Re: [hlcoders] Some questions

2010-12-01 Thread Matt Boone
In Dod's version of CViewRender::RenderPlayerSprites, we iterate over visible teammate players and draw the icons using CMeshBuilder. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of AndreaZzZ Sent: Wednesday,

Re: [hlcoders] Particles and Muzzle Position on EP1

2009-03-03 Thread Matt Boone
You're searching for the attachment by name on the player. When it's in thirdperson, you should probably be looking for the attachment on their weapon model. Your loop is crashing because you're not checking that you get a valid client back before calling functions on the pointer.

RE: [hlcoders] Coded Ironsights

2006-10-25 Thread Matt Boone
In your view model class, find CalcViewModelView. You can change the eyePosition vector before it gets passed into SetLocalOrigin. ( or passed into the BaseClass if you have a custom view model class ) With that you can get an offset from the weapon and modify its onscreen position however you

RE: [hlcoders] Entity Creation (client)

2006-08-03 Thread Matt Boone
The entity is not created on the client until they are in the same PVS. If it goes out of the pvs afterwards, it become dormant. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Wednesday, August 02, 2006 8:35 PM To:

RE: [hlcoders] TraceRay not hitting player's head

2006-06-15 Thread Matt Boone
the client version. With this box surrounding the player, bullet tracelines should hit hitboxes that are outside of the movement bounding box. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent: Monday, June 12, 2006 6:54 PM To: hlcoders

RE: [hlcoders] TraceRay not hitting player's head

2006-06-12 Thread Matt Boone
The regular trace will exclude a player as a target if the trace doesn't collide with the bounding box. It is possible to do an additional check on eligible players and force a trace against their hitboxes with enginetrace-ClipRayToEntity. That's per target player, so you can do extra work to

RE: [hlcoders] Recoil Modifications

2006-01-16 Thread Matt Boone
You should only apply the punch to the view angle when not under prediction. On the client, prediction of frames can occur an arbitrary number of times after the first real frame is processed. You can use: #include prediction.h ... if ( !prediction-InPrediction() ) { // do recoil } To

[hlcoders] lag compensation optimization

2006-01-03 Thread Matt Boone
Wanted to share a fix that gave some performance improvements in the latest Dod Source release. bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVecMAX_EDICTS *pEntityTransmitBits ) const { // No need to lag compensate at all if

RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Looks like the combine animation event #define COMBINE_AE_RELOAD ( 2 ) has the same value as the generic animation event AE_NPC_RIGHTFOOT You might have to translate the animation events coming

RE: [hlcoders] Reload problem

2005-08-12 Thread Matt Boone
Make that analogous :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matt Boone Sent: Friday, August 12, 2005 2:34 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Reload problem This is a multi-part message in MIME format. -- [ Picked

RE: [hlcoders] HUD Color

2005-08-12 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The colors Normal, Caution etc are referenced in resource/ClientScheme.res. You should change them there. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf

RE: [hlcoders] HUD Animations

2005-07-09 Thread Matt Boone
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is quite a lot of documentation for this at the top of hudanimations.txt, but here's a quick example. There are actually a few built in panel animation vars that you can use ( Alpha, FgColor )

RE: [hlcoders] networked entity question

2005-05-10 Thread Matt Boone
If it an entity that is set up to always transmit, it will transmit its state to any connecting client and create the client-side counterpart, and transmit deltas from then on. See the player resource for a good example of this. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] C_BaseAnimating::DispatchMuzzleEffect

2005-05-04 Thread Matt Boone
It comes from an animation event. Char *options is the options parameter to the event, and usually holds information about the muzzleflash, eg what style to draw or a scale value. Eg your fire animation might include this event: $sequence fire Fire01 snap fps 30 activity ACT_VM_PRIMARYATTACK 1 {

RE: [hlcoders] Resetting touch() on an objective

2005-04-27 Thread Matt Boone
The touch function will be called continuously for each entity that is touching on every frame. It sounds like you changed the Touch function once the player picks the object up, maybe like this? SetTouch( NULL ); If so you can re-set the touch function when your object is ready to be touched

RE: [hlcoders] HitBoxes ?

2005-04-27 Thread Matt Boone
Do your hitboxes extend outside of the bounding box? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jonathan Dance Sent: Wednesday, April 27, 2005 1:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] HitBoxes ? We are noticing this too.

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
I don't think its possible to add controls to this panel with just a .res file change. You should add your cvar checkbox to the multiplayer advanced dialog, which is scriptable via cfg/settings.scr. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

RE: [hlcoders] OptionsSubMultiplayer.res

2005-04-07 Thread Matt Boone
Is it possible to create code-driven UI here? For example, HL2DM and CS:S have model selection and spray support on this tab. How do these work? (I swear I found a document on how to do this once.. maybe it was for HL1...) --JD On Apr 7, 2005, at 4:32 PM, Matt Boone wrote

[hlcoders] Respawn Bug fix

2005-04-05 Thread Matt Boone
I've seen this particular bug in a few mods now, thought I would send out a snippet for you guys until it can be sent out in the next SDK update. The problem shows up as players not respawning properly, seeming to fail the teleport call. What's actually happening is the lag compensation manager

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
To change visibility of an entity to different players, check out CBasePlayer::ShouldTransmit -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, April 05, 2005 6:36 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] spectator

RE: [hlcoders] spectator eye mode problem AddToFullPack (not related)

2005-04-05 Thread Matt Boone
there is no MoveParent.. whatever that is inside const QAngle CBasePlayer::EyeAngles( ) in baseplayer_shared.cpp CBaseEntity *pMoveParent = const_castCBasePlayer*(this)-GetMoveParent(); is always NULL. so I'm gonna look into that next. On Apr 5, 2005 6:42 PM, Matt Boone [EMAIL PROTECTED] wrote

RE: [hlcoders] Need help with custom fonts please

2005-03-22 Thread Matt Boone
Make sure newfont is the actual name of the font, which is possibly different from the font's filename. Also remove the space from the newfont entry. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Heritage Sent: Tuesday, March 22, 2005 3:35 PM To:

RE: [hlcoders] improper vgui behavior

2005-03-17 Thread Matt Boone
You should check out the hud animation system, this allows you to start changes in colour or size that will run in the background for you. You can also animate the alpha or size to simulate your panels disappearing. As far as setting them not visible and them not disappearing, they shouldn't be

RE: [hlcoders] Resetting entites on round restart.

2005-02-24 Thread Matt Boone
Cs and dod both destroy the entities and re-create them from scratch on round restart. We also maintain a list of entities that should not be destroyed on a round restart ( player, lights etc ). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison

RE: [hlcoders] Re: HL2DM SDK in January or February??

2005-01-18 Thread Matt Boone
Does the pose parameter you are using in the animation code match the pose parameter in the model? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January 18, 2005 1:22 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] RE: HL2DM SDK in January or February? Matt

2005-01-18 Thread Matt Boone
What happens when you step through it? Does it successfully get the index of the pose parameter? Is the pitch correct? Does SetOuterPoseParameter do the right thing? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis Gonzalez Sent: Tuesday, January

RE: [hlcoders] bug on laptops

2005-01-17 Thread Matt Boone
A fix for this will be released with the next engine update. I'll send code snippets then as well so you can fix any other bindings you're trying to hook in your mod. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christensen, Grant Sent: Monday, January

RE: [hlcoders] Debugging a Linux server?

2005-01-15 Thread Matt Boone
Also try searching for the answer to life, the universe and everything -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Saturday, January 15, 2005 3:41 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Debugging a

RE: [hlcoders] Player animation ?

2005-01-11 Thread Matt Boone
HL2DM player animation uses a different system than is in the sdk. Basically you have a list of base sequences, preblended with 9-way aims and 9-way runs - those are the aim animations and are called in game code via activities ( why you see different animation names in combine vs rebels ).

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
It would be better to use an animation in the player model and change the rotation of a specific joint with a pose parameter. What effect are you trying to accomplish? Its also easier to get position and angles of a particular bone if you put an attachment point on it and get that. -Original

RE: [hlcoders] Bone manipulation via code

2005-01-07 Thread Matt Boone
- Original Message - From: Matt Boone [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Friday, January 07, 2005 10:50 PM Subject: RE: [hlcoders] Bone manipulation via code It would be better to use an animation in the player model and change the rotation of a specific joint

RE: [hlcoders] m_fFlags Player Specific

2005-01-05 Thread Matt Boone
A 32 bit integer would be limited to the values (10) through (131). (20) is not really a useful value, its the same as (11). What you're doing here is taking the value 2 ( 0010 in binary ) and shifting it 0 bits to the left. (20) == 0010 in binary == (11) (21) == 0100 in binary == (12) If you

RE: [hlcoders] Menu Sizing problems

2004-12-08 Thread Matt Boone
Dimensions that are set in .res files are relative to a 640 by 480 screen, so they will scale to every resolution. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gabe Volker Sent: Wednesday, December 08, 2004 5:34 PM To: [EMAIL PROTECTED] Subject:

RE: [hlcoders] Sending a regular text message

2004-12-06 Thread Matt Boone
// to one player ClientPrint( pPlayer, HUD_PRINTTALK, Hello World\n ); // to all players UTIL_ClientPrintAll( HUD_PRINTTALK, Hello World\n ); Use HUD_PRINTCENTER instead of HUD_PRINTTALK to print to the center of the screen. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] HL2 Dev CPU Requirements

2004-10-21 Thread Matt Boone
Damn, I missed the day they gave those out. :( -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Thursday, October 21, 2004 3:39 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] HL2 Dev CPU Requirements Brian Satertek Irelan

RE: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-12 Thread Matt Boone
Yup, that's it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hasan Aljudy Sent: Wednesday, August 11, 2004 8:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Re: Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

RE: [hlcoders] DoD pPlayer-v.playerclass

2004-05-20 Thread Matt Boone
, 2004 5:29 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] DoD pPlayer-v.playerclass On Thu, 8 Jan 2004, Matt Boone wrote: enum { PLAYERCLASS_UNDEFINED = 0, //Allied classes PLAYERCLASS_LIGHTINF_GARAND, PLAYERCLASS_LIGHTINF_CARBINE, 8--snip-- Though in 1.2 there may

RE: [hlcoders] pwd?

2004-03-13 Thread Matt Boone
Yes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Saturday, March 13, 2004 2:52 AM To: [EMAIL PROTECTED] Subject: [hlcoders] pwd? This is a multi-part message in MIME format. -- is that your website? -- [ details.zip of type

RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
This is certainly a way to do it. However I think you'll find that drawing that many TE boxes will overflow the client. One good way is to only draw them on a single client, and only draw every second one. That gives you a good general shape of the player and an indication if your server hitboxes

RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should)

2004-03-12 Thread Matt Boone
a shield but that doesn't matter :) - Original Message - From: Matt Boone [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, March 12, 2004 10:40 AM Subject: RE: [hlcoders] ServerSide HitBox Drawing (won't work the way it should) This is certainly a way to do it. However I think you'll

RE: [hlcoders] Client-side BSP models

2004-03-02 Thread Matt Boone
DoD has client side models only, no bsp. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Philip Searle Sent: Tuesday, March 02, 2004 1:10 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Client-side BSP models I'm recreating the entity every frame

RE: [hlcoders] dod_control_point and v.body

2004-01-16 Thread Matt Boone
Which model is shown in a dod_control_point for each state is determined by the mapper, but if they use the standard - models\mapmodels\flags.mdl: Bodygroup model 0 Axis 1 Allies 2 British 3 Uncapped 4 Axis small flag 5

RE: [hlcoders] DoD pPlayer-v.playerclass

2004-01-08 Thread Matt Boone
enum { PLAYERCLASS_UNDEFINED = 0, //Allied classes PLAYERCLASS_LIGHTINF_GARAND, PLAYERCLASS_LIGHTINF_CARBINE, PLAYERCLASS_ASSAULT_TOMMY, PLAYERCLASS_ASSAULT_GREASE, PLAYERCLASS_SNIPER, PLAYERCLASS_HEAVYWEAPONS,