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/server_i486.so -debug Core was generated by `modularcombat/bin/server_i486.so -game modularcombat -binary modularcombat/bin/'. Program terminated with signal 11, Segmentation fault. [New process 27928] #0 0xb73fa536 in __do_global_dtors_aux () #0 0xb73fa536 in __do_global_dtors_aux () #1 0xb73fa4f9 in CMemoryStack::CMemoryStack () #2 0x in ?? () Current language: auto; currently asm No locals. No shared libraries loaded at this time. Stack level 0, frame at 0xbf906e08: eip = 0xb73fa536 in __do_global_dtors_aux; saved eip 0xb73fa4f9 called by frame at 0xbf906e0c source language asm. Arglist at 0xbf906e00, args: Locals at 0xbf906e00, Previous frame's sp is 0xbf906e08 Saved registers: eip at 0xbf906e04 End of Source crash report -- I'm guessing a crash