Re: [hlcoders] Removing HL2 Requirement?

2017-03-21 Thread Tony "omega" Sergi
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

2016-05-15 Thread Tony &quot;omega&quot; Sergi
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 Isgar  wrote:

> 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

2015-10-05 Thread Tony &quot;omega&quot; Sergi
It's probably the encoding of the txt file.


On Tue, Oct 6, 2015 at 12:31 AM, Rebel Yell  wrote:

> 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

2015-09-12 Thread Tony &quot;omega&quot; Sergi
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!

2015-07-29 Thread Tony omega Sergi
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

2015-06-24 Thread Tony omega Sergi
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

2015-06-19 Thread Tony omega Sergi
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

2015-06-05 Thread Tony omega Sergi
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

2015-05-22 Thread Tony omega Sergi
 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

2015-04-01 Thread Tony omega Sergi
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

2015-03-31 Thread Tony omega Sergi
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

2015-02-07 Thread Tony omega Sergi
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

2015-01-09 Thread Tony omega Sergi
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

2015-01-08 Thread Tony omega Sergi
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

2014-12-16 Thread Tony omega Sergi
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

2014-12-14 Thread Tony omega Sergi
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

2014-12-14 Thread Tony omega Sergi
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

2014-08-19 Thread Tony omega Sergi
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?

2014-08-06 Thread Tony omega Sergi
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

2014-07-21 Thread Tony omega Sergi
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

2014-07-21 Thread Tony omega Sergi
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

2014-07-18 Thread Tony omega Sergi
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

2014-06-16 Thread Tony omega Sergi
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

2014-06-13 Thread Tony omega Sergi
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

2014-06-10 Thread Tony omega Sergi
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

2014-05-30 Thread Tony omega Sergi
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

2014-05-15 Thread Tony omega Sergi
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.,

2014-05-14 Thread Tony omega Sergi
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.,

2014-05-11 Thread Tony omega Sergi
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

2014-04-13 Thread Tony omega Sergi
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

2014-04-11 Thread Tony omega Sergi
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

2014-04-05 Thread Tony omega Sergi
*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

2014-03-01 Thread Tony omega Sergi
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

2014-02-18 Thread Tony omega Sergi
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?

2013-11-16 Thread Tony omega Sergi
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

2013-10-05 Thread Tony omega Sergi
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

2013-09-26 Thread Tony omega Sergi
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

2013-09-12 Thread Tony omega Sergi
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

2013-09-11 Thread Tony omega Sergi
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

2013-09-11 Thread Tony omega Sergi
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)

2013-08-13 Thread Tony omega Sergi
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

2013-07-27 Thread Tony omega Sergi
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?

2013-07-09 Thread Tony omega Sergi
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

2013-07-03 Thread Tony omega Sergi
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

2013-06-08 Thread Tony omega Sergi
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

2013-06-08 Thread Tony omega Sergi
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?

2013-05-02 Thread Tony omega Sergi
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

2013-04-13 Thread Tony omega Sergi
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

2013-02-17 Thread Tony omega Sergi
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)

2012-09-24 Thread Tony omega Sergi
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().

2012-09-23 Thread Tony omega Sergi
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?

2012-08-27 Thread Tony omega Sergi
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

2012-08-20 Thread Tony omega Sergi
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

2012-08-19 Thread Tony omega Sergi
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 ?

2012-05-29 Thread Tony omega Sergi
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 ?

2012-05-28 Thread Tony omega Sergi
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

2012-05-24 Thread Tony omega Sergi
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 ?

2012-05-22 Thread Tony omega Sergi
.. 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 ?

2012-05-22 Thread Tony omega Sergi
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 ?

2012-05-20 Thread Tony omega Sergi
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 ?

2012-05-15 Thread Tony omega Sergi
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 ?

2012-05-02 Thread Tony omega Sergi
 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 ?

2012-04-21 Thread Tony omega Sergi
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 ?

2012-04-20 Thread Tony omega Sergi
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 ?

2012-04-19 Thread Tony omega Sergi
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

2012-03-29 Thread Tony omega Sergi
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

2012-03-04 Thread Tony omega Sergi
 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

2012-03-01 Thread Tony omega Sergi
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

2011-11-27 Thread Tony omega Sergi
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

2011-11-27 Thread Tony omega Sergi
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

2011-10-30 Thread Tony omega Sergi
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

2011-10-29 Thread Tony omega Sergi
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...

2011-09-17 Thread Tony omega Sergi
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...

2011-09-17 Thread Tony omega Sergi
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...

2011-09-16 Thread Tony omega Sergi
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

2011-08-21 Thread Tony omega Sergi
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

2011-08-18 Thread Tony omega Sergi
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

2011-08-17 Thread Tony omega Sergi
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

2011-08-16 Thread Tony omega Sergi
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

2011-08-07 Thread Tony omega Sergi
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

2011-07-30 Thread Tony omega Sergi
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

2011-07-30 Thread Tony omega Sergi
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

2011-07-16 Thread Tony omega Sergi
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)

2011-05-26 Thread Tony omega Sergi
--
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?

2011-05-10 Thread Tony omega Sergi
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?

2011-04-05 Thread Tony omega Sergi
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 )

2011-03-31 Thread Tony omega Sergi
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 )

2011-03-31 Thread Tony omega Sergi
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?

2011-03-02 Thread Tony omega Sergi
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?

2011-03-02 Thread Tony omega Sergi
*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

2011-01-22 Thread Tony omega Sergi
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

2010-12-01 Thread Tony omega Sergi
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

2010-11-16 Thread Tony omega Sergi
... 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?

2010-11-12 Thread Tony omega Sergi
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)

2010-11-10 Thread Tony omega Sergi
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

2010-11-08 Thread Tony omega Sergi
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?

2010-10-31 Thread Tony omega Sergi
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?

2010-10-31 Thread Tony omega Sergi
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?

2010-10-31 Thread Tony omega Sergi
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?

2010-10-30 Thread Tony omega Sergi
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



  1   2   3   4   5   6   7   8   >