Re: [hlcoders] Getting back to my MOD after 2 years‏

2014-12-19 Thread Nick
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.

2014-10-02 Thread Nick
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 ]

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Re: [hlcoders] Today's update breaks my game.

2014-10-02 Thread Nick
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 ]

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Re: [hlcoders] sdk 2006 mod, steam pipe, and debug on vs2005

2014-05-29 Thread Nick
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.
 
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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
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?

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Re: [hlcoders] Source SDK 2007 mod - No crash dumps

2014-03-16 Thread Nick
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?

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Re: [hlcoders] Source SDK 2013 missing files?

2013-11-06 Thread Nick
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
 }
 }
 }

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Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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.

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Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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.

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Re: [hlcoders] SFM-style dockable tabs with the Qt interface

2013-10-11 Thread Nick
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.

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Re: [hlcoders] Using SetMoveTimeDone to achieve smooth rotation or movement? (turret barrel movement)

2013-10-04 Thread Nick
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

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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-25 Thread Nick
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

2013-09-25 Thread Nick
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

2013-09-24 Thread Nick
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.

  

  

  

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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-24 Thread Nick
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.

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Re: [hlcoders] Source 2007 MP server not showing in server browser

2013-09-13 Thread Nick
  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

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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-10 Thread Nick
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

2013-09-03 Thread Nick
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

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Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-03 Thread Nick
 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

2013-08-22 Thread Nick
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

2013-08-02 Thread Nick
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


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Re: [hlcoders] Fullbright or similar in render target pass

2013-07-26 Thread Nick
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

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Re: [hlcoders] After mod startup just the menu background and music

2013-07-08 Thread Nick
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!

2013-07-05 Thread Nick
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!


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Re: [hlcoders] Player voice volume

2013-05-09 Thread Nick
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

2013-05-08 Thread Nick
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

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Re: [hlcoders] Show a model on the player

2013-01-15 Thread Nick
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 ?

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Re: [hlcoders] Show a model on the player

2012-12-11 Thread Nick
 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




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Re: [hlcoders] Show a model on the player

2012-12-11 Thread Nick
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

2012-11-30 Thread Nick
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



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Re: [hlcoders] Your version does not match the servers. Please restart the game.

2012-11-21 Thread Nick
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.

2012-11-15 Thread Nick
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

2012-07-16 Thread Nick
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

 ___
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 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders



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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-06-14 Thread Nick
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 ?

2012-06-08 Thread Nick
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 ?

2012-06-07 Thread Nick
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 ?

2012-06-07 Thread Nick
 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 ?

2012-06-07 Thread Nick
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 ?

2012-06-06 Thread Nick
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 ?

2012-05-29 Thread Nick
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 ?

2012-05-28 Thread Nick
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

2012-05-24 Thread Nick
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

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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-05-03 Thread Nick
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 ?

2012-05-02 Thread Nick
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

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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-28 Thread Nick
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 ?

2012-04-26 Thread Nick
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 ?

2012-04-25 Thread Nick
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...



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Re: [hlcoders] Prediction Jerkiness with aircraft ?

2012-04-19 Thread Nick
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.

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Re: [hlcoders] SP mod without Half-Life 2?

2012-04-18 Thread Nick
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.

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Re: [hlcoders] SP mod without Half-Life 2?

2012-04-16 Thread Nick
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

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Re: [hlcoders] Bug with BloomScale

2012-03-29 Thread Nick
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


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Re: [hlcoders] Picking up server-side ragdolls like a physics prop

2012-03-21 Thread Nick
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?

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Re: [hlcoders] Transparent VGUI Blocking Model

2012-03-21 Thread Nick
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
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 disseminate, distribute or copy this e-mail. Please notify the sender
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Re: [hlcoders] Picking up server-side ragdolls like a physics prop

2012-03-19 Thread Nick
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?

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Re: [hlcoders] Building an HL2 mod that translates sounds to visual effects

2012-01-29 Thread Nick
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

2011-08-05 Thread Nick
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



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Re: [hlcoders] gettin started lookin for team to work with?

2011-07-05 Thread Nick
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

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Re: [hlcoders] What the hell is going on here...?

2011-04-14 Thread Nick
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

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Re: [hlcoders] Awesome

2011-04-14 Thread Nick
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?
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Re: [hlcoders] Soccer Source mod

2011-02-24 Thread Nick
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

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Re: [hlcoders] Linux build prediction? issues

2011-01-27 Thread Nick
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

2011-01-24 Thread Nick
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

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Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2

2010-11-16 Thread nick seavert
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

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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 );
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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

2010-11-14 Thread nick seavert
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.



  
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[hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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.

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Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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.

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Re: [hlcoders] void CTripmineGrenade::Spawn( void ) linux crash orangebox stock code.......

2010-10-11 Thread Nick
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

2010-10-04 Thread Nick
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!
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Re: [hlcoders] hlcoders Digest, Vol 31, Issue 19

2010-09-19 Thread nick seavert
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

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When replying, please edit your Subject line so it is more specific
than Re: Contents of hlcoders digest...


Today's Topics:

   1. 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


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End of hlcoders Digest, Vol 31, Issue 19




  
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Re: [hlcoders] linux binary compiling issues, missing reference

2010-09-01 Thread Nick
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

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Re: [hlcoders] Source Engine 2!!!

2010-06-10 Thread Nick
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!
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Re: [hlcoders] Getting a tracer to collide with displacements and glass - and not the skybox?

2010-05-19 Thread Nick
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 ...
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  --
  ~Ryan ( skidz )
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  --
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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Nick
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.

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Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-17 Thread Nick
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..


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Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-15 Thread Nick
 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.

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[hlcoders] Red Blood decals for new blood type, and Making normalized vectors for impact effects.

2010-01-04 Thread nick seavert
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





  
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Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-03 Thread Nick
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
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Re: [hlcoders] Garry's Mod - gamemode contest

2009-12-02 Thread Nick
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
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[hlcoders] Coding particle effects into explosions using PCF's and more.

2009-11-28 Thread nick seavert
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.




  
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Re: [hlcoders] Looking for some advice and direction

2009-11-25 Thread Nick
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

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Re: [hlcoders] whats happening with this engine

2009-10-07 Thread Nick
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

2009-09-21 Thread Nick
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.


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

2009-09-21 Thread Nick
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.
 
 
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Nick
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
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Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Nick
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
  ___
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 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
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  archives, please visit:
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Re: [hlcoders] CSS FOV since last update?

2009-09-14 Thread Nick
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


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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Nick
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?


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

2009-08-19 Thread Nick
Please, everyone backup your mod data to different hard drives. It was
a western digital btw, only 7 months old.

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Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Nick
I basically summed up the entire thread for everyone.


Give modders better tools:
Open source hammer.
Open source all tools.
Release specs on proprietary formats
Enable a lua added version of sdk
allow some sort of documentation of the non-released parts of sdk
(release entire sdk, but have only clientside code available)

Make it easier to create content, and modify the engine.

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Re: [hlcoders] HL1 Question

2009-07-22 Thread Nick
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

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Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-06 Thread Nick
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
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Re: [hlcoders] Request to Valve: Increase the model precache limit.

2009-06-27 Thread Nick
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.


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Re: [hlcoders] Source SDK Beta Concluded

2009-06-27 Thread Nick
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.












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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Nick
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?
  
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  please visit:
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 - Benjamin Davison
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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-02-01 Thread Nick
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

2009-01-31 Thread Nick
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
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Re: [hlcoders] Tools not working for Orange Box games after the last engine update

2009-01-31 Thread Nick
Ok, so an official valve person enters bug thread. Says nothing about
bug, lack of bug, or planned fixing of said bugs. Valve person instead
reiterates deep desire to create mechanical offspring of previous
poster. I'm not jealous of your deep seated desire to have his
mechanical offspring, but I am seriously puzzled WTF IS GOING ON HERE.


To valve guy:
http://i103.photobucket.com/albums/m150/ZeForgotten/1191862800-1189254064763.jpg


On Sat, Jan 31, 2009 at 6:56 PM, Tony Sergi to...@valvesoftware.com wrote:
 Botman, have I stated lately how I badly I want to have your mechanical 
 babies?


 -Tony
 -Original Message-
 From: hlcoders-boun...@list.valvesoftware.com 
 [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of botman
 Sent: January-31-09 2:28 PM
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] Tools not working for Orange Box games after the last 
 engine update

 Nick wrote:
 i think valve is trying to send you guise as message, and the message
 is stop modding

 http://www.botman2.com/images/HAHA.jpg

 --
 Jeffrey botman Broome

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Re: [hlcoders] Linux server disconnects

2009-01-27 Thread Nick
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

2009-01-24 Thread Nick
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

2009-01-22 Thread Nick
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

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