Re: [hlcoders] Removing HL2 Requirement?
I'm no expert or anything, but following that link, and the source engine documentation: Q. Can I use Valve IP in my Source Mod? A. Yes. However, please make it clear on your store pages that your mod is a mod and not created by Valve. Also, please do not distribute levels directly taken from Valve IP games. If this is necessary for your mod, then we can make it so that users must own the base Source game in order to play your mod. So, if you're not actually using hl2 levels, then you should be able to contact them about that. I would post on the steamworks community, or email someone you may know directly (like if you have a steam contact) On Wed, Mar 22, 2017 at 3:06 AM, 3Turtles <3turt...@videotron.ca> wrote: > It's a recent requirement Valve introduced a few years ago called > "Community Mod" program. Somehow Neotokyo mod avoided getting lumped into > the mess everyone else has been forced into. It's really sad too, in the > first few months when our mod (Modular Combat) was available on Steam we > had a massive number of players. Around 4000 unique players per month > spread across 12 servers (located around the world) that were full 24/7 and > this was despite servers crashing every 5 minutes due to a serious bug. > Around 8 months later when Valve instated the Community Mod's program and > made Half-Life 2 a requirement, player counts dropped dramatically to > around 99% less players. It would be a fluke if a server would have more > than 6 players. > > http://store.steampowered.com/about/communitymods/ > > With what Valve is earning from Steam alone, the income generated by sales > of Half-Life 2 is a needle in a haystack. and since most players don't have > Half-Life 2; all that work mod makers put into their games is pretty much a > waste. What would likely work better, some type of advertisement system > built into the engine that announces steam sales. That would generate Valve > way more sales while still allowing anyone to play mods. > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
Pretty sure you can't do it anymore, because all of the content is now in vpks. So you need 2013 to be able to mount the other games, as they also use newer engine now. On Sun, May 15, 2016 at 11:04 PM, Gavin Isgarwrote: > Hey guys, I am back again with another problem. Before I start, I wanted to > say that I am using Source Engine 2007 for my mod(I had troubles with > getting Source Engine 2013 fully working.) I am trying to mount > Counter-Strike: Source files, such as the materials and models, so that I > can have all the files in my mod. But, I can't seem to figure out how to > correctly mount the game, via gameinfo.txt! I can't find a single Source > 2007 Mounting tutorial, and if I do, it never works. Please help me! Thank > you! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Linux dedicated game server won't load any sound scripts or soundscapes
It's probably the encoding of the txt file. On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yellwrote: > I decided to compile the stock SDK 2013 code today and the linux build > outputs the same error message when dedicate server is loading: > > CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with > bogus file type 'ls/extinguish2_subrect', expecting 'file' > > Also note that these message errors appear no matter if > soundscapes_manifest.txt is present or not, it's like the actual file isn't > used at all. > > My linux test machine uses Ubuntu 12.04.3 x86 and I compiled the code with > gcc 4.6 > > Do you guys think there's an error in my setup or this engine build isn't > functioning properly? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK 2013 Release
On Sat, Sep 12, 2015 at 11:46 PM, Tobias Kammersgaard < tobias.kammersga...@gmail.com> wrote: While we're at it, it'd be nice if vrad did the same calculations on model lighting as it does in newer engine branches like ASW/L4D2 and CSGO. I believe Tony Sergi once told me it could be implemented without changing the BSP format (which was done for the newer branches). What did I say? What do you mean? > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Here's a challenge!
I'm still standing by what I said before, You either saved over top of your VMF's from 2012, and went over the limit again, or you lost your modified versions. The vmf's in your zips do not build with the orange box tools from 2012, or the ones that released with the SDK in the end of 2007. let alone the binaries in the 2013 sdk. So, the only way to really fix it, is to split your maps up into even smaller chunks, or just delete brushes (or make models for props instead of brushes, you could probably use one of the third party tools to do that.. for example: https://developer.valvesoftware.com/wiki/VMF_to_SMD (i've never used it, i don't know how well it works)) below is cropped output from what I told you months ago. Begin Paste (this only includes the output from the 2012 version of vbsp fyi, but I had same issues with the other tools. The episode1 vbsp has even smaller MAX_MAP_PLANES ;)) All three of these VMF's give the exact same error. With 2012 vbsp, 2007 vbsp, 2013 vbsp, CSGO's VBSP. none of them work. 06/23/2012 05:47 PM16,065,220 hangover_00.vmf 06/23/2012 05:47 PM16,065,220 hangover_00_386.vmf 01/08/2015 11:50 AM16,072,948 hangover_00_387.vmf D:\dev\Hangover\source_from_C_root\Hangover\mapsrcvbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover -? *Valve Software - vbsp.exe (Oct 31 2012)* VBSP: Unknown option -? Command line: vbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover -? usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test snip D:\dev\Hangover\source_from_C_root\Hangover\mapsrcvbsp -game d:\dev\hangover\steamapps_sourcemods\Hangover hangover_00.vmf Valve Software - vbsp.exe (Oct 31 2012) 8 threads materialPath: d:\dev\hangover\steamapps_sourcemods\Hangover\materials Loading D:\dev\Hangover\source_from_C_root\Hangover\mapsrc\hangover_00.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Brush 2088334: MAX_MAP_PLANES Side 5 Texture: TOOLS/TOOLSNODRAW On Wed, Jul 29, 2015 at 5:06 PM, Peter McKeown pmckeown2...@hotmail.com wrote: Well, I'd like to try and help you. No promises on a solution, but I'll take a look at it. -- From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Wed, 29 Jul 2015 09:24:01 +0200 Subject: Re: [hlcoders] Here's a challenge! Yes, sorry. I already received some ideas I am hoping will solve the problem, but I have some more important stuff to sort out before I can get back to the MOD. Since this will take some time, before release, I did not want to leave it online. But if anybody is particularly interested to try it out than throw me a message and I'll gladly share it. Br, Peter -- From: pmckeown2...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 18:34:39 +0100 Subject: Re: [hlcoders] Here's a challenge! Link is 404'ing, did you delete the upload? -- From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Tue, 28 Jul 2015 06:32:35 +0200 Subject: Re: [hlcoders] Here's a challenge! Thank you Boncey. Probably not the problem, but I'll check those anyway. Br, Peter -- From: bon...@thewarpdimension.com Date: Tue, 28 Jul 2015 01:31:40 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Here's a challenge! Have you made sure that radius culling is off before compiling, as that only compiles your camera radius and can easily catch you off guard. Also make sure to realign your skyboxes to grid. (Click on them in 2D, Right Click - Snap To Grid). Hope this helps! On Sat, Jul 25, 2015 at 7:58 AM Peter Urbanics purban...@hotmail.com wrote: Hi All, Some of you might remember me previously asking for help in building my already finished MOD: http://www.moddb.com/mods/hangover 2 people volunteered at some point, to help but as the ancient Chinese saying goes: they both disappeared like gray mule in the fog. I packed up the whole thing: the version that now runs with the new SDK in Hammer but won't compile for some unknown reason, throwing up bullshit errors. Nothing has changed and these maps compiled with the old SDK about 2-3 yeas ago. Please, anybody who think they have what it takes to compile a few levels, check it out and help figuring out what is missing: https://www.dropbox.com/s/ds39022nzw1ywf1/Hangover%20save%20-%202015%2001%2029.zip?dl=0 unpack password is: release_this_!!! I would simply like to smack 4-5 graffiti onto some walls, build and release it, hoping some of the original watchers are still alive and would like to check it out. Thanks in advance, Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To
Re: [hlcoders] Modding Problems
clientmode_shared.cpp - find void ClientModeShared::Init() before that: // See interface.h/.cpp for specifics: basically this ensures that we actually Sys_UnloadModule the dll and that we don't call Sys_LoadModule // over and over again. static CDllDemandLoader g_GameUI( gameui ); Then, inside ClientModeShared::Init() perhaps at the very bottom, inject your custom VGUI panel. CreateInterfaceFn gameUIFactory = g_GameUI.GetFactory(); if ( gameUIFactory ) { m_pGameUI = (IGameUI *) gameUIFactory(GAMEUI_INTERFACE_VERSION, NULL ); if ( NULL != m_pGameUI ) { // insert stats summary panel as the loading background dialog C3MMLoadingPanel *pPanel = GetLoadingPanel(); pPanel-InvalidateLayout( false, true ); pPanel-SetVisible( false ); pPanel-MakePopup( false ); m_pGameUI-SetLoadingBackgroundDialog( pPanel-GetVPanel() ); } } Custom panel code not included in my reply. On Thu, Jun 25, 2015 at 10:55 AM, Gavin Isgar gisg...@gmail.com wrote: Almost! My mod is a single player mod, and I wan't to make custom loading screens(the original for Valve games is the gray box with white rectangles as progress bars). I want to make a custom one, like one they use in CS:GO! Thanks! On Wed, Jun 24, 2015 at 8:20 PM, Ken Swisher capt...@qis.net wrote: This what you're looking for? Loading screens for the chapters (or just for the game itself if it doesn't contain chapters) https://developer.valvesoftware.com/wiki/Menu_Background_Map Sent from my Verizon Wireless 4G LTE smartphone Original message From: Gavin Isgar gisg...@gmail.com Date: 06/24/2015 6:45 PM (GMT-06:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems ? On Tue, Jun 23, 2015 at 10:17 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with another question. For a singleplayer mod, how would i be able to change the background for the loading screen, or make a custom loading bar? Thanks! On Fri, Jun 19, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, but i want to at least get this done by today. I will try looking in Half-Life 2's files and try to find a corresponding file, but if you find any good information for me, please tell me! Thanks! On Fri, Jun 19, 2015 at 2:34 PM, Tony omega Sergi omegal...@gmail.com wrote: if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, I'll try to look around there. If I can't find anything, i might have to just look in the HL2 files. On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com wrote: Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I
Re: [hlcoders] Modding Problems
if i remember correctly, it's sort of a bug. you need to replace a specific file, or gameui won't read certain strings. I can't remember which one right now though. On Fri, Jun 19, 2015 at 9:25 PM, Gavin Isgar gisg...@gmail.com wrote: Alright, I'll try to look around there. If I can't find anything, i might have to just look in the HL2 files. On Fri, Jun 19, 2015 at 6:26 AM, Tom Schumann schumann@gmail.com wrote: Off the top of my head I don't know but probably in one of the .txt files in hl2/resource/ On 19 June 2015 at 06:00, Gavin Isgar gisg...@gmail.com wrote: ? On Wed, Jun 17, 2015 at 4:09 PM, Gavin Isgar gisg...@gmail.com wrote: The commentary text that shows up in the chapter selection menu. On Wed, Jun 17, 2015 at 5:37 AM, Tom Schumann schumann@gmail.com wrote: Which commentary text specifically? On 17 June 2015 at 11:21, Gavin Isgar gisg...@gmail.com wrote: Guys, i need some help with another problem. So, i've been searching my game's files for a bit and, I can't seem to find how to change the HL2 Commentary Text in the main menu? Do i need to make a new file? Thank you! On Sat, May 23, 2015 at 7:52 AM, Gavin Isgar gisg...@gmail.com wrote: Thank you! On Sat, May 23, 2015 at 12:55 AM, Tony omega Sergi omegal...@gmail.com wrote: https://developer.valvesoftware.com/wiki/View_Models https://developer.valvesoftware.com/wiki/Viewmodels_in_Blender https://developer.valvesoftware.com/wiki/SDK_Docs http://forums.steampowered.com/forums/showthread.php?t=842810 google is fantastic. On Sat, May 23, 2015 at 11:07 AM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i got a question! Can anyways please tell me how to model and make weapons? I cant find a solid tutorial anywhere that i can actually do it on! Please help, thank you! On Sun, Apr 26, 2015 at 6:42 PM, Gavin Isgar gisg...@gmail.com wrote: Guys i need some more help. I'm trying to use phoneme editor in face poser for NPCs to talk. But i get an error message saying an error occurred during extraction. I've been trying to find a fix for this problem for awhile but i cant. I'm also using a Windows 8 computer. Please, someone type out a tutorial i can do to fix this problem! Thanks! On Fri, Apr 24, 2015 at 5:32 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still not working. Its saying extraction wont work. I use Windows 8 and Audacity for the wavs but still nothing works. Please someone give me a tutorial on here by text please! On Fri, Apr 24, 2015 at 8:23 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks! I'll try it! On Fri, Apr 24, 2015 at 12:06 AM, Jesse Oak wazanato...@gmail.com wrote: Silverfish has been out of the Source modding scene for awhile but I find his tutorial still holds up quite well. https://www.youtube.com/watch?v=T077tK_hXJo On Tue, Apr 21, 2015 at 9:23 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, back with ANOTHER question. I've been wondering, how can i make voice(choreography) scenes in-game? What i mean by that is make an NPC say what i said in my recording while lip syncing. I seen that Source SDK's Faceposer can do that but all tutorials are now outdated and i cant find a good resource. Can you guys tell me how i can do this? On Fri, Apr 17, 2015 at 8:30 PM, Jesse Oak wazanato...@gmail.com wrote: It most likely has a corresponding .res file then in which case you should be able to edit that. On Fri, Apr 17, 2015 at 4:30 PM, Gavin Isgar gisg...@gmail.com wrote: Commentary mode isn't on the menu, if it was, i would've already removed it. It's in the chapter list menu. I still dont know how to remove it either On Fri, Apr 17, 2015 at 12:35 PM, Jesse Oak wazanato...@gmail.com wrote: If you don't want commentary just remove it from your menu. On Wed, Apr 15, 2015 at 8:22 PM, Gavin Isgar gisg...@gmail.com wrote: Nope, still is like that. Why did it automatically add HL2 commentary mode and messed up the chapter box with an unusable exit arrow? Please help! On Wed, Apr 15, 2015 at 9:20 PM, Gavin Isgar gisg...@gmail.com wrote: NVM, think i found the answer. HL2 was uninstalled somehow and only HL2EP2 was installed. I hope! On Wed, Apr 15, 2015 at 9:18 PM, Gavin Isgar gisg...@gmail.com wrote: Back with another question guys! So i was looking at the chapter list in my game(literally ingame) and i now see something new, a commentary checkbox! I didnt add one though, im using SDK Base 2007 for this mod BTW. Did it update and automatically put it in? Please help for future reference! On Tue, Apr 14, 2015 at 4:00 PM, Gavin Isgar gisg...@gmail.com wrote: Im not distributing them, and i dont feel like it. I just want to know how i can configure code files for a game so that it can find the game and code it On Tue, Apr 14, 2015 at 1:11 PM, Jesse Oak wazanato...@gmail.com wrote: Are you using SVN or Git? Just make a branch if you are. On Apr 14
Re: [hlcoders] Goldsrc pev-solid
you have to modify pm_shared to do anything with player collision. changing the solid will just change interaction of the player with non-world/player entities. all player collision is handled via the movement traces/hulls. i don't have anything infront of me anymore, but it's all there. On Sat, Jun 6, 2015 at 6:48 AM, James Marchant james.march...@live.com wrote: Hi. I'm not 100% sure what you're asking, but I think you mean making it so players don't collide with each other? I've come across this problem myself, and never really resolved it in a satisfactory way. The most recent method was setting pev-groupinfo to 1 in prethink on players, and using UTIL_SetGroupTrace( pev-groupinfo, GROUP_OP_NAND ); straight after. Then in postthink, use UTIL_SetGroupTrace( pev-groupinfo, GROUP_OP_AND ); I can't remember off the top of my head why this works as it's been a long time, I just know that it probably should work. I'll leave it up to you to do the research on grouptrace, as I cannot for the life of me remember anything about it. Therefore, I cannot guarantee what side effects or issues this may cause. One other thing you can do that I remember better, is perform a UTIL_EntitiesInBox check (with a FL_CLIENT filter) to find all clients colliding in the player's bounding box. Do this every frame. This should fire when players touch (but there is a small latency where they touch each other for a short while before it fires) and at that point you can set the player to be non-solid with pev-solid = SOLID_NOT. Don't forget to check that the player is not colliding with himself. UTIL_EntitiesInBox is better as it only search within the player's collision, whereas UTIL_FindEntityInSphere will be really rough and inaccurate. Don't forget to set the player back to solid if he is not colliding with another player. However, this method is less than ideal as a non-solid player cannot be attacked by monsters, and they cannot trigger triggers. I believe there are also some issues with prediction if a player is not as SOLID_SLIDEBOX too? Expect problems. There is also ShouldCollide but as far as I know, that does not apply to players. Hope this helps. James -- Date: Fri, 5 Jun 2015 22:41:06 +0200 From: rimischo...@googlemail.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Goldsrc pev-solid Hi guys, i have a question related pev-solid so with pev-solid i can change the collision of the entity but i want to change it for the player on by collision basis. Like if you hit another player change the collision to something else that you can pass thru. if i do it into the spawn it stays forever. But i dont have a clue on how to check the collision to the other player. Am i using the UTIL_FindEntityInSphere function to check for radius and if something is in range entity-solid? Or is there another easier way to do it? Greetings ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Modding Problems
of other components it depends on, of course), which in turn loads your server and client code. That means if the interfaces between those modules have not changed in a way that would break compatibility, there should be nothing for you to worry about. -- From: Gavin Isgar https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com Sent: 12.04.2015 00:13 To: Discussion of Half-Life Programming https://e.mail.ru/compose/?mailto=mailto%3ahlcod...@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems I wanted to use Source SDK Base 2007 for a reason. But my question still hasn't been answered. On Sat, Apr 11, 2015 at 5:08 PM, Stephen Swires st...@swires.me https://e.mail.ru/compose/?mailto=mailto%3ast...@swires.me wrote: If you're starting a new mod (which it sounds like you are), you should not be using the 2007 base at all. On Sat, Apr 11, 2015 at 8:26 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Hey guys, back with another question! So i just saw awhile ago that Source SDK Base 2007 got updated. My mod uses Source SDK Base 2007 and i was wondering, do the updates interfere with the mod in anyway? Thanks for the help! On Fri, Apr 3, 2015 at 8:44 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Stan! On Fri, Apr 3, 2015 at 8:42 PM, Stan R. ca...@inbox.ru https://e.mail.ru/compose/?mailto=mailto%3aca...@inbox.ru wrote: You dont need to use VPKs to add sounds to your mod, just put them in yourmod/sound/ folder. You dont need to touch sources and build solution at all, weapon sounds defined in weapon script file (scripts/weapon_smg1.txt for example) and sound definition scripts (game_sounds_weapons.txt, game_sounds_player.txt). Yes, they should be WAV 44khz/16bit. No, you can use any length you want. Пятница, 3 апреля 2015, 20:33 -04:00 от Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com: Hey guys, im back with a question. I've been trying everything to change the weapon sounds of weapons but i cant find a very precise tutorial on how, and most are outdated. Do i need VPKs? Do i need to rebuild the game solution in Visual Studio after sound replacement? Do they have to be in WAV format and does the sound files need to be a certain length of time? Long story short, can anyone please tell me a very precise tutorial on replacing sounds on mods! Thanks! On Wed, Apr 1, 2015 at 9:32 PM, Tom Clay tom_clay...@live.com https://e.mail.ru/compose/?mailto=mailto%3atom_clay...@live.com wrote: You don't need a VPK to use the sounds, if you place them in the sounds folder, then into a respective sub directory they will work fine. On Apr 1, 2015, at 9:15 PM, Minh Le minh...@telus.net https://e.mail.ru/compose/?mailto=mailto%3aminh...@telus.net wrote: If you google, make vpk you'll find a bunch of tutorials. This video looked helpful https://www.youtube.com/watch?v=P3ILjexx0cE On 4/1/2015 5:01 PM, Gavin Isgar wrote: Hey guys, im back again! I'm having trouble figuring out how to make vpk's to use for sounds for my mod and how to convert the sound files for use in Source! Can someone please leave a nice tutorial(text tutorial) on how to do this. On Wed, Apr 1, 2015 at 7:50 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: Thanks Jesse, you saved my life lol. On Wed, Apr 1, 2015 at 6:45 PM, Jesse Oak wazanato...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3awazanato...@gmail.com wrote: Yes use gcf scape and look in the games vpks the ones you want are the directory vpks which use _dir On Apr 1, 2015 3:21 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: I've checked all sound folders in the games but don't see any sounds themself. Do i have to use GCFScape or something? Sorry if i sound like i have no experience, i've just been very tired recently and didnt get a lot of sleep. On Wed, Apr 1, 2015 at 11:30 AM, Tony omega Sergi omegal...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3aomegal...@gmail.com wrote: What do you think your mod is running off of? You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too. On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com https://e.mail.ru/compose/?mailto=mailto%3agisg...@gmail.com wrote: My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com https://e.mail.ru/compose/?mailto
Re: [hlcoders] Modding Problems
What do you think your mod is running off of? You have the base source content, which includes all of the sounds and soundscripts for hl2, ep1, ep2, lost coast, etc. Plus if you own tf2 or any of the other valve games you can easily look at their files too. On Wed, Apr 1, 2015 at 9:03 PM, Gavin Isgar gisg...@gmail.com wrote: My mod didn't come with existing sound files. I've also read the developer wiki, but i didn't find much, so i'm asking you. On Wed, Apr 1, 2015 at 12:43 AM, Tony omega Sergi omegal...@gmail.com wrote: open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please! On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though! On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote: It says right there... The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom. That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. Original message From: Gavin Isgar gisg...@gmail.com Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com wrote: Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote: The two dots means parent directory. You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote: Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo folder, inside i put both put the vmt and vtf file with the same name. Inside the vmt file, i put: UnlitGeneric { $basetexture logo/hl2rslogo1 $nolod 1 $translucent 1 } The path automatically detects the material folder, so just put the folder and the name of both the vmt and vtf file(no extension). Then in my gamelogo.res in my resource folder, i put: Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image ../logo/hl2rslogo1 scaleImage 1 } } The dots in the path specify how many folders are before vmt and vtf, but i rather just do it like this: 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list
Re: [hlcoders] Modding Problems
open existing sound files and sound scripts and look. also read the developer wiki. On Wed, Apr 1, 2015 at 1:06 PM, Gavin Isgar gisg...@gmail.com wrote: Hey guys, i have another question! How do i change weapon sound for my mod? What format does it have to be and what files do i need to edit? Long story short, i need to know everything about changing the sounds please! On Sun, Mar 29, 2015 at 8:21 AM, Gavin Isgar gisg...@gmail.com wrote: Thanks Ken, i was just tired last night and having a rough time with some stuff, thanks though! On Sun, Mar 29, 2015 at 5:58 AM, Ken Swisher capt...@qis.net wrote: It says right there... The images displayed in the new game dialogue are 152x86. Since texture dimensions must both be a power of two, your VTFs will be 256x128 with a border to the right and bottom. That means that the full dimensions of the image will be 256 wide by 128 tall, but only a portion of that gets used. 152 x 86 to be specific. What you should do is create your chapter images as 152x86 images, and then either edit that image's canvas size to 256x128 (but don't scale/stretch the actual image), or take that 152x86 image and copy it into a new 256x128 image, and just make sure it is positioned in the top-left. The unused portion of the image should just be black. Original message From: Gavin Isgar gisg...@gmail.com Date: 03/28/2015 10:36 PM (GMT-05:00) To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Modding Problems Alright I guess On Sat, Mar 28, 2015 at 10:24 PM, Tom Schumann schumann@gmail.com wrote: Other than that I'd just use the images from Half-Life 2 as a base. On 29 March 2015 at 12:20, Gavin Isgar gisg...@gmail.com wrote: Tom, i checked that but, to be honest, i didnt understand it a bit. Anything else? On Sat, Mar 28, 2015 at 9:40 PM, Tom Schumann schumann@gmail.com wrote: There's some information on that at https://developer.valvesoftware.com/wiki/Background#Images On 29 March 2015 at 09:09, Gavin Isgar gisg...@gmail.com wrote: Hey guys, im having another problem again and couldnt find a fix on the internet. I dont know the right size for chapter thumbnails, what size do i make the picture(not the vtf or vmt)? On Thu, Mar 26, 2015 at 8:53 PM, Ben Lubar ben.lu...@gmail.com wrote: The two dots means parent directory. You start in materials/vgui, go up one to materials, then to materials/logo and materials/logo/hl2rslogo1.vmt. On Thu, Mar 26, 2015 at 7:46 PM, Gavin Isgar gisg...@gmail.com wrote: Yea Jesse, here's how i fixed it! So in my materials folder, i made a logo folder, inside i put both put the vmt and vtf file with the same name. Inside the vmt file, i put: UnlitGeneric { $basetexture logo/hl2rslogo1 $nolod 1 $translucent 1 } The path automatically detects the material folder, so just put the folder and the name of both the vmt and vtf file(no extension). Then in my gamelogo.res in my resource folder, i put: Resource/GameLogo.res { GameLogo { ControlName EditablePanel fieldName GameLogo xpos 0 ypos 0 zpos 50 wide 400 tall 100 autoResize 1 pinCorner 0 visible 1 enabled 1 offsetX -20 offsetY -15 } Logo { ControlName ImagePanel fieldName Logo xpos 0 ypos 0 zpos 50 wide 400 tall 100 visible 1 enabled 1 image ../logo/hl2rslogo1 scaleImage 1 } } The dots in the path specify how many folders are before vmt and vtf, but i rather just do it like this: 2 dots specifies 2 folders/files like logo/hl2rslogo1, thats 1 folder, 1 file! If it was material/logo/hl2rslogo1 it would be 3 dots. Thats how i ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting a Steam ID from the client
steamapicontext-SteamUser()-GetSteamID() On Sun, Feb 8, 2015 at 3:41 AM, David Buckley druck...@gmail.com wrote: How do I get a player's Steam ID on the client before they have started a game? Many of the functions require a Player (which doesn't exist until they launch a game). David ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Getting back to my MOD after 2 years
I can try, I guess. On Fri, Jan 9, 2015 at 2:58 PM, Peter Urbanics purban...@hotmail.com wrote: I woke up today and instantly was like: WTF was I thinking, he can't play the MOD, I only sent him the maps. :-) Do you want the whole thing? Can you investigate any further with that? I definitely could compile this 2 years ago. I have it compiled, still works (just without the graffities I would like to add now) and it has also been tested by several testers back then. Could looking at the compiled maps shed some light how to fix this now_ I remember this: *planes 65154/65536 1303080/1310720 (99.4%) VERY FULL!* I pretty much maxed that out. I learned that the hard way and had to redesign stuff and split a map into two parts when I came across this limitation. I initially planned too much to happen inside one map. some of this rings a bell too: *clip brushes automatically get converted into planes that vis ignores, automatically* But that should not be a problem, right? They just get converted and ignored. *What should I try to get this working?* (I added back HLCoders to the recipients, hoping somebody might have some idea based on your findings.) Br, Peter -- Date: Fri, 9 Jan 2015 04:44:52 +0900 Subject: Re: [hlcoders] Getting back to my MOD after 2 years From: omegal...@gmail.com To: purban...@hotmail.com Hello Peter, So, I had written a reply to you after analyzing one of the maps, (which you can see below) but.. now I believe it's not what I suspected at all, since none of the maps work with current generation tools, which is very very odd, considering the limits were actually increased at one point. I mean, from the report in my original reply, you can definitely see that there is a HUGE amount of brushes that you have marked as func_detail (and fyi, clip brushes don't need to be func_detail at all, that actually adds additional work to the compile process, clip brushes automatically get converted into planes that vis ignores, automatically ;)) I'm honestly stumped. I don't know how these maps compiled before, but don't now, if they haven't been changed at all. because testing with the episode 1 and orange box vbsp.exe, gives the following results: episode 1 vbsp (binary compiled in 2006) (hangover_00_386.vmf): Brush 3137627: num_entities == MAX_MAP_ENTITIES Side 5 Texture: HANGOVER/TOOLSNODRAW_WOOD orange box (2007) vbsp(binary last built in 2012) (hangover_00_386.vmf): Brush 2088334: MAX_MAP_PLANES Side 5 Texture: TOOLS/TOOLSNODRAW So, they couldn't have compiled over 2 years ago either.. and inside the zip, the VMFS are dated 2012. I think you just need to remove a lot of brushes like the original error says (the only reason I questioned it, was because you said they compiled 2 years ago with the old tools; but they don't, as I just tested that) and it may be useful, but the way that I quickly tested the old SDK was by using a launcher that I released, but didn't post anywhere: http://www.omegaowns.us/sdk2013 I just set the sdk bin dir to the old sdk bin\ep1\bin, and bin\orangebox\bin respectively, then using the button command shell do cd content\mapsrc\hangover vbsp hangover_00_386.vmf I guess I may not have been able to help either, my appologies. -Tony original email I was writing: Yeah, it's as i expected, it's one (or maybe more) that are part of the creek visgroup that's doing it. It probably has some invalid carving/clipping, it's creating all the planes and blowing out the list. I figured it out by using coordon and hiding specific visgroups until I isolated which visgroup it's part of. actually first i started out by replacing the first brush that it was erroring on, and then realized that was a stupid thing to do. there is a brush entity doing it, but I don't know which brush it is. with no func_detail... brushsides 12034/65536 96272/524288 (18.4%) planes 31312/65536 626240/1310720 (47.8%) vertexes 11971/65536 143652/786432 (18.3%) with func_detail.. but none of the other costly stuff like the func_breakable etc.. brushsides 36975/65536 295800/524288 (56.4%) planes 65154/65536 1303080/1310720 (99.4%) VERY FULL! vertexes 20663/65536 247956/786432 (31.5%) so, there is a brush inside func_detail that is exploding the list. and, here is nothing but point entities (so it doesn't leak..), and func_detail (using cordon): brushsides 29852/65536 238816/524288 (45.6%) planes 44436/65536 888720/1310720 (67.8%) vertexes 13946/65536 167352/786432 (21.3%) On Fri, Jan 9, 2015 at 3:02 AM, Peter Urbanics purban...@hotmail.com wrote: Hi, Yes, sure, thanks for taking the time to help. I attached the original (2 year old saves) maps so you can also check what changes
Re: [hlcoders] Getting back to my MOD after 2 years
it says the brush 2088334, has an issue on side 5.. so.. use go to brush and fix the brush. On Thu, Jan 8, 2015 at 7:15 PM, Peter Urbanics purban...@hotmail.com wrote: Tried compiling and I instantly get: ... brush 2088334: max_map_planes side 5 texture: tools/toolsnodraw ... http://www.interlopers.net/errors/ tells me that: Maximum: 65536 Description: Your map has too many brushsides, or, simpler said, too many brushes. The brush and brushside mentioned are simply the first one in the map that went over the limit. Solution: Reduce the amount of brushsides, for instance by simplifying existing brushes or removing some of them. Perhaps you can turn a couple of them into models? There is nothing wrong with the mentioned brush, it is the TOTAL amount of brushsides that is your problem This error will cause your map to fail compiling completely BUT WHY! These maps compiled without problem before. (I even have the compiled versions to prove that. :-) ) Any idea what to check to find the problem that's causing this now? Thanks in advance, Peter -- From: purban...@hotmail.com To: hlcoders@list.valvesoftware.com Date: Sat, 3 Jan 2015 10:55:46 +0100 Subject: Re: [hlcoders] Getting back to my MOD after 2 years WOW!!! There was none. I guess that is not something new, but I did not find one under my backup either so I am not sure how it worked 2 years ago without that. Well, I found one under: C:\Hangover\sp\game\mod_hl2\cfg copied it to the mod's cfg folder and all is solved, had to force myself to stop playing it. :-) Looks like all remains is to figure out again how my pipeline for the decal graffities was, add them and build and release. THANKS Tom, Peter, pmckeown2012, wazanator01!!! Br, Peter -- Date: Sat, 3 Jan 2015 18:32:26 +1000 From: schumann@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Getting back to my MOD after 2 years Is there a skill.cfg with all the right damage/health values in your mod's directory? On 3 January 2015 at 18:20, Peter Urbanics purban...@hotmail.com wrote: Some more info from the console: The NPC should play these faceposer clips and as the console says they are missing. There is no scenes folder. Where should this be? Scene 'scenes\at3_citizen_help_wave_01.vcd' missing! Scene 'scenes\at3_npc_oh_i_knew.vcd' missing! Scene 'scenes\at3_npc_catch_pistol.vcd' missing! When the zombies die (by themselves) the console says: ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE ERROR! models/zombie/classic.mdl missing ACT_DIESIMPLE Another bug: Crates, boxes and even glass bottles don't break now when I keep hitting them with the crowbar. I am able to push them around, and the glass bottles break when kicked or picked up and thrown but not when hit with the crowbar. ??? There is a few of these error messages when I hit and push these things around: AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin No caption found for 'wood_crate.scraperough' No caption found for 'wood_crate.scraperough' Any idea what to try to fix these? 2. More progress: I have no idea where that scenes folder went so I copied it back under the MOD's folder from a backup and tried again and now the NPC played them nicely. VO lines, animations, lip syncing, everything seems to work. (Except for the captions I had for each line.) Console says: No caption found for 'at3_npc_help_call_01' No caption found for 'at3_npc_catch_pistol' No caption found for 'at3_npc_find_a_way' So I checked these captions and found that the closecaption_english.txt in my resource folder was some default one not the hangover specific one, so I copied that back from my backup too and magically the captions appeared. :-) 3. Crowbar bug: Every time I hit some physics thing with it this appears in the console: AddMultiDamage: g_MultiDamage.GetDamageForce() == ve Every time I hit something with the crowbar that should take damage and be thrown around. This appears in the console about 6 times and then not any more. There are facecrab ragdols, cinder blocks, wooden crates and box, wood rails, that should move and/or break whan hit with the crowbar, but they don't, only the proper hit mark appears on them. I can push, pick up and throw these things around but they won't move when hit with the crowbar. There is even an explosive barrel that used to go BOOM, now it will only dent when hit or shot at, but wont move or blow up. The crowbar is not all useless. There are a few headcrabs in this first area of the MOD I tested and those can be killed with it and than thier ragdoll body moved around by hitting. 4. I am not taking any damage from headcrab jumping at me. Console does not display any error or
Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo
grenades/rpg do it via RadiusDamage. and the combine ball does it from it's function OnHitEntity. combine ball for all three of them, just add an EHANDLE to the objects and add a setter function. eg: //inside DelayedAttack FireNPCSecondaryAttack CPropCombineBall *pBall = // Fire the combine ball CreateCombineBall(vecSrc, vecVelocity, sk_weapon_ar2_alt_fire_radius.GetFloat(), sk_weapon_ar2_alt_fire_mass.GetFloat(), sk_weapon_ar2_alt_fire_duration.GetFloat(), pOwner ); if ( pBall != null ) pBall-SetWeapon(this); then inside CPropCombineBall::OnHitentity: info.SetWeapon(m_hWeapon.Get()); On Tue, Dec 16, 2014 at 10:51 PM, David Buckley druck...@gmail.com wrote: Fantastic, thank you. Adding SetWeapon in FireBullets and in other places such as weapon_crossbow.cpp and basebludgeonweapon.cpp works. However, there are three weapons which still aren't caught properly: the SMG's grenade, the AR2's energy ball and the RPG's missile. While the prop_combine_ball seems to create its own CTakeDamageInfo object (which isn't passed to OnTakeDamage for some reason), the other two don't. Do you have any idea on how to get round this? Many thanks, Dave On 14 December 2014 at 08:12, Tony omega Sergi omegal...@gmail.com wrote: Oh, and adding to it; you can do it the same way the gamerules determines what weapon is used to cause damage for the deathnotice. the pointer doesn't need to be set for that, because it checks the player who fired it. of course.. this is assuming you're doing multiplayer and not wanting to know what weapon an NPC is firing. On Sun, Dec 14, 2014 at 5:11 PM, Tony omega Sergi omegal...@gmail.com wrote: the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look at FireBullets) On Sun, Dec 14, 2014 at 12:48 AM, David Buckley druck...@gmail.com wrote: Hi, I've been trying to record the weapon used on damage (using OnTakeDamage in basecombatcharacter.cpp). Unfortunately, the CTakeDamageInfo object doesn't seem to return a valid weapon with GetWeapon (it's NULL). It's possible the m_hWeapon variable in CTakeDamageInfo is never set? Is this the case, and if so, how do I figure out which weapon was used to cause damage? Many thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo
the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look at FireBullets) On Sun, Dec 14, 2014 at 12:48 AM, David Buckley druck...@gmail.com wrote: Hi, I've been trying to record the weapon used on damage (using OnTakeDamage in basecombatcharacter.cpp). Unfortunately, the CTakeDamageInfo object doesn't seem to return a valid weapon with GetWeapon (it's NULL). It's possible the m_hWeapon variable in CTakeDamageInfo is never set? Is this the case, and if so, how do I figure out which weapon was used to cause damage? Many thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] GetWeapon and SetWeapon in takedamageinfo
Oh, and adding to it; you can do it the same way the gamerules determines what weapon is used to cause damage for the deathnotice. the pointer doesn't need to be set for that, because it checks the player who fired it. of course.. this is assuming you're doing multiplayer and not wanting to know what weapon an NPC is firing. On Sun, Dec 14, 2014 at 5:11 PM, Tony omega Sergi omegal...@gmail.com wrote: the only time it's ever populated is if the weapon doing the damage actually sets it while constructing the damage info. default code, ie: single player, does not afaik. (look at FireBullets) On Sun, Dec 14, 2014 at 12:48 AM, David Buckley druck...@gmail.com wrote: Hi, I've been trying to record the weapon used on damage (using OnTakeDamage in basecombatcharacter.cpp). Unfortunately, the CTakeDamageInfo object doesn't seem to return a valid weapon with GetWeapon (it's NULL). It's possible the m_hWeapon variable in CTakeDamageInfo is never set? Is this the case, and if so, how do I figure out which weapon was used to cause damage? Many thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Sound issues
That's not really a good way to do an announcer. What you should do, is make a function on the client to play the announcements, via a byte or something (index in an enum) and dispatch the message (ie: register a msgfunc) to players, and let them play the sound locally on the client. You then also have the bonus ability to let clients override announcer sounds, like making announcer replacements, as they don't need to be precached to be played, plus, then you're not filling up the server with sound events. On Mon, Aug 18, 2014 at 11:07 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, Some weird things are going on with the sound in our SDK 2013 MP based mod. First, there is a map with a looped sound in it, the entity is placed in the center of the map and can be heard everywhere (it’s a small map and the volume is high enough). Now, it sometimes happens that when I kill a bot, this sound’s origin jumps to the place where I currently am. It may jump to its original position when the next round starts or stays there for a few rounds. At times, not related to any kill, the sound also duplicates, so you can hear it twice while the two “copies” are out of sync. The second thing is that we got an announcer in the game, so there are sounds which are played to every player. We loop through the players and use UTIL_EmitSoundSuit in order to do so. The announcer received an overhaul just recently, which also added multiple sounds for the same event, which are set up as rndwave in the sound script. Since then I notice, that whenever I stand close enough to another player, I can hear the announcer’s line, which is played to the other player. However, UTIL_EmitSoundSuit is supposed to play a sound audible to the player itself, judging by the function’s comment. Has anyone seen these issues? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] HUD/VGUI only in Render Targets?
Yes. you just push to the RT before you draw whatever you are drawing. On Thu, Aug 7, 2014 at 5:46 AM, james.marchant james.march...@live.com wrote: Okay thanks. And to clarify, I meant render _some_ elements to a separate render target and the rest of the HUD to the main view. Still possible? Thanks! Sent from Samsung Mobile Original message From: Tony omega Sergi Date:06/08/2014 17:24 (GMT+01:00) To: Discussion of Half-Life Programming Subject: Re: [hlcoders] HUD/VGUI only in Render Targets? Yes, it's possible out of the box. On Thu, Aug 7, 2014 at 12:10 AM, James Marchant james.march...@live.com wrote: Perhaps I missed something, but does anybody know if it's possible to render HUD or VGUI elements exclusively to a RTT and not to the main view? I'd rather not use shaders to do this, so was hoping this was something supported out of the box for Source 2013. Thanks! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Paused state
or.. just issue the pause command. which does the same thing. it stops simulation, stops time from advancing, but ui still clearly works, and it still renders, and will still take the commands, just.. run them after unpause. On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer kra...@siosphere.com wrote: I don't know if it would work...but maybe setting sv_timescale to 0, which would effectively stop all gameplay but should allow for mouse and keyboard input. On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak wave@hotmail.com wrote: Hello, I’ve got a question regarding the paused state: is it possible to pause the game programmatically while still allowing kb/mouse input for a vgui element? What I’m trying to accomplish is a kind of menu, like e.g. the buy menu in CS, with the small difference that the game does not run, entities do not think, but are still drawn and the focus is on the UI as long as the player holds down a key. The best I could find in the source code was CBaseEntity’s MakeDormant method, although I’d have to alter it or write an own method that works similarly, because that one sets nodraw entity flags and does other undesirable things that I’d rather not have. Actually, what I want is not so different from the “normal” pause state when you press ESC, just that a custom panel should be rendered instead of the usual game menu. Does anybody know a good way to do this? Regards, Krzysztof Lesiak ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- *Michael Kramer, Software Engineer* http://www.siosphere.com | kra...@siosphere.com *[c] 801-530-9454* This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Paused state
ah, commands still go through. On Tue, Jul 22, 2014 at 11:44 AM, Tony omega Sergi omegal...@gmail.com wrote: or.. just issue the pause command. which does the same thing. it stops simulation, stops time from advancing, but ui still clearly works, and it still renders, and will still take the commands, just.. run them after unpause. On Tue, Jul 22, 2014 at 9:59 AM, Michael Kramer kra...@siosphere.com wrote: I don't know if it would work...but maybe setting sv_timescale to 0, which would effectively stop all gameplay but should allow for mouse and keyboard input. On Mon, Jul 21, 2014 at 2:27 PM, Krzysztof Lesiak wave@hotmail.com wrote: Hello, I’ve got a question regarding the paused state: is it possible to pause the game programmatically while still allowing kb/mouse input for a vgui element? What I’m trying to accomplish is a kind of menu, like e.g. the buy menu in CS, with the small difference that the game does not run, entities do not think, but are still drawn and the focus is on the UI as long as the player holds down a key. The best I could find in the source code was CBaseEntity’s MakeDormant method, although I’d have to alter it or write an own method that works similarly, because that one sets nodraw entity flags and does other undesirable things that I’d rather not have. Actually, what I want is not so different from the “normal” pause state when you press ESC, just that a custom panel should be rendered instead of the usual game menu. Does anybody know a good way to do this? Regards, Krzysztof Lesiak ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- *Michael Kramer, Software Engineer* http://www.siosphere.com | kra...@siosphere.com *[c] 801-530-9454* This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the system manager. This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. If you are not the intended recipient you are notified that disclosing, copying, distributing or taking any action in reliance on the contents of this information is strictly prohibited. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Problems with STL and min/max of Source Engine
I don't understand why you need to use stl at all.. when the reason why it's incompatible, is because pretty much every use of stl has been wrapped by valve functions in order to tie it all into the memory manager. tier1 is full of engine compatible containers and whatnot for anything you could need to do. On Fri, Jul 18, 2014 at 9:20 PM, Borzh borz...@gmail.com wrote: I had to undefine it, undefine MINMAX_H also, so it could be included after that and then include minmax.h manually. Anyway it is ugly solution and macros should be written in uppercase to not confuse with methods. 2014-07-17 21:25 GMT-03:00 Dexter Haslem dexter.has...@gmail.com: why not just undefine it before STL headers? On Thu, Jul 17, 2014 at 11:33 AM, Borzh borz...@gmail.com wrote: Hello all, I propose using template functions in minmax.h instead of defines. Or at least use uppercase letters for macros. It has been discussed a lot of times: - windows.h defines min/max, it is ugly, ok but I thought Valve is not Microsoft. At least for Windows you can #define NOMINMAX before include windows.h. - Valve's minmax.h defines min/max and you can't use STL because it tries to apply macros to std::min and std::max which breaks everything!!! Can't avoid it, because Valve use this macros everywhere!!! If someone from Valve is reading this, please do something, it is awful !!! Thanks, Boris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] 2013 MP Thirdperson Animation Jitter
I haven't updated this in a long while, and is out of date, but, you can see the changes required to make the hl2mp player work like it did in the orange box SDK. https://github.com/tonysergi/source-sdk-2013/commits/master there also might be one thing missing that i had never committed for it, but is trivial. if i remember i'll mention it. On Mon, Jun 16, 2014 at 3:13 PM, champkind . champk...@gmail.com wrote: I understand that thirdperson needs to be updated clientside for the animations to not be jittery. I could be wrong, but I've been looking at an open source mod with thirdperson and it looks like they are now using 'client\sdk\c_sdk_player' to correct the jitteryness. If this is correct, is there any way to set my mod to compile with those sdk folders instead of my current ones, easily? Sorry if that is worded strangely. I really don't understand why Valve wouldn't just make it so your thirdperson camera is fixed by default.. Very irritating if true since I have heavily edited the default files and there was no note to swap out these for better performance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] 2013 MP Mod with NPC Support Crashing
do you walk animations have the correct motion extraction (LX stuff) in the qc? On Sat, Jun 14, 2014 at 11:57 AM, Tom Schumann schumann@gmail.com wrote: Are you getting any dump files? I don't think the engine should crash if it can't find a model anyway. On 9 June 2014 13:04, champkind . champk...@gmail.com wrote: Hi all, I had added support for NPC using this fork: https://github.com/stephsch/Fixing_AI_In_Multiplayer When I try create_npc npc_[ anything ], the mod crashes to desktop. When I try to use an existing hl2 map with an enemy in it like a headcrab, it crashes. I can't tell if it's crashing because my code is messed up or because I don't have models exported. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Sdk 2013 multiplayer options
What if you want single player AND multiplayer? On Tue, Jun 10, 2014 at 6:12 AM, Joe Ludwig j...@valvesoftware.com wrote: This options panel will appear if the game is marked as multiplayer_only in gameinfo.txt: GameInfo { game HALF-LIFE 2 titleHALF-LIFE' type singleplayer_only GameInfo { game [Staging] Team Fortress 2 type multiplayer_only nomodels 1 nohimodel 1 nocrosshair 0 Hope that helps! Joe *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez *Sent:* Monday, June 09, 2014 5:37 AM *To:* Discussion of Half-Life Programming *Subject:* [hlcoders] Sdk 2013 multiplayer options I think it was when we made the switch to 2013 that the multiplayer options screen disappeared. We had put a few options in there that we wanted players to be able to access, is there any chance of getting it back? I guess I could write my own UI but I'd like to avoid that if possible. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game
If you are using the 2013 single player depot.. the ep2 content is still there, so you don't need to do anything other than make sure it's referenced. if you're using the multiplayer one you will need to do some filesystem hackery to try and mount the ep2 vpk's because they're in another folder. Or make users manually copy from sp - mp or.. just use the single player version since it's identical other than game code. the only issue might be the server browser, unless you can override appid and stuff, then it wouldn't matter. with old steam filesystem it was trivial. in the 2007 sdk, i added code to auto-mount other game depots by simply entering the appid in the gameinfo.txt but that doesn't work with 2013, because of steampipe. actually, it doesn't work in the 2007 sdk anymore either, now that everything is moved to steampipe. On Sat, May 31, 2014 at 6:24 AM, Foo Bar fooba...@gmail.com wrote: This gets to the crux of my question - the FAQ says you can use their IP, but if a player doesn't own the game that ships with those game assets the content would not be mountable. The way around this would be to ship those assets in your own depot. I was specifically wondering if it's permissible to do this with ep2 content out of the Single Player SDK but am curious if this would be the same case with other commercial games like cstrike and portal. On Fri, May 30, 2014 at 2:20 PM, Krzysztof Lesiak wave@hotmail.com wrote: He doesn't have to, as far as I know. You just give gameinfo.txt the AppID of the game you want the content of and the engine will load it, if it's found on the user's hard drive. -- From: Foo Bar fooba...@gmail.com Sent: 30.05.2014 23:16 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Using EP2 content from Single player SDK in a multiplayer game You can't put ep2, or other Valve content not part of the multiplayer/single player installs into your own content depot? On Fri, May 30, 2014 at 1:36 PM, Tony omega Sergi omegal...@gmail.com wrote: You can't include it directly, if it's not part of the depot. You need to come up with a way to mount the content, when the users own the other games. On Sat, May 31, 2014 at 1:28 AM, Foo Bar fooba...@gmail.com wrote: Thanks Jesse. That page infers any Valve content could be distributed including cstrike and portal. I suddenly feel warm and fuzzy. On May 30, 2014 9:00 AM, Jesse Oak wazanato...@gmail.com wrote: Yes it is fine. See the new FAQ https://partner.steamgames.com/documentation/source_games On May 30, 2014 10:42 AM, Foo Bar fooba...@gmail.com wrote: Does anyone know if its permissible to use to use the ep2 content from Source SDK Base 2013 Singleplayer in a 2013 Multiplayer mod? Seems like it should be, but I don't see specific terms saying that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] goldsrc other clients hp in hud
curstate.health not pev-health ie: for (int i = 1; i MAX_PLAYERS; i++) { cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i); if ( pl pl-player ) { ALERT( at_console, [%s] has %i health\n, g_PlayerInfoList[i].name, pl-curstate.health ); } } On Wed, May 14, 2014 at 9:35 PM, Matas Lešinskas peon...@gmail.com wrote: Hi hlcoders, I have 1 problem with my goldsrc mod, I am trying to make hp shown like in left 4 dead, question how to get other players hp’s? maybe I can do something with it? void CBasePlayer::UpdateStatusBar() { int newSBarState[ SBAR_END ]; char sbuf0[ SBAR_STRING_SIZE ]; char sbuf1[ SBAR_STRING_SIZE ]; memset( newSBarState, 0, sizeof(newSBarState) ); strcpy( sbuf0, m_SbarString0 ); strcpy( sbuf1, m_SbarString1 ); // Find an ID Target TraceResult tr; UTIL_MakeVectors( pev-v_angle + pev-punchangle ); Vector vecSrc = EyePosition(); Vector vecEnd = vecSrc + (gpGlobals-v_forward * MAX_ID_RANGE); UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), tr); if (tr.flFraction != 1.0) { if ( !FNullEnt( tr.pHit ) ) { CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); if (pEntity-Classify() == CLASS_PLAYER ) { newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity-edict() ); strcpy( sbuf1, 1 %p1\n2 Health: %i2%%\n3 Armor: %i3%% ); // allies and medics get to see the targets health if ( g_pGameRules-PlayerRelationship( this, pEntity ) == GR_TEAMMATE ) { newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity-pev-health / pEntity-pev-max_health); newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity-pev-armorvalue; //No need to get it % based since 100 it's the max. } m_flStatusBarDisappearDelay = gpGlobals-time + 1.0; } } else if ( m_flStatusBarDisappearDelay gpGlobals-time ) { // hold the values for a short amount of time after viewing the object newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ]; newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ]; newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ]; } } BOOL bForceResend = FALSE; if ( strcmp( sbuf0, m_SbarString0 ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); WRITE_BYTE( 0 ); WRITE_STRING( sbuf0 ); MESSAGE_END(); strcpy( m_SbarString0, sbuf0 ); // make sure everything's resent bForceResend = TRUE; } if ( strcmp( sbuf1, m_SbarString1 ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusText, NULL, pev ); WRITE_BYTE( 1 ); WRITE_STRING( sbuf1 ); MESSAGE_END(); strcpy( m_SbarString1, sbuf1 ); // make sure everything's resent bForceResend = TRUE; } // Check values and send if they don't match for (int i = 1; i SBAR_END; i++) { if ( newSBarState[i] != m_izSBarState[i] || bForceResend ) { MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev ); WRITE_BYTE( i ); WRITE_SHORT( newSBarState[i] ); MESSAGE_END(); m_izSBarState[i] = newSBarState[i]; } } } Or something with this part and make pev-health to pEntity-pev-health, but how get player id ect… if (pev-health != m_iClientHealth) { int iHealth = max( pev-health, 0 ); // make sure that no negative health values are sent // send health update message MESSAGE_BEGIN( MSG_ONE, gmsgHealth, NULL, pev ); WRITE_BYTE( iHealth ); MESSAGE_END(); m_iClientHealth = pev-health; } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,
Hello Joe, I went switched through all of the different beta versions on steam before I posted here, and nothing worked. Refreshed local content each time, because it didn't seem to download anything different also. Restarted Steam each time to be sure. I even tried switching between normal and beta steam itself as well, no dice. Whatever is on there, if you just launch Source SDK Base 2013 Singleplayer from the library, it runs VR mode perfectly fine, but.. load mod DLLS, and the ISourceVirtualReality interface doesn't match, and it crashes in headtrack_oculus trying to access a null pointer. (at least, that's what I get out of the callstack, having no symbols) I even tried running the compiled SDK DLLS with the TF2 version of the engine, which of course resulted in not even being able to select enable / disable VR mode in video options ( with -vr ) -- yet TF2 itself works perfectly fine with VR. On Tue, May 13, 2014 at 9:29 AM, Joe Ludwig j...@valvesoftware.com wrote: Are you opted-in to the Upcoming branch of the SDK Base? On Friday I rolled the base back to the version it was running before 4/20. There was a crash that was still lingering in older mods that hadn’t been rebuilt. Joe *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Tony omega Sergi *Sent:* Sunday, May 11, 2014 12:50 AM *To:* Discussion of Half-Life Programming *Subject:* [hlcoders] VR / Oculus - Broke as of Yesterday in SDK., As of sometime yesterday, I can no longer use Oculus with the Source SDK 2013 Singleplayer binaries (based on the source code that is on the github). It always crashes on startup now with -vr on the command line. If I launch just source sdk 2013 singleplayer with -vr, it does initialize.. however is unable to actually load any maps. TF2 also correctly functions. does everyone (anyone) else have this issue with Oculus now? I also looked at SteamDB and it appears as though the engine has updated, which - with no way to step backwards.. I have no idea if this update is what broke it, but it -was- working before I went to sleep, and stopped when I woke up to continue my prototype game. -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
[hlcoders] VR / Oculus - Broke as of Yesterday in SDK.,
As of sometime yesterday, I can no longer use Oculus with the Source SDK 2013 Singleplayer binaries (based on the source code that is on the github). It always crashes on startup now with -vr on the command line. If I launch just source sdk 2013 singleplayer with -vr, it does initialize.. however is unable to actually load any maps. TF2 also correctly functions. does everyone (anyone) else have this issue with Oculus now? I also looked at SteamDB and it appears as though the engine has updated, which - with no way to step backwards.. I have no idea if this update is what broke it, but it -was- working before I went to sleep, and stopped when I woke up to continue my prototype game. -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] 'Target' an entity and disable mouse movement
Ah, SP. Sorry, not prediction then, but You need to run it through the client as well either way if you want it to be smooth. ie: with engine-SetViewAngles because the viewangles get updated from the client with input. if you were doing a scripted sequence or something, you'd have a separate entity moving around (ie: the camera entity), and the view would just follow it, with the server telling the client the angles to use. however you're manipulating the player directly, so you need to have the client run the same stuff. On Sat, Apr 12, 2014 at 8:06 AM, Krzysztof Lesiak wave@hotmail.comwrote: Isn't prediction generally disabled in SP titles, though? I'm asking bercause cl_predictionlist doesn't show any predicted entities, neither when running my own .dlls nor in HL2 and cl_predict is disabled, too. *From:* Tony omega Sergi omegal...@gmail.com *Sent:* Friday, 11 April, 2014 23:33 *To:* hlcoders@list.valvesoftware.com because you're only locking on the server side if you're using that. you need to predict it on the client, and make the client look at the point as well. On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak wave@hotmail.comwrote: First off, sorry for the late reply and the screwed up format, I didn't get the mail for some reason and had to copy it from the archive. It doesn't work at all then, the mouse does lock, but when I move away it is not on target anymore. I've just tested it with a lag of 200 ms. *amckern at yahoo.com http://yahoo.com* *amckern at yahoo.com http://yahoo.com* *Wed Apr 9 13:43:59 PDT 2014* Looks like prediction issues - what the scan look like when you put on fake lag? Sent from Windows Mail From: Krzysztof Lesiak Sent: Wednesday, April 9, 2014 11:30 PM To: *hlcoders at list.valvesoftware.com* https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders Ok, I've got the lock on mechanic to work so far; unfortunately, it feels a bit jittery when e.g. going around a locked on prop, probably due to my usage of CBasePlayer::SnapEyeAngles. Is there a possibility to make it look a bit smoother? By the way, here's a video of how it looks now: *https://www.youtube.com/watch?v=_iox4XPqpS4* https://www.youtube.com/watch?v=_iox4XPqpS4 The quality is terrible, but at fullscreen it should be visible what I meant. *From:* Krzysztof Lesiak wave@hotmail.com *Sent:* Sunday, 6 April, 2014 04:15 *To:* hlcoders@list.valvesoftware.com That's very helpful, thanks. *From:* Tony omega Sergi omegal...@gmail.com *Sent:* Saturday, April 5, 2014 20:53 *To:* hlcoders@list.valvesoftware.com *PlayerMove::SetupMove / *Prediction::SetupMove ucmd-forwardmove *= 0; ucmd-sidemove *= 0; ucmd-upmove *= 0; *Input::ApplyMouse to stop it from adding. On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wave@hotmail.comwrote: I've found a SnapEyeAngles method in CBasePlayer that I can call when I've got a scanning target, so that's one problem less. Now I only need to constrain mouse movement somehow. I'll take a look at the viewcontrol code, maybe I'll find something there. *From:* Neico ad...@neic0.de *Sent:* Saturday, April 5, 2014 2:11 AM *To:* hlcoders@list.valvesoftware.com The game_ui (or point_viewcontrol) code allows for disabling player input for as long as it's active, I think this sounds mostly like what you'd want. Maybe there's some hints from there how to disable only the mouse input, but I can't think of any decent way except for GameMovement in general or the GameRules right now. Hope that helps a bit. - Neico On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote: I have authored a new weapon that mimicks the scan visor mechanics from Metroid Prime; however, I would like to be able to center the player's view on the entity that's being scanned and disable mouse movement, so it stays centered as long as the player is scanning. I have tried using UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the player angles are updated every frame if he's scanning, but that doesn't seem to work. Any suggestions on this one? Your help is greatly appreciated. Best regards, Krzysztof ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list
Re: [hlcoders] 'Target' an entity and disable mouse movement
because you're only locking on the server side if you're using that. you need to predict it on the client, and make the client look at the point as well. On Sat, Apr 12, 2014 at 6:06 AM, Krzysztof Lesiak wave@hotmail.comwrote: First off, sorry for the late reply and the screwed up format, I didn't get the mail for some reason and had to copy it from the archive. It doesn't work at all then, the mouse does lock, but when I move away it is not on target anymore. I've just tested it with a lag of 200 ms. *amckern at yahoo.com http://yahoo.com* *amckern at yahoo.com http://yahoo.com* *Wed Apr 9 13:43:59 PDT 2014* Looks like prediction issues - what the scan look like when you put on fake lag? Sent from Windows Mail From: Krzysztof Lesiak Sent: Wednesday, April 9, 2014 11:30 PM To: *hlcoders at list.valvesoftware.com* https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders Ok, I've got the lock on mechanic to work so far; unfortunately, it feels a bit jittery when e.g. going around a locked on prop, probably due to my usage of CBasePlayer::SnapEyeAngles. Is there a possibility to make it look a bit smoother? By the way, here's a video of how it looks now: *https://www.youtube.com/watch?v=_iox4XPqpS4* https://www.youtube.com/watch?v=_iox4XPqpS4 The quality is terrible, but at fullscreen it should be visible what I meant. *From:* Krzysztof Lesiak wave@hotmail.com *Sent:* Sunday, 6 April, 2014 04:15 *To:* hlcoders@list.valvesoftware.com That's very helpful, thanks. *From:* Tony omega Sergi omegal...@gmail.com *Sent:* Saturday, April 5, 2014 20:53 *To:* hlcoders@list.valvesoftware.com *PlayerMove::SetupMove / *Prediction::SetupMove ucmd-forwardmove *= 0; ucmd-sidemove *= 0; ucmd-upmove *= 0; *Input::ApplyMouse to stop it from adding. On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wave@hotmail.comwrote: I've found a SnapEyeAngles method in CBasePlayer that I can call when I've got a scanning target, so that's one problem less. Now I only need to constrain mouse movement somehow. I'll take a look at the viewcontrol code, maybe I'll find something there. *From:* Neico ad...@neic0.de *Sent:* Saturday, April 5, 2014 2:11 AM *To:* hlcoders@list.valvesoftware.com The game_ui (or point_viewcontrol) code allows for disabling player input for as long as it's active, I think this sounds mostly like what you'd want. Maybe there's some hints from there how to disable only the mouse input, but I can't think of any decent way except for GameMovement in general or the GameRules right now. Hope that helps a bit. - Neico On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote: I have authored a new weapon that mimicks the scan visor mechanics from Metroid Prime; however, I would like to be able to center the player's view on the entity that's being scanned and disable mouse movement, so it stays centered as long as the player is scanning. I have tried using UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the player angles are updated every frame if he's scanning, but that doesn't seem to work. Any suggestions on this one? Your help is greatly appreciated. Best regards, Krzysztof ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] 'Target' an entity and disable mouse movement
*PlayerMove::SetupMove / *Prediction::SetupMove ucmd-forwardmove *= 0; ucmd-sidemove *= 0; ucmd-upmove *= 0; *Input::ApplyMouse to stop it from adding. On Sun, Apr 6, 2014 at 12:26 AM, Krzysztof Lesiak wave@hotmail.comwrote: I've found a SnapEyeAngles method in CBasePlayer that I can call when I've got a scanning target, so that's one problem less. Now I only need to constrain mouse movement somehow. I'll take a look at the viewcontrol code, maybe I'll find something there. *From:* Neico ad...@neic0.de *Sent:* Saturday, April 5, 2014 2:11 AM *To:* hlcoders@list.valvesoftware.com The game_ui (or point_viewcontrol) code allows for disabling player input for as long as it's active, I think this sounds mostly like what you'd want. Maybe there's some hints from there how to disable only the mouse input, but I can't think of any decent way except for GameMovement in general or the GameRules right now. Hope that helps a bit. - Neico On 04.04.2014 23:44 GMT + 1, Krzysztof Lesiak wrote: I have authored a new weapon that mimicks the scan visor mechanics from Metroid Prime; however, I would like to be able to center the player's view on the entity that's being scanned and disable mouse movement, so it stays centered as long as the player is scanning. I have tried using UTIL_PointAtEntity(pPlayer, pTarget) in my PrimaryAttack(), so that the player angles are updated every frame if he's scanning, but that doesn't seem to work. Any suggestions on this one? Your help is greatly appreciated. Best regards, Krzysztof ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Testing new client code on production servers / VAC
it says it differs because on the dedicated server, it has a different copy of the client.dll. and vac doesn't even take effect unless binaries are digitally signed. On Sat, Mar 1, 2014 at 8:30 AM, Ryan Stecker voidedwea...@gmail.com wrote: VAC doesn't operate on sourcemods, you're free to do whatever you like. https://github.com/ValveSoftware/source-sdk-2013/issues/76#issuecomment-21562961 On Fri, Feb 28, 2014 at 3:51 PM, Jorge Rodriguez bs.v...@gmail.comwrote: Who knows what VAC does or doesn't do, I can't comment on that. Here's what I can comment on: Valve knows that people develop custom client.dll's for their engines. Changes to client.dll for custom games are intended behavior. VAC is an arms race that has progressed very much past modifying DLL's. I've not the foggiest idea what hack creators do now, but I don't imagine it has much to do with patching DLL's on the hard drive. Run in -debug mode and all of these worries go away. Long story short, don't worry too much about it. 2014-02-28 22:40 GMT+01:00 Foo Bar fooba...@gmail.com: Hi there, I'm doing some work on a mod. Nothing substantial has been changed so far, but my build is different than the current production release of the client and server dlls. Console shows Your .dll [bin\client.dll] differs from the server's. as expected. Am I running the risk of a VAC ban if I connect to servers using my modified build? Thanks foo ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino | G+ http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Send/recv proxies and changing recipients
AFAIK networked vectors send the entire vector every time any element in them change. if nothing in the vector changes, the vector doesn't update. I may be wrong, but that's the way I've understood it to be. If you want a really good place to look to understand how the network delta stuff works (without analyzing the macros) then look a CUserCMD. the read/write usercmd are pretty much the way the entity networking delta stuff works. ie: writeonebit 0 / 1 if writing, write the data readonebit if 1, read buffer, otherwise skip etc. On Tue, Feb 18, 2014 at 11:04 PM, Jorge Rodriguez bs.v...@gmail.com wrote: I'm going to assume your inventory is part of a third object, a CInventoryChest or something, because that's the way your question makes the most sense. You may be able to follow the code, because files like dt_send.cpp have a lot of information that could help you. You'll probably just have to do the experiment though. I wouldn't sweat too much about who gets the data though. If you never display the data as part of the UI then most players would never know. If you're worried about privacy and hacking, worry about that after there are hacks available. If you're worried about network usage, worry about that after servers become laggy. For now, focus on designing a fun game. 2014-02-17 4:34 GMT+01:00 Victor V vicp...@gmail.com: I've done more work since my last post and I have the basics working-- my custom sendproxy function sends inventory changes to the right client. The main question I was trying to ask was what happens if I change which client that data should get sent to. If the sendtables only send changes that happen to a networked array and not the entire array every update, then if I change the recipient client, will that new client get the entire array or just the updates that the first client would have gotten? If only updates are sent, is there a way I can force sending the entire array to the new client? At this point I'm not too far from just finding out by experiment, but if anybody knows what I might run into I'd appreciate the info. On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez bs.v...@gmail.comwrote: If I'm understanding you correctly, you have a chest of many items that has a single owner. There should be no problem with the chest changing ownership during its lifetime. I'm not sure why it's not working for you, perhaps you can post your data structures and supporting code in a pastebin? I've implemented not an inventory system but a loadout system, this was my data structure: https://github.com/BSVino/DoubleAction/blob/master/mp/src/game/server/sdk/sdk_player.h#L468 Maybe you can use that code as a starting point. 2014-02-14 1:18 GMT-05:00 Victor V vicp...@gmail.com: Hi all, I'm trying to put together an inventory system and need some help clarifying how datatables work. Each inventory is an entity that keeps EHANDLEs to the entity that it belongs to and to the player that is accessing it. In this case, I would only want the inventory data to be sent to the player actively using the chest, so the player handle would change from null, to one player, back to null, and to the next player, etc. It doesn't seem like sendtables are designed to support changing recipients during the entity's life. When do updates get sent? Is there a way I can force send an update at any time? I'm sending an array of integers. Does SendPropArray3 only send the members that have changed (will different players get incomplete updates)? Is there a more obvious solution to what I'm trying to achieve? Thanks Victor ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino| G+ http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb http://www.facebook.com/bsvino | G+ http://www.google.com/profiles/bs.vino | Hthttp://vinoisnotouzo.com] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlcoders] How hard would it be to make a 2D game in Source?
You could easily do it, I just don't understand why you'd bother because it's just overkill. You'd be better off just using something like Unity, or making it from scratch. On Sun, Nov 17, 2013 at 10:06 AM, Phlox Icon phloxi...@gmail.com wrote: I want to make a game in a similar style to The Binding of Isaac (screenshot: http://static.giantbomb.com/uploads/original/8/81005/2021303-i7.png ) but leaning heavily on multiplayer. The Binding of Isaac is a 2D sprite based game. I have years of experience with the Source Engine and I know it has very robust multiplayer facilities so I'd like to use it for my game. I'm aware that the engine really isn't designed for a 2D game at all but I'm wondering how hard it might be to make it work for such a game. I was wondering if you could: 1) tell me any 2D game that has ever used the Source Engine, 2) give me any tips on how it might be done leveraging as much of the existing engine as possible, or 3) tell me if it's just such an awful idea that it shouldn't be attempted at all. Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Customize the loading screen
there is a gameui loading screen override method in the client, so you can insert a custom panel directly. (that's what tf2 does) On Sun, Oct 6, 2013 at 3:40 AM, Jan Hartung jan.hart...@gmx.de wrote: Hi, ** ** I’m looking for a possibility to customize the loading screen. Actually we just want to display a random text from a pool of texts there, chaging the background image would also be nice. I know it’s possible to customize the main menu by providing a custom panel for it but couldn’t find any hint on whether or not this is possible for the loading screen as well. Does anyone reading this know whether or not this is doable? ** ** Jan ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
Gamerules have to do it. As far as the server.dll is concerned, if you take a scratch code base, or hl2mp or whatever, it doesn't know what commentary is. On Fri, Sep 27, 2013 at 2:33 AM, Ross Bemrose rbemr...@gmail.com wrote: In TF2, opening maps for commentary seems to ignore the normal gamerules. I'm not sure if this is something the game engine itself does or something TF2 specifically does. -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers
Your firewall is open? Your router is forwarding the correct ports? On Fri, Sep 13, 2013 at 3:54 AM, Jan Hartung jan.hart...@gmx.de wrote: sv_lan is set correctly and a heartbeat is sent as well, so that cannot cause the issue. ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player
virtual ShadowType_tShadowCastType() On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote: Hello, I'm trying to use the cloaking shader to make a player semi-invisible in my multiplayer mod, but when I add the EF_NOSHADOW effect to the player (while toggling the cloaked texture with m_nSkin), I still see the player's shadow when I view it from thirdperson mode. I also tried returning FALSE/NONE in clientleadsystem.cpp: ShouldRenderableReceiveShadow() and c_hl2mp_player.cpp: ShouldReceiveProjectedTextures(), but also had no luck. In addition, I tried some QC commands like $doesnotcastshadow, and $shadowlod, but couldn't get the desired result using those techniques either. Any ideas? I heard that Garry's Mod has a Lua binding like SetColor(r,g,b,a) that does the trick, but I can't find a functional equivalent in the SDK. (SetColor/A doesn't appear to affect non-sprites) On a side note, I heard that GM's SetColor can actually apply a tint to entities... Any ideas how that works? Thanks, Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] EF_NOSHADOW not working on CHL2MP_Player
Accidentally submitted before by mistake. anyway, override shadowcasttype so that while it's cloaked it reutns shadows_none, otherwise do normal behaviour. virtual ShadowType_tShadowCastType() { if cloaked return SHADOWS_NONE; else return normal stuff } On Thu, Sep 12, 2013 at 11:50 AM, Tony omega Sergi omegal...@gmail.comwrote: virtual ShadowType_tShadowCastType() On Thu, Sep 12, 2013 at 10:01 AM, eric.br...@dnbrown.net wrote: Hello, I'm trying to use the cloaking shader to make a player semi-invisible in my multiplayer mod, but when I add the EF_NOSHADOW effect to the player (while toggling the cloaked texture with m_nSkin), I still see the player's shadow when I view it from thirdperson mode. I also tried returning FALSE/NONE in clientleadsystem.cpp: ShouldRenderableReceiveShadow() and c_hl2mp_player.cpp: ShouldReceiveProjectedTextures(), but also had no luck. In addition, I tried some QC commands like $doesnotcastshadow, and $shadowlod, but couldn't get the desired result using those techniques either. Any ideas? I heard that Garry's Mod has a Lua binding like SetColor(r,g,b,a) that does the trick, but I can't find a functional equivalent in the SDK. (SetColor/A doesn't appear to affect non-sprites) On a side note, I heard that GM's SetColor can actually apply a tint to entities... Any ideas how that works? Thanks, Eric ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Delayed reconnect on Steam Pipe (goldsrc)
Because then users wouldn't be able to reconnect automatically, which Is what that he wants to happen. You could accomplish the same thing by using map instead of changelevel Which is obviously not what he wants to do. On Tue, Aug 13, 2013 at 6:18 AM, amck...@yahoo.com wrote: Why not add a ban to the black list for the amount of time you wish the client to be disconnected and change the response text from you have been banned to your unable to reconnect to this server at the moment? Sent from Windows Mail *From:* Saint Thoth (hotmail) *Sent:* Monday, August 12, 2013 11:07 PM *To:* hlcoders@list.valvesoftware.com Can you not use connect serverip in place of retry? There's no dependable method of acquiring the external IP provided by the SDK, and I can't think of a sure fire dependable way to do it myself. Would it work to send a different command that when called just calls 'retry' and whatever else you need to call? The Retry command is engine side, thus there's no way to redefine the command that I can figure. Batching it with other commands doesn't work, and as I mentioned, exec is blocked as well. Both commands are blocked engine side, so there's no way to remove the block. (This is what you get when you work with a closed source engine that gets random updates.) Why do you need to reconnect clients?? Decade old code with a dozen different hands in it has resulted in a few issues we can't readily track down. Too many clients reconnecting before the server has a chance to initialize the map tends to result in a Memory Deallocation Error. If the server has time to finish initiating the map first, by temporarily disconnecting the clients, it's fine. I could think of other reasons you'd need access these commands though. (And again, as a security precaution it's useless, as there are FAR worse things you can do to a client - not just to his game, but to his entire OS.) Possible Solution: I think I've found a way to send console commands from the client's own console... I can probably redirect CLIENT_COMMAND define to a client.dll msg that it can pick up, and do something like this: gEngfuncs.pfnClientCmd(sTemp); Stupidly annoying that we should have to do this, but as it isn't something that's done often, the tiny bit of extra overhead shouldn't be a problem. - Thothie ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Show weapon world model on player when holstered
just make another entity class (client only) that handles additional items/weapons. and update them depending on the state of the item, attaching to whatever you would like, ie: make an attachment point on your player models back so holstered rifles can go there. Then you simply update them on the client only. On Sat, Jul 27, 2013 at 10:34 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, ** ** I’m trying to show special weapons attached to the player when they are holstered so other players know that they are carrying that weapon. I have already overridden ShouldDraw in our weapon class in order for the weapon to be drawn even when it’s holstered – this is working. There is also an attachment on the player which is meant to be the attach point for holstered special weapons and an attachment of the same name on the weapon world model. Said attachment is also not linked to the weapon_bone bone. The holster code calls SetParent to make the weapon appear on the body attachment and the deploy code parents it back to the weapon attachment.** ** The problem here is that the weapon always stays attached to the weapon attachment, which means that it looks like the player carries two weapons when they are not carrying the special weapon. What am I doing wrong here or is it just impossible to switch attach points for weapons? ** ** Jan ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Hitbox calculation and sizes?
of course it's possible, but you have to change everywhere that uses VEC_HULL_MIN/MAX to use your own method of grabbing it. or just simply; don't use them from the gamerules in the player, instead make your own list of boxes/viewheights and then set them according to your 'class'. it also means modifying gamemovement to get it from the player instead of from the global. -Tony On Wed, Jul 10, 2013 at 1:36 AM, Tobias Baumann m...@tobiasbaumann.net wrote: ** Thanks for your help Saul, but it doesn't solve my problem. As far as I'm understanding this with my limited knowledge of C++ the function PhysicsSolidMaskForEntity sets the mask to be used for collision detection by the physic system to MASK_SOLID combined with CONTENTS_HITBOX. However the projectile still triggers a hit upon hiting the bounding box. I tested this by making the VEC_HULL_MAX larger then the actual model. If I make the VEC_HULL_MAX smaller then the actual model I get another result. See these two screenshots: http://i.imgur.com/8ISQHI1.jpg - projectile flys trough the hitbox http://i.imgur.com/uExNUhc.jpg - projectile flys trough the boundingbox and hitting. According to https://developer.valvesoftware.com/wiki/CollisionPropertyhitbox detection doesn't even happen when we're not inside the bounding box. Which explains the results from the screenshot. So how do I solve this? Is there a way to tell the game to recalculate the bounding box according to the size of the model and or its hitboxes? I tried using CollisionProp()-SetSurroundingBoundsType( USE_HITBOXES ); which sets them up correctly when killing yourself: http://i.imgur.com/s88NKQV.jpg However upon re-spawning its back to the old values: http://i.imgur.com/aeNqaz5.jpg Any ideas why this happens or whats causing it? Another thing I noticed is that size of the boundingbox is in direct relation to values defined in HL2MPViewVectors. More precisely the values in VEC_HULL_MIN and VEC_HULL_MAX. How do I make these values dynamic for each player? Is that even possible? Because unlike the traditional game we will have different sized props as the player in multiplayer. So in one instance it will be the size of a chair and in another one the size of a refrigerator. Kind regards, Tobias Saul Rennison saul.renni...@gmail.com hat am 4. Juli 2013 um 20:58 geschrieben: It seems crossbow bolts already respect hitboxes (see CCrossbowBolt::PhysicsSolidMaskForEntity) Kind regards, Saul Rennison On 4 July 2013 19:17, Saul Rennison saul.renni...@gmail.com wrote: If the crossbow projectile is an entity, you need to override a specific VPhysics function to tell it to respect hitboxes when doing collision detection. I can get this method override for you shortly. Kind regards, Saul Rennison On 4 July 2013 19:12, Tobias Baumann m...@tobiasbaumann.net wrote: Hi Ben, I did but I looked into it again and adjusted its size which provided me with the following result: http://i.imgur.com/ffA9ZE7.jpg The big box is the bounding box with ViewVector values. The little boxes are the hitboxes visible with sv_showhitboxes 1. Now why are they ignored and all hit-detection only happens on the bounding box? I did some testing and found out that this only happens with the Crossbow or my own weapon script which is a mixture of the crossbow and grenade code. So in other words the crossbow bolt uses the boundingbox for hit detection while other weapons use the hitboxes. Which makes sense since the other weapons don't actually fire a physical projectile but instead use raytracing. At least thats what I'm assuming. So long story short I'm left with two questions: How do I tell the crossbow bolt to use hitboxes and not boundingboxes for hit detection? And how can I set individual ViewVectors for each player and is that even possible with the engine? (What I noticed is that the hardcoded vectors are uniform for everyone). In case you're wondering: This is for the Suicide Survival mod. The weapon script is a physical book you throw, hence the crossbow bolt code. The individual ViewVectors are needed because I wan't to use different kind of prop models for the suiciders and the problem with this was that they get position in the ground by half their size (due to the origin being at 0,0,0 and the model not having any bones I'm assuming). I hope this makes things a bit clearer :) Thanks for any advice/help, Tobias Ben K. amo...@online.de hat am 3. Juli 2013 um 15:53 geschrieben: You probably haven't adjusted the bounding box. Check out your game rules and look for ViewVectors. Ben Tobias m...@tobiasbaumann.net m...@tobiasbaumann.net wrote: Already try that and it only shows the local hitboxes for me. I mean it displays the proper hitboxes the same way they're displayed in the modelviewer. However these are totally ignored for actual hit detection when I fire on the
Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level
FYI, hl2, episode 1/2 etc, detect the same. On Wed, Jul 3, 2013 at 8:56 PM, Jan Hartung jan.hart...@gmx.de wrote: There’s always something to miss when looking for info ;) Anyway, manually setting the DX_Level1 value to 95 resolves the issue. However, when I run the game with –autoconfig it defaults back to DX level 80 – and that’s still plainly wrong for my system. ** ** *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Netshroud *Gesendet:* Mittwoch, 3. Juli 2013 12:37 *An:* Discussion of Half-Life Programming *Betreff:* Re: [hlcoders] Source SDK 2013 Multiplayer detects wrong hardware DirectX level ** ** Have you seen https://github.com/ValveSoftware/source-sdk-2013/issues/9 ?* *** ** ** On 03/07/2013, at 8:32 PM, Jan Hartung jan.hart...@gmx.de wrote: Hi list, When first running the Source SDK 2013 Multiplayer test app I noticed that the graphics options tell me that my hardware DirectX level was 8.0. That’s not true, as I’m running a Geforce GTX 660 here which is clearly a DX11 card. With the DX level being detected as 8.0, there is no motion blur or HDR rendering and that’s in fact an issue for games/mods released in 2013. To check whether it’s the graphics driver I thoroughly cleansed my system from any Nvidia components and installed the 320.49 WHQL driver which was released two days ago – which did not resolve the issue. This is what the advanced graphics options look like here in Source SDK 2013 Multiplayer:http://maennertechnik.net/sourcesdk2013dxissue.jpg And this is what the same dialog looks like when I run TF2: http://maennertechnik.net/tf2gfxsettings.jpg Does anyone else see the same issue and is there maybe already a solution to it? Jan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Error on trying to create new weapon base
you made a typo. #if defined( CLIENT_DLL ) #define CEquipCard C_EquipeCard #endif see it? :) On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote: Was trying to create a new weapon base but I keep getting shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard' : is not a class or namespace name. The code at the moment is nothing more then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name changes Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one for the .h http://pastebin.com/7y2XcvN8 If anyone can help me figure out this madness that I've been dealing with for a couple hours now that would be awesome. -Wazanator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Error on trying to create new weapon base
though, there must be more to your error. I just actually read all of the paste this time after sending my last reply, and it shouldn't have mattered.. it would just be a different name on the client side. you sure there isn't another error, or that you have the define elsewhere? On Sat, Jun 8, 2013 at 8:48 PM, Tony omega Sergi omegal...@gmail.comwrote: you made a typo. #if defined( CLIENT_DLL ) #define CEquipCard C_EquipeCard #endif see it? :) On Sat, Jun 8, 2013 at 1:12 PM, Jesse Oak wazanato...@gmail.com wrote: Was trying to create a new weapon base but I keep getting shared\hl2mp\weapon_CCG_equipmentbase.cpp(21): error C2653: 'C_EquipCard' : is not a class or namespace name. The code at the moment is nothing more then a copy paste of weapon_hl2mpbase_machinegun.cpp and .h with some name changes Here's a copy of the .cpp http://pastebin.com/VgfECGHn and here's one for the .h http://pastebin.com/7y2XcvN8 If anyone can help me figure out this madness that I've been dealing with for a couple hours now that would be awesome. -Wazanator ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] How to find all enemies in the view cone of an NPC?
you use findentitiesinsphere (or one of the other findentities functions) to make a list of entities within range, and then you iterate the list and check if they're in Fov. -Tony On Fri, May 3, 2013 at 3:20 AM, Phlox Icon phloxi...@gmail.com wrote: I've been searching around and discovered that each NPC has a view cone. I wasn't able to find a function for entities within the view cone. I came across the Potentially Visible Set ( https://developer.valvesoftware.com/wiki/PVS ). I'm aware of the function FInViewCone but this is for testing just one position/entity. Do I have to build the PVS and test each entity in the PVS with FInViewCone or is there a better way of doing this? Preferably one function like my_npc-FindVisibleEntities() or something along those lines. Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] CBasePlayer::m_hUseEntity is never actually sent to the client despite being a networked variable
It is networked though, It's never been invalid for me; other than it's not predicted. So either something is wiping it out for you, or you're trying to catch an impulse use. It will only ever be valid outside of one frame (And networked) if it's a continuous use, (ie: holding the use button on something, and holding onto the target) if you're just using a simple button for example, the client will never see it, because it only has a value for one frame, and then the next frame it's cleared (so you don't keep using an impulse (one time) entity) -Tony On Sun, Apr 14, 2013 at 5:01 AM, Andrew McWatters mcwattersand...@gmail.com wrote: I don't know how to state it much simpler than that. This is an issue that has existed for years; now is as good a time as ever to complain about it, I guess. For mods in the 2007 engine branch, checking GetUseEntity() on the client returns NULL, which does not match the server's value at any point in time. On the client, SetUseEntity is never actually called, but on the server it is, which should then send the EHANDLE over the wire. Otherwise what would be the point in it being a networked variable? Right? Anyway, some really important prediction stuff goes wrong as a result of m_hUseEntity never being set, such as this key snippet in CBasePlayer::ItemPostFrame() here: baseplayer_shared.cpp: 208-216 // check if the player is using something if ( m_hUseEntity != NULL ) { #if !defined( CLIENT_DLL ) Assert( !IsInAVehicle() ); ImpulseCommands();// this will call playerUse #endif return; } As a result of this never returning, (since m_hUseEntity is actually NULL client-side,) when you hold your primary attack button, things like ::PrimaryAttack() being called on weapons on the client every frame but not on the server manifest, and the end result is the weapon sound for your active weapon being spammed violently. I've checked out Send/RecvProps and such and everything is fine other than this value never being networked. How can this be fixed? Thanks, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Slow-Mo
Since this Is HLCoders, I would assume that you're actually programming here. So, what I would do first is make a slowmo autogamesystem that manages the slowmo effect, ie: the start and stop and maintain. Start would setup a value for the start time, and the end time (when it's at lowest value) End would setup a value for the start time, and the end time (when it's back at 1.0f) the maintain (or think part) would decide am i starting slowmo, or am i ending slowmo and not do anything if it has finished the transition part. Then you can just use a function like FLerp to smoothly transition from off to on, and on to off. ie: some semi psuedo-code. // if ( turnon ) { //go from normal speed down to 25% speed float timescale = clamp(FLerp(1.0f, 0.25f, slowMoStartTime, slowMoFinishTime, MIN(gpGlobals-curtime, slowMoFinishTime ), 0.0f, 1.0f); host_timescale.SetValue( timescale ); if ( timescale == 0.25f ) { turnon = false; } } else if ( turnoff) { float timescale = clamp(FLerp(0.25f, 1.0f, slowMoStartTime, slowMoFinishTime, MIN(gpGlobals-curtime, slowMoFinishTime ), 0.0f, 1.0f ); host_timescale.SetValue( timescale ); if ( timescale == 1.0f ) turnoff = false; } On Mon, Feb 18, 2013 at 10:31 AM, Jesse Oak wazanato...@gmail.com wrote: 1. Use a point_servercommand entity and a func_button. 2. Have it make several changes really fast (going from .01 to .1 would be something like .02, .03, .04, etc) 3. I'm not sure I understand what you want to limit On Sat, Feb 16, 2013 at 10:06 PM, M B playerz...@live.com wrote: Hm, I'll look into that. For now, I'd better ask a few more questions. 1. How would I tie a set timescale to a button? 2. How can I make the soft transition between real- and slow-time? 3. How can I limit -- From: saul.renni...@gmail.com Date: Sat, 16 Feb 2013 22:43:10 + To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Slow-Mo See the host_timescale ConVar. It sets a scalar on how game time passes relative to real time. For example, with host_timescale 0.1, 1 game-world second passes in 10 real-world seconds Kind regards, Saul Rennison On 16 February 2013 22:18, M B playerz...@live.com wrote: I'm looking for a way to use a slow motion feature, similar to that of F.E.A.R. 3/F.3.A.R., in a Source mod. Is there a way to do so? e.g. https://www.youtube.com/watch?v=T-aFt5QQls0 e.g. https://www.youtube.com/watch?v=ijjU0Z5A9G0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Objective Entity (VGUI Help)
use the function ScreenTransform to convert world coordinates into screen coordinates which you can use to draw an object on the hud. -Tony On Mon, Sep 24, 2012 at 10:42 PM, tja...@comcast.net wrote: Hey guys, I'm trying to make somewhat of a objective entity that displays a text, similar to many games such as BF2 ( http://gamasutra.com/features/20061108/clip_image002_0001.jpg) the flags display there location through walls and such. I have an entity info_objective that shows a simple vgui box on the center of the screen. What's the best way to size / position it accordingly the the actual 3D coords of the entity? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Plugin crash at ICollideable::GetCollisionOrigin().
the SDK Source code matches Source SDK Base 2007, not any of the other ones. the 2006 source code matches Source SDK Base, and no other game itself. If you want to run as if it was purely hl2mp, you need to leave it using AppiID 218, and then mount the hl2mp content. -Tony On Mon, Sep 24, 2012 at 3:51 AM, Asher Baker asher...@gmail.com wrote: The official SDK hasn't matched the game in several years. Sent from my iPhone On 23 Sep 2012, at 19:26, Borzh borz...@gmail.com wrote: Hi there, I just compiled my bots plugin and tested it with a new mod I created from hl2dm 2007 engine version. All ok. But when I put my plugin into real half-life 2 deathmatch folder and run it (with -insecure parameter) I got 2 problems: - Cannot open interface FILESYSTEM_INTERFACE_VERSION IFileSystem pFileSystem. I just was using it to get current directory, so it is not very important but why is this happenning? - When a map is started, I read all map entities and choose some to store (so bots know where to look for health armor weapons and ammo). But plugin crashes with access violation ICollideable* pCollidable = pEdict-GetCollideable(); const Vector vItemOrigin = pCollidable-GetCollisionOrigin(); when I try to access vItemOrigin, say print out x, y, z. Obviously vItemOrigin is pointing at some bad memory area. Why this can be happening? All other plugin intefaces are working well, even ICvar and IVDebugOverlay (console commands are working and also debug lines/boxes/beams). Thanks in advance, Boris. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders - -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Do procedural materials still work in 2007?
They're both procedural. either making a material proxy with a textureregenerator, or using DrawSetTextureRGBA, which does the same thing. -Tony On Tue, Aug 28, 2012 at 2:25 AM, Saul Rennison saul.renni...@gmail.comwrote: Using DrawSetTextureRGBA for drawing is no problem for me with CEF. Why can't you use it exactly? On Sunday, August 26, 2012, Andrew McWatters wrote: I wanted to write my own chromiumembedded implementation (because Awesomium is for chumpiums) and so I checked out the procedural material article here: https://developer.valvesoftware.com/wiki/Procedural_Materials Unfortunately the example code doesn't seem to be working. Are procedural textures broken in 2007? I can't really result to using DrawSetTextureRGBA, so if this doesn't work, it's a bust. Andrew -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Can't seem to modify Player Angles
gamemovement: ::CheckParameters --snip-- if ( !IsDead() ) { v_angle = mv-m_vecAngles; v_angle = v_angle + player-m_Local.m_vecPunchAngle; // Now adjust roll angle if ( player-GetMoveType() != MOVETYPE_ISOMETRIC player-GetMoveType() != MOVETYPE_NOCLIP ) { mv-m_vecAngles[ROLL] = CalcRoll( v_angle, mv-m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() ); } else { mv-m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ]; } mv-m_vecAngles[PITCH] = v_angle[PITCH]; mv-m_vecAngles[YAW] = v_angle[YAW]; } --snip-- On Mon, Aug 20, 2012 at 11:23 AM, Michael Kramer kra...@siosphere.comwrote: Modifying it in the animstate does properly do what I'm wanting, I just didn't know if it was proper, it seems like modifying the roll values in gamemovement would carry over, but no where in the animstate does it overwrite the angles passed in by gamemovement, but doesn't seem to carry over ROLL. I think I'll just modify animstate to properly read the angles from gamemovement. Thanks everyone, On Sun, Aug 19, 2012 at 10:29 AM, Garry Newman garrynew...@gmail.comwrote: I might be missing something obvious, but can't you just override *Player::GetRenderAngles() or *PlayerAnimState::GetRenderAngles() or find out where it's fudging m_angRender in the playeranimstate // Rotate entire body into position m_angRender[YAW] = m_flCurrentFeetYaw; m_angRender[PITCH] = m_angRender[ROLL] = 0; and make it do what you want there? garry On Sun, Aug 19, 2012 at 5:20 PM, Michael Kramer kra...@siosphere.comwrote: If I attempt to modify the player angles in gamemovement, nothing changes, even though it is the last step pretty much, it should be able to overwrite everything else. Adjusting the angles in playermove, does work, even though it is called way before gamemovement. I can adjust the viewangles (engine-SetViewAngles()) in gamemovement, but can't adjust the player angles at all. Your hierarchy is very helpful though, so thank you for that, but it seems like finishmove does not use the angles from gamemovement, the code is in there (player-SetLocalAngles( move-m_vecAngles );) but no matter what m_vecAngles is set at, nothing changes even the slightest. I was hoping that animstate would update relative to the model/entities position, but it does seem like it is overwriting anything sent back from gamemovement in regards to angles. If I adjust the angles in animstate it properly updates. I can do this without updating angles at all, simply with a barrel roll animation, but was hoping I could do it all code wise easily. On Sun, Aug 19, 2012 at 1:54 AM, Tony omega Sergi omegal...@gmail.com wrote: It's not that it's all over the place but rather they are different components of the entire process. The majority of the actual movement is handled inside gamemovement. the in_* (CInput) handles the raw input itself for the local client (and by default the view angles as manipulated by the mouse) which puts it into CUserCmd. CUserCmd is then transmitted every frame down to the server which is used by playermove and finally into CGameMovement for the final step, and CPrediction also uses it to predict locally. Once all of that is done, animstate is called from postthink every frame to take the final result of everything and then decides what animations to play as well as the final rendering angles of the player. So to summarize the whole process (from memory here, I might be missing something): Input - Create CUserCmd CUserCmd is sent for each frame to the server, and processed locally with prediction CPlayerMove then does: some prelimilary copy like eyeangles and buttons prethink (calls prethink on the player) think (calls think on the player if set) setupmove (copy usercmd - CMoveData) gamemovement finishmove (update the player origin, angles, etc from gamemovement (CMoveData) postthink (run animstate) the client-side is slightly different for networked players, but the local player runs the same process (more or less, through CPrediction instead of PlayerRunCommand. and note, that it doesn't happen precisely in that order for every command, as the client will run and transmit input/CUserCmd as fast as it can. Gamemovement is where you should be handling your barrel roll; why that it's not working for you, I cannot say as I cannot see your implementation. -Tony On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer kra...@siosphere.comwrote: Alright, I was able to modify the angles by adding some code into the multiplayer animstate, but I have a question for you. It seems that gamemovement adjusts only the origin, and not the viewangles/player angles at all, so I'm assuming adding anything in there would be wrong to do. It also seems like the movement code is all over the place
Re: [hlcoders] Can't seem to modify Player Angles
It's not that it's all over the place but rather they are different components of the entire process. The majority of the actual movement is handled inside gamemovement. the in_* (CInput) handles the raw input itself for the local client (and by default the view angles as manipulated by the mouse) which puts it into CUserCmd. CUserCmd is then transmitted every frame down to the server which is used by playermove and finally into CGameMovement for the final step, and CPrediction also uses it to predict locally. Once all of that is done, animstate is called from postthink every frame to take the final result of everything and then decides what animations to play as well as the final rendering angles of the player. So to summarize the whole process (from memory here, I might be missing something): Input - Create CUserCmd CUserCmd is sent for each frame to the server, and processed locally with prediction CPlayerMove then does: some prelimilary copy like eyeangles and buttons prethink (calls prethink on the player) think (calls think on the player if set) setupmove (copy usercmd - CMoveData) gamemovement finishmove (update the player origin, angles, etc from gamemovement (CMoveData) postthink (run animstate) the client-side is slightly different for networked players, but the local player runs the same process (more or less, through CPrediction instead of PlayerRunCommand. and note, that it doesn't happen precisely in that order for every command, as the client will run and transmit input/CUserCmd as fast as it can. Gamemovement is where you should be handling your barrel roll; why that it's not working for you, I cannot say as I cannot see your implementation. -Tony On Sun, Aug 19, 2012 at 2:07 PM, Michael Kramer kra...@siosphere.comwrote: Alright, I was able to modify the angles by adding some code into the multiplayer animstate, but I have a question for you. It seems that gamemovement adjusts only the origin, and not the viewangles/player angles at all, so I'm assuming adding anything in there would be wrong to do. It also seems like the movement code is all over the place, in player, gamemovement, in_mouse, playermove, etc is there a reason it is spread all over the place? It seems like ideally all player movement should be controlled in 1 place, and not 5 or 6 different areas... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Is this possible ?
I didn't mean to imply that you did anything wrong ;) I was just making a statement about it. -Tony On Tue, May 29, 2012 at 1:11 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 a model though. Additionally, I have a system in the gamerules that networks
Re: [hlcoders] Is this possible ?
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.comwrote: 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.comwrote: 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.comwrote: 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.comwrote: 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 a rendering bottleneck with them. I had done another test for simulating just bullets (only the impact rendering, and occasionally a tracer if desired) for a properly simulated ballistic system, it worked
[hlcoders] bug in c_basenetity
I sent this to the licensee list, and figured I could also post it here: FYI:: Inside CalcAbsolutePosition() The following... if ( m_iParentAttachment != 0 (m_pMoveParent-GetFlags() EFL_SETTING_UP_BONES) ) should be.. if ( m_iParentAttachment != 0 (m_pMoveParent-GetEFlags() EFL_SETTING_UP_BONES) ) Otherwise, it's only valid When a player is On a train in default code. :- (FL_ONTRAIN = (13) and so is EFL_SETTING_UP_BONES) -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Is this possible ?
.. 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.comwrote: 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.comwrote: 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 a rendering bottleneck with them. I had done another test for simulating just bullets (only the impact rendering, and occasionally a tracer if desired) for a properly simulated ballistic system, it worked quite well, but I never rolled it out into any production environment, as nothing I have ever worked on has really needed it. It still has some issues with losing synchronization over drastic angle changes, but it performs extremely well. -Tony On Sun, May 20, 2012 at 1:35 PM, Psy_Commando psycomma...@gmail.comwrote: Hello, I was wondering if it was possible to use the technique the left4dead devs used for the infected, to handle non hitscan bullets ? The technique I'm talking about was referenced in an article on the vdc : If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity. This is how Left 4 Dead handles huge numbers of infected: they are all finger puppets of the director.(https://developer.valvesoftware.com/wiki/Entity_limit ) Essentially I'd want to create simple entities for each bullets and have them handled by a manager entity. But I was also wondering how to get the simple entities to transmit to the client, along with their data ? The main reason I want to do this is because I have a lot of sprite based projectiles to handle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Is this possible ?
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.comwrote: .. Make an AutoGameSystem. On Tue, May 22, 2012 at 2:17 PM, Psy_Commando psycomma...@gmail.comwrote: 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.comwrote: 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 a rendering bottleneck with them. I had done another test for simulating just bullets (only the impact rendering, and occasionally a tracer if desired) for a properly simulated ballistic system, it worked quite well, but I never rolled it out into any production environment, as nothing I have ever worked on has really needed it. It still has some issues with losing synchronization over drastic angle changes, but it performs extremely well. -Tony On Sun, May 20, 2012 at 1:35 PM, Psy_Commando psycomma...@gmail.comwrote: Hello, I was wondering if it was possible to use the technique the left4dead devs used for the infected, to handle non hitscan bullets ? The technique I'm talking about was referenced in an article on the vdc : If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity. This is how Left 4 Dead handles huge numbers of infected: they are all finger puppets of the director.(https://developer.valvesoftware.com/wiki/Entity_limit ) Essentially I'd want to create simple entities for each bullets and have them handled by a manager entity. But I was also wondering how to get the simple entities to transmit
Re: [hlcoders] Is this possible ?
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.comwrote: 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 a rendering bottleneck with them. I had done another test for simulating just bullets (only the impact rendering, and occasionally a tracer if desired) for a properly simulated ballistic system, it worked quite well, but I never rolled it out into any production environment, as nothing I have ever worked on has really needed it. It still has some issues with losing synchronization over drastic angle changes, but it performs extremely well. -Tony On Sun, May 20, 2012 at 1:35 PM, Psy_Commando psycomma...@gmail.comwrote: Hello, I was wondering if it was possible to use the technique the left4dead devs used for the infected, to handle non hitscan bullets ? The technique I'm talking about was referenced in an article on the vdc : If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity. This is how Left 4 Dead handles huge numbers of infected: they are all finger puppets of the director.(https://developer.valvesoftware.com/wiki/Entity_limit ) Essentially I'd want to create simple entities for each bullets and have them handled by a manager entity. But I was also wondering how to get the simple entities to transmit to the client, along with their data ? The main reason I want to do this is because I have a lot of sprite based projectiles to handle. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
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. 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
Re: [hlcoders] Prediction Jerkiness with aircraft ?
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.comwrote: 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
Re: [hlcoders] Prediction Jerkiness with aircraft ?
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.comwrote: 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.comwrote: I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared : //- // Purpose: My physics object has been updated, react or extract data //- void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) { switch( GetMoveType() ) { case MOVETYPE_VPHYSICS: { if ( GetMoveParent() ) { Log_Warning( LOG_DEVELOPER_VERBOSE, Updating physics on object in hierarchy %s!\n, GetClassname()); return; } Vector origin; QAngle angles; pPhysics-GetPosition( origin, angles ); if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || !IsFinite( angles.x ) ) { Msg( Infinite angles from vphysics! (entity %s)\n, GetDebugName() ); angles = vec3_angle; } #ifndef CLIENT_DLL Vector prevOrigin = GetAbsOrigin(); #endif for ( int i = 0; i 3; ++i ) { angles[ i ] = AngleNormalize( angles[ i ] ); } #ifndef CLIENT_DLL NetworkQuantize( origin, angles ); #endif if ( origin.IsValid() ) { SetAbsOrigin( origin ); } else { Msg( Infinite origin from vphysics! (entity %s)\n, GetDebugName() ); } SetAbsAngles( angles ); // Interactive debris converts back to debris when it comes to rest if ( pPhysics-IsAsleep() GetCollisionGroup() == COLLISION_GROUP_INTERACTIVE_DEBRIS ) { SetCollisionGroup( COLLISION_GROUP_DEBRIS ); } #ifndef CLIENT_DLL PhysicsTouchTriggers( prevOrigin ); PhysicsRelinkChildren(gpGlobals-frametime); #endif } break; . . . . However I still have stuttering when I set net_fakelag to anything 0. And its gets worst the higher the FPS... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Prediction Jerkiness with aircraft ?
I haven't fully analyzed the code, but i was just thinking.. you're using alien swarm.. why use the sdk template for alien swarm for what you want? use alien swarm itself, duplicate the marine and make the duplicate a vehicle that flies instead of walks around. alien swarm already has the 'predicted player controlled other entity' -Tony On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando psycomma...@gmail.com wrote: Predictions are on. Also I think this may not be entirely attributable to ASW. I found in one of my old vids that the stuttering in vehicles wasn't present in my early vids, the hl2 buggy worked before, I guess I must have broken something somewhere. I wonder what though... The template SDK for alien swarm by Doplhur seems to have the same problem, the jeep is doing the same thing. I printed the velocity of the client and server to the hud, and they're identical, cl_pclass isn't reporting the velocity correctly for some reasons... Also here's the full code, some of it is from Eternal Silence, its pretty messy though. : http://pastebin.com/eMcKh1YL I used a CPhysicsPropMultiplayer as the base prop, because the other prop types made even weirder stuff. On Thu, Apr 19, 2012 at 11:40 PM, Tony omega Sergi omegal...@gmail.comwrote: I can't remember by reading that output, without seeing your code, but the prediction dump is showing that the entity is 0 0 0 on either the server or client. ie: it's only moving on one, and not both. That's your jitter. -Tony On Fri, Apr 20, 2012 at 9:41 AM, Joel R. joelru...@gmail.com wrote: Well, you have to make sure prediction is turned on. If prediction is off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be updating the Origin/Angles/Velocity, and you end up having this struggle between server updating your position and you updating it on the clientside. On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando psycomma...@gmail.comwrote: Well its an entity that exist on both client and server. I'll use it in mp so making it clientside isn't an option. On Thu, Apr 19, 2012 at 8:28 PM, Joel R. joelru...@gmail.com wrote: Did you create this entity on the server? There is a lot of code the client player class does to make prediction work. I'd recommend just creating a clientside entity and manipulate that, not the one from server. On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando psycomma...@gmail.comwrote: Found out why, the server ent returned false for IsPredicted() . The plane is still jittery though, but here is the dump i get while moving : http://dl.dropbox.com/u/13343993/abox0003.jpg It would seem velocity differs, along with a few others. On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando psycomma...@gmail.comwrote: Wait, it worked with weapon_smg1 but it doesn't work with my entity.. On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris char...@resrchnet.com wrote: It should be like for instance ** ** **- **cl_pclass prop_physics or cl_pclass weapon_crossbow* *** ** ** Also make sure that developer convar is set to at least 1. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of * Psy_Commando *Sent:* Thursday, April 19, 2012 4:15 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ? ** ** I tried cl_pclass with the class name, but nothing happens. Also, after a few minutes of messing around I get this assert : src\game\server\baseentity.cpp (460) : Assertion Failed: fabs( CoordFromCell( cellwidth, cell[0], pOut-m_Vector[ 0 ] ) - v-x ) cellEpsilon swarm.exe has triggered a breakpoint On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris char...@resrchnet.com wrote: cl_pclass classname run that with your ship classname and you get a nice easy to read debug gui to see what predicted variables are off for all predicted parts of that entitytype. I only used it on an entity type I have 1 instance of so not sure what behavior occurs if you have many of em. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of * Psy_Commando *Sent:* Thursday, April 19, 2012 12:37 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ? 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
Re: [hlcoders] Prediction Jerkiness with aircraft ?
I can't remember by reading that output, without seeing your code, but the prediction dump is showing that the entity is 0 0 0 on either the server or client. ie: it's only moving on one, and not both. That's your jitter. -Tony On Fri, Apr 20, 2012 at 9:41 AM, Joel R. joelru...@gmail.com wrote: Well, you have to make sure prediction is turned on. If prediction is off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be updating the Origin/Angles/Velocity, and you end up having this struggle between server updating your position and you updating it on the clientside. On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando psycomma...@gmail.comwrote: Well its an entity that exist on both client and server. I'll use it in mp so making it clientside isn't an option. On Thu, Apr 19, 2012 at 8:28 PM, Joel R. joelru...@gmail.com wrote: Did you create this entity on the server? There is a lot of code the client player class does to make prediction work. I'd recommend just creating a clientside entity and manipulate that, not the one from server. On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando psycomma...@gmail.comwrote: Found out why, the server ent returned false for IsPredicted() . The plane is still jittery though, but here is the dump i get while moving : http://dl.dropbox.com/u/13343993/abox0003.jpg It would seem velocity differs, along with a few others. On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando psycomma...@gmail.comwrote: Wait, it worked with weapon_smg1 but it doesn't work with my entity.. On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris char...@resrchnet.com wrote: It should be like for instance ** ** **- **cl_pclass prop_physics or cl_pclass weapon_crossbow*** * ** ** Also make sure that developer convar is set to at least 1. ** ** *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando *Sent:* Thursday, April 19, 2012 4:15 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ? ** ** I tried cl_pclass with the class name, but nothing happens. Also, after a few minutes of messing around I get this assert : src\game\server\baseentity.cpp (460) : Assertion Failed: fabs( CoordFromCell( cellwidth, cell[0], pOut-m_Vector[ 0 ] ) - v-x ) cellEpsilon swarm.exe has triggered a breakpoint On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris char...@resrchnet.com wrote: cl_pclass classname run that with your ship classname and you get a nice easy to read debug gui to see what predicted variables are off for all predicted parts of that entitytype. I only used it on an entity type I have 1 instance of so not sure what behavior occurs if you have many of em. *From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando *Sent:* Thursday, April 19, 2012 12:37 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ? 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
[hlcoders] Bug with BloomScale
Minh discovered a *really silly* copy and paste mistake that I made in 2008: inside *viewpostprocess.cpp* -- static float GetCurrentBloomScale( void ) { *--snip--* //Tony; in multiplayer, get the local player etc. if ( (pLocalPlayer != NULL pLocalPlayer-m_Local.m_ TonemapParams.m_flAutoExposureMin 0.0f) ) { flCurrentBloomScale = pLocalPlayer-m_Local.m_TonemapParams.m_flAutoExposureMin; } *--snip--* } that should be using *m_TonemapParams.m_flBloomScale* not autoexposure ;( Sorry guys. -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
Re: [hlcoders] Rotation on the player's local axes
180.00 89.037491 -180.00 -180.00 88.784592 180.00 180.00 88.531693 -180.00 -180.00 88.334381 180.00 180.00 88.278809 -180.00 -180.00 88.025909 180.00 180.00 The sudden yaw and roll change to +/-180 is probably what is causing the hitch. The motion blur is creating a blur effect as if the player is spinning for an instant. How to get around this, I am not sure. Here's my current code in in_joystick.cpp's JoyStickMove() function: //### Vector vec_for, vec_rt, vec_up, vec_for_out, vec_rt_out, vec_up_out; Quaternion viewangles_q, turn_q, look_q, roll_q, qTemp, qDelta, qResult, viewangles_q_out; AngleVectors(viewangles, vec_for, vec_rt, vec_up); //Converting the current viewangles to a Quaternion (viewangles_q). RadianEuler viewangles_euler(viewangles); AngleQuaternion(viewangles_euler, viewangles_q); //Build a set of quaternion transforms that rotate around corresponding axes in local space by corresponding angles. // NOTE: non-unit vectors will bias the resulting rotation angle (but not the axis) VectorNormalize(vec_up); AxisAngleQuaternion(vec_up, turn_angle, turn_q); VectorNormalize(vec_rt); AxisAngleQuaternion(vec_rt, look_angle, look_q); VectorNormalize(vec_for); AxisAngleQuaternion(vec_for, roll_angle, roll_q); //Combine Quaternions. QuaternionMult(look_q, turn_q, qTemp); QuaternionMult(qTemp, roll_q, qDelta); //Slerp QuaternionSlerp(viewangles_q, qDelta, 1.0, qResult); //Applying the Quaternion rotation. QuaternionMult(qResult, viewangles_q, viewangles_q_out); //Converting Quaternion into a QAngle for engine-SetViewAngles(viewangles_out) QAngle viewangles_out; QuaternionAngles(viewangles_q_out, viewangles_out); COM_Log(viewangle_hitch.txt, %2f %2f %2f \n, viewangles_out.x, viewangles_out.y, viewangles_out.z); if (viewangles_out[PITCH] 180) { viewangles_out[PITCH] -= 360; } else if (viewangles_out[PITCH] -180) { viewangles_out[PITCH] += 360; } if (viewangles_out[YAW] 180) { viewangles_out[YAW] -= 360; } else if (viewangles_out[YAW] -180) { viewangles_out[YAW] += 360; } if (viewangles_out[ROLL] 180) { viewangles_out[ROLL] -= 360; } else if (viewangles_out[ROLL] -180) { viewangles_out[ROLL] += 360; } //### Thanks! On Fri, Mar 2, 2012 at 12:40 AM, Craig Louie craiglo...@gmail.comwrote: Thanks Tony and Joel for more awesome help. I didn't get as much time as I would have liked to work on it tonight. I will have to continue tomorrow night (and probably into the weekend). I'll keep the thread posted. Thanks! P.S. cool flight sim vid, Joel. Are you a fellow X-Wing/Tie Fighter fan? Freespace perhaps? On Thu, Mar 1, 2012 at 10:29 PM, Joel R. joelru...@gmail.com wrote: http://www.youtube.com/watch?v=5y6a_oFtNiI On Thu, Mar 1, 2012 at 10:35 PM, Tony omega Sergi omegal...@gmail.com wrote: This actually will work in Source, as the input/view stuff is basically identical: http://articles.thewavelength.net/269/ -Tony On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie craiglo...@gmail.comwrote: Thanks Joel! I'll also try out your method when I get home. I'll keep everyone posted on my results. Thanks! On Thu, Mar 1, 2012 at 11:12 AM, Joel R. joelru...@gmail.comwrote: Quaternion.h http://pastebin.com/hxTBab3T Quaternion.cpp http://pastebin.com/2WizAewD Quaternion Rotation Formulas (Yaw/Pitch/Roll) http://pastebin.com/BHRvcbCG I got most of the quaternion stuff from Ogre engine and converted to work on Source Engine. The functions you will be interested in using are FromRotationMatrix, ToRotationMatrix, AxisAngle, ToAxisAngle, GetRotationTo, ToAxes, Slerp, GetAngles, GetMatrix So basically you'll do what's below: (this is psuedocode, function names are not exact!) Quat current, target; current.FromRotationMatrix( ent-EntityWorldTransform() ); target = current; target = yaw( target, 10 ); //10 degrees to the right, this function is not part of Quat class for some reason current = Slerp( current, target, 0.2 ); //This is only 20%, you'll need to calculate the angle difference between current/target, and then move based on your angles per second speed. matrix3x4_t newRot; current.ToRotationMatrix( newRot ); ent-SetWorldTransform( newRot ); Enjoy! On Thu, Mar 1, 2012 at 12:46 PM, Joel R. joelru...@gmail.comwrote: The quaternion calculations you're doing are similar to just manipulating the Euler Angles, which cause Gimbal Lock. The way I did it in my flight simulation is to create a Current Quaternion (from the starting Matrix
Re: [hlcoders] Rotation on the player's local axes
This actually will work in Source, as the input/view stuff is basically identical: http://articles.thewavelength.net/269/ -Tony On Fri, Mar 2, 2012 at 5:09 AM, Craig Louie craiglo...@gmail.com wrote: Thanks Joel! I'll also try out your method when I get home. I'll keep everyone posted on my results. Thanks! On Thu, Mar 1, 2012 at 11:12 AM, Joel R. joelru...@gmail.com wrote: Quaternion.h http://pastebin.com/hxTBab3T Quaternion.cpp http://pastebin.com/2WizAewD Quaternion Rotation Formulas (Yaw/Pitch/Roll) http://pastebin.com/BHRvcbCG I got most of the quaternion stuff from Ogre engine and converted to work on Source Engine. The functions you will be interested in using are FromRotationMatrix, ToRotationMatrix, AxisAngle, ToAxisAngle, GetRotationTo, ToAxes, Slerp, GetAngles, GetMatrix So basically you'll do what's below: (this is psuedocode, function names are not exact!) Quat current, target; current.FromRotationMatrix( ent-EntityWorldTransform() ); target = current; target = yaw( target, 10 ); //10 degrees to the right, this function is not part of Quat class for some reason current = Slerp( current, target, 0.2 ); //This is only 20%, you'll need to calculate the angle difference between current/target, and then move based on your angles per second speed. matrix3x4_t newRot; current.ToRotationMatrix( newRot ); ent-SetWorldTransform( newRot ); Enjoy! On Thu, Mar 1, 2012 at 12:46 PM, Joel R. joelru...@gmail.com wrote: The quaternion calculations you're doing are similar to just manipulating the Euler Angles, which cause Gimbal Lock. The way I did it in my flight simulation is to create a Current Quaternion (from the starting Matrix Transformation when user spawns) and Target Quaternion (where they want to rotate to). I also used some formulas to rotate the quaternion in the individual yaw/pitch/roll orientations, I recommend googling for these formulas. I then used the Slerp formula to animate from the Current quaternion to the Target quaternion. Slerp will avoid Gimbal-Lock entirely, which is very neat. After you do those calculations, just convert the new Current Quaternion into a Matrix Transformation and set the Entity to take that transform. I've used this to control the entity rotation as well as the camera, it allows you to do some pretty nifty tricks. I'll look for the code, if I still have it, and I'll post it here for you. Or if you figure out, please post a video =D Regards, Joel On Thu, Mar 1, 2012 at 11:55 AM, Minh minh...@telus.net wrote: You can try spitting out the results to a file so you can observe the hitch more closely. Look for a function called COM_Log COM_Log ( viewangle_hitch.txt, %.2f %.2f %.2f \n, viewangles.x, viewangles.y, viewangles.z ); On 3/1/2012 3:55 AM, Craig Louie wrote: Thanks for the reply Saul. I hadn't thought of disabling prediction. I just gave it a shot. I changed to engine-ClientCmd( cl_predict 0 ); in cdll_client_int.cpp. With another test, the unsmooth rotation when looking straight up/down still occurs. My main theories at this point: 1) Something is occurring in VectorAngles(vec_for_out, vec_up_out, viewangles) to cause this. VectorAngles() might not produce straight up/down Euler angles properly - choking because of aliasing perhaps? This is a big guess because I don't know the inner workings of VectorAngles(). 2) There is some code somewhere else that is conflicting with the full, unclamped rotation I've implemented. I've tried to remove all instances of pitch clamping, for example. But I may have missed something. Also, it's possible mouse rotation is somehow conflicting with my changes to joystick rotation. Here's a video of the issue I'm seeing. It happens a few times in the video. You'll see it happen the first time at about 11 seconds in when the text on the floor twists/shakes. http://www.youtube.com/watch?v=PLN641Qsn08 Thanks! On Wed, Feb 29, 2012 at 11:34 PM, Saul Rennison saul.renni...@gmail.com wrote: The hitching is most likely something trying to revert your angle changes (I.e. in prediction). Have you tried disabling prediction? On Thursday, March 1, 2012, Craig Louie wrote: Hello Coders, I'm trying to create a space flight combat game with the Source SDK. Currently, I am trying to achieve rotation around the player's local axes for airplane-like pitch, yaw and roll. Below is the code I'm using to try to implement full 3D rotation. I'm running into a problem where the player's view twists and hitches unsmoothly when the player looks straight up or straight down. I think this may be because of the inherent problem of aliasing/Gimbal-lock when using Euler angles. Any advise? //# //Take the Euler angles for the player's orientation (viewangles) and convert them to vectors. Vector vec_for, vec_rt, vec_up, vec_for_out, vec_rt_out, vec_up_out;
Re: [hlcoders] npcs not shooting their guns
I'm not entirely sure because it was hard to read, but if you fix all of the errors in the console spam, you might solve your issue... On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando psycomma...@gmail.com wrote: yeah, they have smg1 On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison saul.renni...@gmail.comwrote: Do they even have their weapon equipped? Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] npcs not shooting their guns
and i'm pretty sure both of them are by the soldier trying to fire the gun. On Mon, Nov 28, 2011 at 7:37 AM, Psy_Commando psycomma...@gmail.com wrote: They are holding a weapon, its just underground. About the errors, I don't know, those are asserts mostly having to do with the stunstick and the combine soldier model. These 2 are repeated infinitely : e:\project sfr local\asw_sfr\src\game\client\clientleafsystem.cpp (2315) : Assertion Failed: VectorsAreEqual( vecTestMaxs, pInfo-m_vecAbsMaxs, 1e-3 ) e:\project sfr local\asw_sfr\src\game\server\baseanimating.cpp (1960) : Couldn't find attachment forward on skeleton Combine_Soldier.mdl for object comb1 But I'm pretty sure its some kind of conflict in the ai or weapon. On Sun, Nov 27, 2011 at 4:43 PM, Tony omega Sergi omegal...@gmail.comwrote: I'm not entirely sure because it was hard to read, but if you fix all of the errors in the console spam, you might solve your issue... On Mon, Nov 28, 2011 at 5:25 AM, Psy_Commando psycomma...@gmail.comwrote: yeah, they have smg1 On Sun, Nov 27, 2011 at 3:04 PM, Saul Rennison saul.renni...@gmail.comwrote: Do they even have their weapon equipped? Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
Thought of that too, but if you look at his blog for his space racer game, he talks similar to how he does here. On Mon, Oct 31, 2011 at 12:46 AM, Psy_Commando psycomma...@gmail.comwrote: Its a chatterbot. It probably parsed the hlcoder archives and is spewing semi cohesive sentences related to the discussions. Like Jan said. Could be useful for brainstorming though... On Sat, Oct 29, 2011 at 10:53 PM, Tony omega Sergi omegal...@gmail.comwrote: This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make no sense 100% of the time. -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy
This is the one and only time that i'm going to reply to anything you've said, *Pro-Tip*: Don't Post here when you're High. You make no sense 100% of the time. -Tony On Sun, Oct 30, 2011 at 5:11 AM, Sam aersi...@gmail.com wrote: just thought of this...one 'new' game based on tf2 might be simply modding the #s for the user. One option is increasing hitpoints and decreasing dmg for longer battles ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ATTN Valve: You broke something...
Did you even try it? On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White killermonke...@gmail.comwrote: Not only is that the worst response known to mankind….. but it doesn’t fix anything. ** ** Sorry to be blunt, but this is clearly something wrong with the .dll recently updated by Valve and it is an assertion which (shouldn’t) have anything to do with what permissions I am running visual studio with. ** ** Thanks, Jon ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ATTN Valve: You broke something...
And to be clear, that's right click -: Run As administrator. Mflux had the same problem, and this was what fixed it. Of course this is all under the assumption that you're running a version of windows that has UAC. On Sat, Sep 17, 2011 at 6:24 PM, Tony omega Sergi omegal...@gmail.comwrote: Did you even try it? On Sat, Sep 17, 2011 at 12:44 PM, Jonathan White killermonke...@gmail.com wrote: Not only is that the worst response known to mankind….. but it doesn’t fix anything. ** ** Sorry to be blunt, but this is clearly something wrong with the .dll recently updated by Valve and it is an assertion which (shouldn’t) have anything to do with what permissions I am running visual studio with. ** ** Thanks, Jon ** ** -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ATTN Valve: You broke something...
Run visual studio as administrator. On Sat, Sep 17, 2011 at 10:10 AM, Jonathan White killermonke...@gmail.comwrote: http://forums.steampowered.com/forums/showthread.php?t=2110439 A recent update introduced a very annoying bug when running a mod through visual studio... You get prompted with a break in tier0.dll arising from an assertion failure in gameserver.cpp (line 111). Please fix this ASAP, kthxby Jonathan White KillerMonkey GoldenEye: Source ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Model entity attachment on weapon viewmodel
Do it on the client in CBaseViewModel. Create a client side entity and attach it to the view model. 2011/8/22 Arthur Blizzard atrblizz...@live.com Hello. I'm trying to create another model entity on the viewmodel which to be attached to the weapon. Basicly, what I'm trying to do is to use the hands model as a separate model entity instead of having them attached to the weapon model, because it's not really ideal to use different type of hands with different set of animations for each as submodels. I am uncertain of where exactly the other model entity needs to be spawn and set the specific hands model's activity based on the weapon's activity, like reloading or shooting and to attach the model to the weapon viewmodel. I believe this would be the best approach, unlike including 4 hands models to each weapon model. Thanks in advance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Counter Strike SDK
You have to make a mod folder underneath c:\steam\steamapps\youraccount\half-life (or wherever you have steam installed), put the server dll in dlls, and the client dll in cl_dlls, and setup the liblist.gam. and restart steam so your mod shows up in the list. Look at other mods. -Tony On Thu, Aug 18, 2011 at 8:21 PM, Daku dawid szo2...@gmail.com wrote: but i try it on original hl and there it doesn't work too 2011/8/18 Tobias Kammersgaard tobias.kammersga...@gmail.com The Counter-Strie 1.6 engine is most likely different from the Half-Life 1 engine. Or its trying to load the client.dll and your custom DLL vise versa. - ScarT On 18 August 2011 12:59, Daku dawid szo2...@gmail.com wrote: I build the SDK 2.3 version everything is fine RELEASE and DEBUG compiles but after uploading the files to appropriate folders in the game at startowaniu valve at the end of the server throws an error just tried to upload the files to the folders in cstrike when I start server in cs 1.6 i got an error User Msg 'ResetHUD': 1bytes written, excepted 0 2011/8/18 Tony omega Sergi omegal...@gmail.com SDK 2.3 absolutely works on steam. What makes you think it doesn't? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Counter Strike SDK
SDK 2.3 absolutely works on steam. What makes you think it doesn't? On Thu, Aug 18, 2011 at 1:19 AM, Daku dawid szo2...@gmail.com wrote: i have SDK 2.3 but it doesn't work on steam ;/ if i had running source I was able to write their own very similar modification to CS. I am a disciple of technical information does not depend on earning me money, I want to check only their skills I know it is difficult to understand me, because my English is not the best I also have a partial source of the CS eg ak47 m4a1 aug etc but i can compile only MP.dll but not client.dll and them in dot if I could find or get from your source code for Half-Life running on steam and is used with CS I was in heaven but it's taken afew possible 2011/8/17 Stephen Micheals stephen.miche...@gmail.com the source code for CS1.6 was never released and i doubt it ever will be. We may someday see the source code for Half-life1 released, Maybe. but not cs 1.6. If you want to create a CS 1.6 clone you are going to have to do it from scratch. On Wed, Aug 17, 2011 at 8:11 AM, Daku dawid szo2...@gmail.com wrote: Wellcome I wanted to ask whether it is possible to obtain sources of mod Counter-Strike 1.6 I know it's silly to ask, and that at such a moment when comes a new mod I wanted to write his own version of CS 1.6, of course, for your approval, that it was not commercial use only the public unlessprohibited by your company please quick response even in the event of refusal Thanks and best regards Daku -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 5, Issue 17
Why are you on this list? This is not a blog. You don't want help obviously, and if you're going to post, please for the love of god edit out all of the previous emails. Secondly, You don't need to buy Sketchup, the free version has everything you'd need to make something for source, and there are both the valve plugins, and community created plugins that work fantastically. On Wed, Aug 17, 2011 at 11:20 AM, Sam aersi...@gmail.com wrote: I'm learning to 3d model now, i bet source sdk or source engine could make a really good 3d modeler. Along with placing textured quads and/or 3d 'material' objects, maybe code in a 'carve' or other processing options Not a lot of modeling options, there's blender , i'm gettin google sketchup now ($500 :( ), would love to see a 'user friendly' 3d modeling program or game Also other toolsi'm lookin at throwing together a little 2d airplane or other game in XNA or C#, less breaky , also not sure how 'soruce' is also not lovin c++ now, also no good tool terms like microsoft One thing might be to make lots of simple stuffalthough i'd love to see a tool to make the pople not in companies build games, i think i will get visual web, maybe make a 'company' thats also tutorials, tools, shared resources, schooling, credentialsmaybe start with facebook-like, put tons of code there, maybe do some 'object' style code so you can get kodu-style 'spaceships' or 'planes' to copy into your code, along with a mix ofpeer 2 peer, and a normal 'company' that coordinates lots of people into making profitable products ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Adding aiming to ASW animstates
don't use the asw animstates. just replace it entirely. unless you're planning on keeping marines as separate entities. On Sun, Aug 7, 2011 at 3:06 PM, Psy_Commando psycomma...@gmail.com wrote: Yet another question. This time about animstates. I'm trying to re-integrate parts of the hl2mp animstates into alien swarm. The reason I'm doing this is because, in alien swarm, there is no aiming anims. The marine's hands are IK-ed onto the gun model And also marines don't turn their heads or torso. The pose parameters for the torso and head, aren't even initialised by default, so any other char models than the marine chars will look all twisted on itself and weird, but that's not my question. ASW uses 9-way leg anims and it would seem the hl2mp code doesn't. As far as I understand it, 9Way anims use a x and y move parameter for leg pos, while the hl2mp has a move_yaw parameter instead. How can I integrate the hl2mp aiming into the ASW player animstates without screwing up leg anims or anything ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007
Oh, and when I say there are no significant changes in the code, i mean the publically available mod code. not engine, and stuff only valve + licensee's get. On Sat, Jul 30, 2011 at 11:45 PM, Tony omega Sergi omegal...@gmail.comwrote: btw, there *really* aren't *that many* differences between 2007 and 2009, granted, it probably would be nicer to have an SDK for it, just so that it's the latest and greatest, but there are no significant changes in the code. and last i looked, it should have no problem loading 2007 compiled mods, as the interfaces required haven't changed from what I can see. (TF2 is running 2009, and you run mods from that engine, at least where the DS is concerned..) I suppose the next best thing would be just to update source sdk base 2007 up to source sdk base 2009. - Tony On Sat, Jul 30, 2011 at 10:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: The biggest problem with using the ASW code is really the lack of Half-Life 2 content. The singleplayer mod I'm working on would love to have features from the ASW code base, however lack of HL2 stops us from going there. Granted we should replace all the HL2 content with out own, but I don't see that happening with a team of 5 people. However I will checkout your skeleton Tom :)! - ScarT On 30 July 2011 14:57, Tom Edwards t_edwa...@btinternet.com wrote: Don't expect any more significant updates to 2007/9, if for no other reason than the move from GCF to NCF. Alien Swarm is from the main codeline and is much more recent than 2007/9 so is clearly the best choice for new mods. Since you probably aren't making a top-down shooter here is an alpha for the Alien Swarm Skeleton, which is a simple first-person game. Hopefully having something public will encourage me to spend more time on its remaining problems. :) http://steamreview.org/**external/vdc/srcsdk-skeleton-**2.0a1.ziphttp://steamreview.org/external/vdc/srcsdk-skeleton-2.0a1.zip On 30/07/2011 12:24, Psy_Commando wrote: Sorry, for the previous message, forgot to put a subject... Hi,this time I'm having a more complicated question. Me and my team were about to switch from Source 2007 to Alien Swarm Source, to make our mod free, and to have access to the menu and loading UI and the Alien Swarm assets. However, Source 2007 is now free, so that removed one of the big advantages of ASW. Beside ASW, has tons of references directly to member variables of other classes, which makes it very hard to make significant changes. What I'm wondering is, is this a good move in the long term ? I mean ASW, and the ASW SDK are pretty much left to die by its devs, and there are about two active mods... Unlike with ASW I can expect that there will be a Source 2009 update at some point with the Source SDK. Any suggestions or comments ? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlcodershttp://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hlcoders Digest, Vol 4, Issue 16
I swear this guy is a bot. On Sat, Jul 16, 2011 at 5:13 PM, Sam aersi...@gmail.com wrote: How about making a game or toolkit around the SDK that's easier to learn or use? Maybe something that's useful for the people here, why are you all here now, and not working for a games company? How about something like an MMO made inside the game, except instead of leveling up by killing monsters, you level up by learning and writing and using code? Maybe with grouping and guilding options too... Are you all here to learn, or perhaps to make money, but not at a normal programming job? Are you companies? ANyways i'm good at coordination and am a general (ist too), I bet the easiest way for us all to win really fast now? Tell me what you have, and what you want, and if you all go I can link all you into a team and build what is already quickly? :) Right here on this list. How many are there, and who wants what? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Surfaceprop from trace on dedicated server fails (VALVE READ ME)
-- oh wow, this has been in my drafts for months unsent. Oops. -- does your dedicated server have all of the vmts? as most people know, you don't need to include vtfs in a DS package, but the DS still needs vmts and models for vcollide and material system to read surface props. On Sun, Aug 29, 2010 at 12:37 PM, Jonathan White killermonke...@gmail.comwrote: BTW, we are using the Orange Box engine (Source SDK 2007). Jon ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Alive?
As do I. I rarely ever reply however. On Tue, May 10, 2011 at 7:01 PM, Rodrigo 'r2d2rigo' Diaz r2d2r...@gmail.com wrote: I still read it, too... 2011/5/10 Jonathan Murphy nuclearfri...@gmail.com I still read everything.. :p ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scaleform in Source?
I would think, given that scaleform requires a license to use, and to attain their SDK, that noone would be implementing scaleform into SDK code, but would rather do it as a licensee, and into the engine properly. Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI. On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.com wrote: This is probably a long-shot, but I thought I might ask before I embark on this journey... has anybody made any sort of attempt at implementing Scaleform into the Source SDK? I assume that since without the code to the material system interface this is nearly impossible, short of injecting assembly jumps into Direct3D after it's been loaded into memory and hijacking the render loop. I also assume this would get an account VAC-banned pretty quick? Any input/feedback is appreciated. -Cale ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector crash ( screenshake )
It's destructing the container the pointer to your object is stored in, not the object itself. PurgeAndDelete on the other hand will destroy the object itself as well. On Fri, Apr 1, 2011 at 4:02 AM, Tony Paloma drunkenf...@hotmail.com wrote: Your point about #3 does indeed look fishy. I'm not sure why they're calling the destructor on their own anyways. Try this: // Retire this shake. void *shake = m_ShakeList.Element( nShake ); m_ShakeList.FastRemove( nShake ); delete shake; continue; -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Maarten De Meyer Sent: Thursday, March 31, 2011 11:38 AM To: Discussion of Half-Life Programming Subject: [hlcoders] CUtlVector crash ( screenshake ) Hi List! So, we're finally out there in closed beta. One of the most annyoing issues is a client side crash. The call stack doesn't say all that much, but still: it always happens in the Purge command in the destructor of CUtlVector: template typename T, class A inline CUtlVectorT, A::~CUtlVector() { Purge(); } more precisely, in the CUtlVector screenshake_t * . [ There's only one of those, in CViewEffects ]. Now, some questions: 1) any idea why this happens? [ had to ask :D ] 2) if no, any idea on how to debug? 3) Is the following normal? : // Retire this shake. delete m_ShakeList.Element( nShake ); m_ShakeList.FastRemove( nShake ); continue; where: template typename T, class A void CUtlVectorT, A::FastRemove( int elem ) { Assert( IsValidIndex(elem) ); Destruct( Element(elem) ); if (m_Size 0) { memcpy( Element(elem), Element(m_Size-1), sizeof(T) ); --m_Size; } } and template class T inline void Destruct( T* pMemory ) { pMemory-~T(); #ifdef _DEBUG memset( pMemory, 0xDD, sizeof(T) ); #endif } Concretely: how come it is allowed to first delete a pointer, and afterwards still call the destructor on it? Is that not dangerous? [ Probably a c++ finesse I'm missing ] Shake works fine most of the time though ( I tried with the console cheat command ), so it's not a reproducible crash yet - but happens very often in online games. Thanks in advance for any lights shed in the darkness! -- Maarten ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector crash ( screenshake )
did you make any changes to screenshakes? On Fri, Apr 1, 2011 at 1:14 PM, Maarten De Meyer maar...@off-limits.bewrote: No, both windows and linux. I suspected it was a valid construction. Still, that leaves me out of ideas :P -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Teleportation AMX Mod?
when they die, put their position into a vector. when they spawn, move them to the vector. -Tony On Wed, Mar 2, 2011 at 5:27 PM, Adam amckern McKern amck...@yahoo.comwrote: Its for a source mod Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 2/3/11, QSDev yann...@qsdev.de* wrote: From: QSDev yann...@qsdev.de Subject: Re: [hlcoders] Teleportation AMX Mod? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Wednesday, 2 March, 2011, 2:05 AM So you want to do this in a source mod? Or with a amx plugin, too? On 01.03.2011, at 07:50, Adam \amckern\ McKern amck...@yahoo.comhttp://mc/compose?to=amck...@yahoo.com wrote: Hey, This is for source, however the proof of concept i want to hack is in gold src. When my player dies i want to save there location as on respawn they will spawn at a common point, and return to the 'world' at the place the died in order to continue the game. How would i save the XYZ location of my player when they die in order to teleport them to this location once they respawn? (such as savepos loadpos commands in the amx mod) Owner Nigredo Studios http://www.nigredostudios.com http://www.nigredostudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -Inline Attachment Follows- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Teleportation AMX Mod?
*sigh* okay there's two ways to do this, i've done it before back when i was making a top down contra clone, it's ridiculously easy. Method #1: Store the position they died, if you want to protect from falling deaths, you need to keep track of the position they were when they were onground, this is the tricky part. additionally if you generate a nav mesh (which i think you can still do even if you're not building a map for CSS..) you can use the nearestpointonnavmesh to give you a save spot near the point that you saved to place them. Then, after they respawn, move them to desired place, activate spawn protection or something so people don't insta kill them.\ Method #2: easier, because it involves NOT executing code rather than writing new code when respawning... (not initial spawn!) don't call the EntSelectSpawnpoint code! your position will remain unchanged and you will just spawn right where you were, asuming you don't move into spectator or anything, otherwise you WILL have to store the position. On Thu, Mar 3, 2011 at 9:21 AM, Adam amckern McKern amck...@yahoo.comwrote: Cool, i might hack around with trigger teleport - did not think of it like that. As for the fire fight, you will spawn with full health, and basic weapons, and then will need to salvage any thing from your old corpse, such as weapons, and memorys (weapon upgrades, mission log etc). As for its a bad idea, i'm going to need to play test it, i do have an additonal part to the death where you would use a quick save point as a safe house - some where far enough away from the fire fight for you to be able to hopfuly get back to your corpse. The player is basicly a set of memorys and uses clones in storage to that they use as there means to battle the NPC's. Owner Nigredo Studios http://www.nigredostudios.com --- On *Thu, 3/3/11, Yannick - QSDev yann...@qsdev.de* wrote: From: Yannick - QSDev yann...@qsdev.de Subject: Re: [hlcoders] Teleportation AMX Mod? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Received: Thursday, 3 March, 2011, 3:27 AM But, if the player dies in a fight(befor the last hit he had 8 hp left). He is respawning (with the same health) on the same location and the enemys still there, they will shoot again and you are in a deadloop. Or you will respawn with 100 hp but spawn right in the battle, I dunno if this is a nice idea. :/ What's wrong with Tony's idea though? Just add a new vector variable to the player class, record the coords to it when the player dies, then move them to those coords when they touch the trigger. On Wed, Mar 2, 2011 at 12:36 PM, Adam amckern McKern amck...@yahoo.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=amck...@yahoo.com wrote: Check the attachment for my idea in a nut shell. Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 2/3/11, Tony omega Sergi omegal...@gmail.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com * wrote: From: Tony omega Sergi omegal...@gmail.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=omegal...@gmail.com Subject: Re: [hlcoders] Teleportation AMX Mod? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.comhttp://au.mc335.mail.yahoo.com/mc/compose?to=hlcoders@list.valvesoftware.com Received: Wednesday, 2 March, 2011, 7:57 PM when they die, put their position into a vector. when they spawn, move them to the vector. -Tony On Wed, Mar 2, 2011 at 5:27 PM, Adam amckern McKern amck...@yahoo.comhttp://mc/compose?to=amck...@yahoo.com wrote: Its for a source mod Owner Nigredo Studios http://www.nigredostudios.com --- On *Wed, 2/3/11, QSDev yann...@qsdev.dehttp://mc/compose?to=yann...@qsdev.de * wrote: From: QSDev yann...@qsdev.de http://mc/compose?to=yann...@qsdev.de Subject: Re: [hlcoders] Teleportation AMX Mod? To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.comhttp://mc/compose?to=hlcoders@list.valvesoftware.com Received: Wednesday, 2 March, 2011, 2:05 AM So you want to do this in a source mod? Or with a amx plugin, too? On 01.03.2011, at 07:50, Adam \amckern\ McKern amck...@yahoo.comhttp://mc/compose?to=amck...@yahoo.com wrote: Hey, This is for source, however the proof of concept i want to hack is in gold src. When my player dies i want to save there location as on respawn they will spawn at a common point, and return to the 'world' at the place the died in order to continue the game. How would i save the XYZ location of my player when they die in order to teleport them to this location once they respawn? (such as savepos loadpos commands in the amx mod) Owner Nigredo Studios http://www.nigredostudios.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] V_Model Drawing after RemoveAllWeapons() on Server
player_weaponstrip just uses RemoveAllItems. but it still does't set the boolean to false. you have to actually do ShowViewModel( false ); in order to set the boolean. I don't have unmodified code here, but I don't believe it is ever actually used in unmodified code, it just exists. -Tony On Sat, Jan 22, 2011 at 7:05 PM, Tom Edwards t_edwa...@btinternet.comwrote: Look at what player_weaponstrip does. On 22/01/2011 1:19, Bryan Abrams wrote: Whether or not a player can have weapons is based upon a boolean value in SDK_Player. However, after using the function RemoveAllWeapons(), the player no longer has the weapon but the view model still draws. I've traced it to viewrender DrawViewModels and the bool value drawViewmodel is staying true even after everything being removed. When I look for places where this function is referenced however, it's only found inside viewrender class so I'm having trouble tracing it's origins further. Can anybody give me a hint as to where to look or why this is happening? Thank you. - Bryan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Tony's Rain Splash tutorial on VDC
Yeah, he's just not precaching it in the correct spot. move the precache to a normal precaching place. wow so cryptic, but i don't remember right now what the default locations are besides the player precache. On Wed, Dec 1, 2010 at 4:04 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: I think he's trying to precache the particle system in his code via: CClient_Precipitation::ClientThink() { Simulate( gpGlobals-frametime ); PrecacheParticleSystem(Rain_01_impact); } Which seems odd to me, shouldn't there be a initialize/precache section that he could do it in there? I also don't know if he's trying to precache the right particle name. And then I think they don't show up in his code because they aren't precached? Here's the tutorial he followed: http://developer.valvesoftware.com/wiki/Rain_splashes *finishes guessing* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Replacing Source Engine 2007 Rain with Rain like L4D2
... The particle system in 2007 is nearly identical to L4D's. The system was created for Orange Box. Now, if you're referring to the code based particle system.. that's been there since HL2 shipped. -Tony On Wed, Nov 17, 2010 at 6:08 AM, nick seavert atomicpo...@yahoo.com wrote: This is pretty much what i figured.. Well I guess I will just wait for 2009 or portal 2 engine.. :/ --- On Tue, 11/16/10, hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com wrote: From: hlcoders-requ...@list.valvesoftware.com hlcoders-requ...@list.valvesoftware.com Subject: hlcoders Digest, Vol 33, Issue 18 To: hlcoders@list.valvesoftware.com Date: Tuesday, November 16, 2010, 3:00 PM Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to hlcoders-requ...@list.valvesoftware.com You can reach the person managing the list at hlcoders-ow...@list.valvesoftware.com When replying, please edit your Subject line so it is more specific than Re: Contents of hlcoders digest... Today's Topics: 1. Duplicate Keys with KeyValues (Trevor 'Drak') 2. Re: Duplicate Keys with KeyValues (Andrew Ritchie) 3. Re: Replacing Source Engine 2007 Rain with Rain like L4D2 (Cory de La Torre) -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating VGUI Menus with tabs?
PropertyDialog. you create inherit PropertyPage for your panel, and add them to a PropertyDialog. -Tony On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak' dhlco...@wowway.com wrote: That's correct, it's used in the MP3 Player example. My bad, thank you! :D -Original Message- From: Saul Rennison Sent: Friday, November 12, 2010 5:32 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Creating VGUI Menus with tabs? It's a VGUI control called PropertySheet I think :D Thanks, - Saul. On 12 November 2010 22:20, Trevor 'Drak' dhlco...@wowway.com wrote: Simple question. I want to create a VGUI Panel with a list of tabs at the top. Example: http://img2.imageshack.us/img2/8057/sfasd.jpg Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Information from ESET NOD32 Antivirus, version of virus signature database 5615 (20101112) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Where to place / Editing Entity's Client-Side (Let's try this again)
half-correct. they reside in their own lump, the static prop lump. the engine loads them -like- entities (they have a client-side render handle etc, and are pretty much identical to entities in that regard) and they do have a serialized index so decals created on the server can be applied to them on the client. but no, they're not real entities in that they have no edict;) as for ignoring the lump; it ignores everything other than client-side map defined stuff, which off the top of my head, i can't remember if there are any by default; i think there is the client side physics props though. the project i'm working on however has a bunch of map specified, client-side only things though (i ignore them during parse on the server, and only parse them on the client) -Tony On Thu, Nov 11, 2010 at 7:49 AM, Tom Edwards cont...@steamreview.orgwrote: Those aren't real entities. They are absorbed into the world at compile time. On 10/11/2010 10:47, Jonas 'Sortie' Termansen wrote: Well, doesn't the client load the prop_static entities and the like? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Skeleton
I originally used your skeleton, but deleted all of it and went with my template because it was easier. hehe I have the modified skeleton stuff though if you want it at some point, but because of gameui, it ends up not being much of a skeleton, and you end up having to re-implement a lot. On Mon, Nov 8, 2010 at 9:46 AM, Tom Edwards cont...@steamreview.org wrote: 2007. I might attempt AS one day, but given the difficulties Tony has had I may wait until he releases the ported Template mod. On 08/11/2010 4:58, Harry Jeffery wrote: Is this Source2007 or alien swarm? On 8 November 2010 16:04, Jeffrey botman Broome botman.hlcod...@gmail.com wrote: That's what she said. :) On 11/8/2010 9:38 AM, Tom Edwards wrote: Precisely. It's what it doesn't provide that matters. :-) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Remember June 2006?
I have the MOTD and team panels working now. They just function significantly different. I'm done for the week ;) On Sat, Oct 30, 2010 at 10:05 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: Actual proper non-commander first person? We'll take it. On Sat, Oct 30, 2010 at 9:43 PM, Tony omega Sergi omegal...@gmail.com wrote: Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's easily useable I have to convert the VGUI panels though. http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg When I have more time, i'll see about finishing it up if anyone is interested. Since I'm just doing it for fun, I may not actually finish it ;) The main issues that I have to deal with before it's complete is the vgui panels, and getting around the overriding of scripts via vpks (as override_vpk doesn't stop the overriding of resources completely..) and a few misc things like the lack of hl2 content, so I'll need to replace things with alien swarm stuff to make it work properly. also of note is that my projects use vs2008 not 2005. -Tony On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando psycomma...@gmail.com wrote: I had the same issue with Alien Swarm. But not only is the Alien Swarm source code a hard coded mess, it constantly tries to get games statistics or authorisations from the steam server!!! What's the point of leaving that in? I could put up with that, but there is no documentation, even if its based on the same engine as the source sdk, lots of things differ. However, I must say ASw was an improvement, in the sense that there is only one codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date. -Original Message- From: Harry Jeffery Sent: Friday, October 29, 2010 3:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Remember June 2006? A scratch sdk option for the Alien Swarm code would be nice. I looked through the code with an intent to mod it but the alienswarm specific stuff got in the way so much. I just gave up on it as there was no easy way to remove the alienswarm stuff without going through thousands of inter-dependencies. On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote: The thing i am most upset about is there is still no create a mod option for source 2009 based games. I wish valve would include full hl2:dm code and update it as it patches like alien swarm. Can we at least get an ETA for 2009 sdk? On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote: I like Valve but yeah, I've been vocal about my growing dislike of the SDK for a while. Heck some numpty quotes me on the wiki page... :( As a third-party SDK tool developer I've been smacking my head into the desk with all the different versions for a while and it's a nightmare keeping up with it. I'm getting to the point where I might just stop because it feels like a colossal waste of my free time that I could be using for something more rewarding. As for the mod I'm working on - if I'd know using the Source SDK would of been this much of a pain I'd of chosen something else from the beginning. I reckon trying to keep up with SDK changes has put at least 2 years onto our development time. So much for the release soon and release often advice Valve pushed. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Remember June 2006?
you're welcome. I'm heading to bed, cuz i have to work in the morning, but here's the results of my Sunday: http://www.youtube.com/watch?v=PBZFPillw9E when i find more time i'll continue it, but this week i'm going to be very busy. -Tony On Sun, Oct 31, 2010 at 9:02 AM, Cory de La Torre gear@gmail.comwrote: Thanks Tony, once again you save the day man. On Sun, Oct 31, 2010 at 6:15 AM, Harry Jeffery harry101jeff...@googlemail.com wrote: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] What happened to AdditionalContentId?
It was implemented purely in game code. and As far as I know, noone merged it out beyond the SDK code. On Sun, Oct 31, 2010 at 10:52 AM, Tom Edwards cont...@steamreview.orgwrote: I know all about that, but since the mod I'm working on doesn't have any binaries at the moment I wanted to avoid any code changes. Using AdditionalContentId without any custom code should be, and once was, possible. On 31/10/2010 5:18, Saul Rennison wrote: Take a look at http://developer.valvesoftware.com/wiki/Mounting_multiple_games to implement it yourself, or just hardcode it in using: filesystem-MountSteamContent( int -Id ) Yes, you need to negate the number. Thanks, - Saul. On 31 October 2010 17:07, Tom Edwardscont...@steamreview.org wrote: It seems to have vanished from all Valve games, including Source SDK Base (2007, it was never in 2006 AFAIK). I've searched the game and engine binaries and the string just isn't there. When did this happen? Surely someone noticed! I'm not mad, it was still there in July:http://www.interlopers.net/forum/viewtopic.php?p=427409. My gameinfo FS block: FileSystem { SteamAppId218 ToolsAppId211 AdditionalContentId380 SearchPaths { Game|gameinfo_path|. Game|all_source_engine_paths|sourcetest Game|all_source_engine_paths|episodic Game|all_source_engine_paths|hl2 } } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Remember June 2006?
Yeah, I'm in Korea. Anyway, I was messing around with the Alien Swarm stuff today and I've gotten most of the template ported over and working. Before it's easily useable I have to convert the VGUI panels though. http://www.omegaowns.us/omega/swarm/sdk_teams_hdr0002.jpg When I have more time, i'll see about finishing it up if anyone is interested. Since I'm just doing it for fun, I may not actually finish it ;) The main issues that I have to deal with before it's complete is the vgui panels, and getting around the overriding of scripts via vpks (as override_vpk doesn't stop the overriding of resources completely..) and a few misc things like the lack of hl2 content, so I'll need to replace things with alien swarm stuff to make it work properly. also of note is that my projects use vs2008 not 2005. -Tony On Fri, Oct 29, 2010 at 1:50 PM, Psy_Commando psycomma...@gmail.com wrote: I had the same issue with Alien Swarm. But not only is the Alien Swarm source code a hard coded mess, it constantly tries to get games statistics or authorisations from the steam server!!! What's the point of leaving that in? I could put up with that, but there is no documentation, even if its based on the same engine as the source sdk, lots of things differ. However, I must say ASw was an improvement, in the sense that there is only one codebase(unlike source 2006-2007-2009) and it's easy to keep it up to date. -Original Message- From: Harry Jeffery Sent: Friday, October 29, 2010 3:05 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Remember June 2006? A scratch sdk option for the Alien Swarm code would be nice. I looked through the code with an intent to mod it but the alienswarm specific stuff got in the way so much. I just gave up on it as there was no easy way to remove the alienswarm stuff without going through thousands of inter-dependencies. On 29 October 2010 19:52, Dan L djl4...@gmail.com wrote: The thing i am most upset about is there is still no create a mod option for source 2009 based games. I wish valve would include full hl2:dm code and update it as it patches like alien swarm. Can we at least get an ETA for 2009 sdk? On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote: I like Valve but yeah, I've been vocal about my growing dislike of the SDK for a while. Heck some numpty quotes me on the wiki page... :( As a third-party SDK tool developer I've been smacking my head into the desk with all the different versions for a while and it's a nightmare keeping up with it. I'm getting to the point where I might just stop because it feels like a colossal waste of my free time that I could be using for something more rewarding. As for the mod I'm working on - if I'd know using the Source SDK would of been this much of a pain I'd of chosen something else from the beginning. I reckon trying to keep up with SDK changes has put at least 2 years onto our development time. So much for the release soon and release often advice Valve pushed. - Jed ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders