This is a bit of a wild guess, but perhaps the problem lies within the
TE_HL2MPFireBullets() function, perhaps the UsePredictionRules() for
the CPASFilter isn't working correctly. Mabey try adding the following
to test this theory out:
filter.RemoveRecipient( UTIL_PlayerByIndex( iPlayerIndex )
bitchin!
thanks Wraiyth ScottL
On 3/11/07, Matt Stafford [EMAIL PROTECTED] wrote:
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http://developer.valvesoftware.com/wiki/FriendsManager
?
On 3/11/07, Teddy [EMAIL PROTECTED] wrote:
Hey gang,
I've been trying to figure out a way
I got this working for dystopia, in the weapons Draw() function I
turned off the EF_BONEMERGE effect (bone merge will only merge with
the bone named in the w_ model, usually the right hand bone), then
making the weapon attach to a point on the players back. Note: I used
a hack in the baseentity
in
ClientScoreBoardDialog.cpp, which references a extern IFriendsUser
*g_pFriendsUser;
Has anyone got this working, is this functionality still in the SDK?
Cheers,
Teddy
___
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visit:
http
Does WorldSpaceCenter() work on this? Since it uses the collision
bounds, and not the world positioning?
On 2/18/07, Minh [EMAIL PROTECTED] wrote:
ahh, Ok, I just figured it out. In the .fgd I was supposed to add Origin
next to the solid class definition.
@SolidClass base(Targetname, Origin) =
There's a bunch of reasons it might not be getting set, to
troubleshoot this check out CBaseEntity::ResolveFlyCollisionBounce(),
where it does SetGroundEntity( pEntity).
Note that it checks trace.plane.normal.z to see if it's a flat
surface, and checks if the entity velocity is less than 30
We had the VAC problem a few weeks ago (where we had to run our
servers with -insecure), but it's since resolved itself. We've never
had any problems with the latest SDK causing the server to crash or
shutdown.
-Teddy
On 1/31/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
Unfortunately I can
I did some googling, it seems it's as simple as turning it on in the options!
1. From the Tools menu, click Options.
2. In the Options dialog box, open the Debugging node, and select the
Edit and Continue category.
3. To enable, select the Enable Edit and Continue check box.
4. Click OK.
Note:
engine-ClientCommand( r_cleardecals\n );
On 1/24/07, Minh [EMAIL PROTECTED] wrote:
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Hi guys,
Has anyone figured out a method of removing all the special f/x decals at
the start of a round (or at
He's right, this bug is weird. I've seen it on a test map for
dystopia, luckily it's never happened on any production maps. You
could try stripping the map back, and testing it piece by piece until
you find the culprit. Or try some sacrafices to your gods, both
methods are equally effective :-)
As well as setting the hitbox size for the gamemovement code, you'll
need to also set the collision hull size in the players PostThink()
function. CBasePlayer::PostThink() resets this every frame, so you'll
need to do the same.
On 1/22/07, Greg Scott [EMAIL PROTECTED] wrote:
--
[ Picked
trace a ray back from the impact point to
the center of the player (ignoring the player) and make sure it makes it
and filter out the hit if it doesn't...
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Wednesday, January 17, 2007 8
. Our mappers
will kill me if i do that (especially this close to release)!!!
Anyone got any advice or a workaround for this problem?
Cheers,
Teddy
On 1/17/07, Teddy [EMAIL PROTECTED] wrote:
Thanks Jay,
I did some measuring, and it had very little impact on performance. It
turns out, near misses
in the baseclass is overriding
it
-Teddy
On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote:
I tried to answer this in the wiki page:
USE_SPECIFIED_BOUNDS could also be used to solve this problem by
specifying a constant box that is always larger than the space occupied
by hitboxes in any animation. As a tradeoff
Exactly how much more load does USE_HITBOXES put on the server, say
for a 16 player with a similar amout of raycasts as counterstrike (for
example)?
I've found it gives much more accurate reg on player's extremities,
but i wonder at what cost? Would it be cheaper to make an exagerated
bbox
You could do it by creating a new collision group for your energy
sheilds, and then putting rules in place in the
GameRules::ShouldCollide (i think?) function so players don't collide
with it.
On 1/6/07, Daniel Menard [EMAIL PROTECTED] wrote:
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with valve's
VertexLitGeneric.
On 12/31/06, Teddy [EMAIL PROTECTED] wrote:
You can't set more than one material to override
per render pass. What
you can do instead is make multiple skins on the
model, then set the
m_nSkin accordingly. Here's how to setup the
model
You can't set more than one material to override per render pass. What
you can do instead is make multiple skins on the model, then set the
m_nSkin accordingly. Here's how to setup the model:
http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model
On 12/31/06, Joel R. [EMAIL
Try compiling memoverride-vc7.cpp instead of memoverride.cpp. This
problem only happens if you compile the linux .so using the vc2005
.proj files i think
On 11/9/06, Ratman2000 [EMAIL PROTECTED] wrote:
Hello,
i currently have an Problem with the new memoverride.cpp...
I have included it in my
it with vs2005 express? Or will we need professional for
that?
Thanks!
Teddy
On 11/2/06, Eric Van Huss [EMAIL PROTECTED] wrote:
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Yep it's the free one. It compiles and runs HL2MP fine with debug and release
builds. You can even run it through the debugger
In the new SDK, StartLagCompensation happens on line #193 of
sdk_fx_shared.cpp, during the FX_FireBullets() function. It's done
here so it doesn't effect player movement (aka sticky player
collisions). The problem with this is if your weapon needs unlagged
positions for anything other than firing
are linked, yet it still
crashes at the same spot (CModAppSystemGroup::Create)
On 8/25/06, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
You reverse-engineered the missing functions?
At 2006/08/24 03:25 AM, Teddy wrote:
I've fixed up the choreo and mathlib linkers and made my
Take it to the steampowered.com forums, this is not the place for that
discussion
On 9/7/06, Nathan Voge [EMAIL PROTECTED] wrote:
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For a brief moment I thought there was a god and then that died
PM, Teddy wrote:
I got mathlib and choreo stuff compiling and running fine, now when i
ld server_i486.so it says all symbols are linked, yet it still crashes
at the same spot (CModAppSystemGroup::Create)
On 8/25/06, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
You reverse-engineered the missing
, often-lamented srcds bug where it fails
to print dlerror() messages and abort when the .so is unloadable, you
would not be aware that it was actually sneakily loading some other .so.
At 2006/08/15 08:11 PM, Scott Loyd wrote:
anything new on this?
Teddy wrote:
We're having the same problem
We're having the same problem at the moment, haven't been able to find
a workaround for it yet.
On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote:
Hi Gavin-
This issue appears to be well-known and we are working on a fix for this
issue.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
Not very likely. If you think you've found a bug in the engine files,
you might be able to send an mdmp to someone at valve and have them
look at it, they're good like that.
On 7/27/06, Louka Outrebon [EMAIL PROTECTED] wrote:
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Is there any way
While you're waiting for the SDK update and if you want a good laugh,
read this page:
http://developer.valvesoftware.com/wiki/Building_MODs_with_Valve_Technology
It's got such memorable quotes as Source and Steam have been designed
with MODs in mind and The SDK is updated continuously and
I hear it's about five times that much. Better start saving!
On 7/20/06, Skillet [EMAIL PROTECTED] wrote:
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It probably depends on what kind of project you're doing, but $200,000 would
be a reasonable estimate.
On 7/19/06, Emiel Regis [EMAIL
As long as i can remember there's always been a delay.. so i just made
sure to create all my render targets when on startup (i only have
about 4, so it's no biggy)
On 7/18/06, Garry Newman [EMAIL PROTECTED] wrote:
I'm pretty sure that way back, like a year ago, the RTs were created
almost
I don't think old server files make vac work. I think it depends which
steam server it connects to. If it connects to steam3, vac won't work,
any others and it should be fine (or so i heard)
On 7/18/06, Alfred Reynolds [EMAIL PROTECTED] wrote:
Except for all the ones released before you using
Perhaps it is the footstep sounds being transmitted from the server.
Try making them client side (even triggered by events in the walk
animation?)
On 7/2/06, Skillet [EMAIL PROTECTED] wrote:
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I'm getting ridiculous amounts of sound network
-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Tuesday, June 27, 2006 6:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Jerky Movement when player is on moving
lift/elevator.
No, but i would give up my first born
if you're talking about the hl2 mini-bloom mod (see
http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not
selfillum textures. there's a whole lot of bloom in there.
strictly speaking, it's not the HDR technologoy valve have made, with
exposure and gathering on reflective surfaces, etc.
No, but i would give up my first born for it.
Seriously, i've been trying to fix this for a while now, very frustrating
On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
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Hello,
]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Tuesday, June 27, 2006 6:11 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Jerky Movement when player is on moving
lift/elevator.
No, but i would give up my first born for it.
Seriously, i've been trying to fix
You can get the vector position of the point of collision in a
trace_t, it's tracename.endpos
On 6/15/06, John Sheu [EMAIL PROTECTED] wrote:
Are there any model traces that give the actual point of collision,
instead of just the 0.0f-1.0f value in a trace_t?
IPhysicsCollision::TraceCollide()
Something very simple you should check (if you haven't already), load
up the player model in model viewer and take a look at the hitboxes.
Make sure the head hitbox matches is the right size and in the right
position, it could be the cause of your problems and is very easy to
fix
On 6/13/06, JG
is being used for the whole player command (including movement,
the cause of this bug), but so far as i can tell you only really need
to unlag players for hitscan weapon functions. Thoughts?
-Teddy
___
To unsubscribe, edit your list preferences, or view
This isn't the valve hotline, it's a mailing list for mod programmers
On 6/7/06, Vyacheslav Dzhura [EMAIL PROTECTED] wrote:
Hello all,
I perfectly know that this is programming forum, but I'll still post
that here cos I already saw [and felt on myself] how Steam support
works and maybe
It's great that we have this feature, so we can make sure our mods
don't get broken by updates.
I hope this known issue gets fixed soon:
http://developer.valvesoftware.com/wiki/Source_Engine_Beta_Changelist#Current_Known_Issues
-Mods that were built off of HL2 will continue to run the publicly
the crap out of it then release
it?
On 4/20/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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Just wait for Episode one...then the friends beta, then they'll get to it
On 4/19/06, Teddy [EMAIL PROTECTED] wrote:
I don't want to seem impatient, but has
You might be able to get some use from materials-GetBackBufferFormat()
On 4/14/06, Garry Newman [EMAIL PROTECTED] wrote:
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What's the best way to detect whether a client supports a certain image
format?
For my bloom I want to ideally create
I was also expecting a SDK code update back in october, because the
engine update at that time broke Dystopia (along with alot of other
mods), but alas we had to do some hasty workarounds of our own. I
can't quite believe it's been 10 months since the last SDK code
update, especially given the
I tested this out in a recent dys build, it didn't seem to fix the
problem of wall running, and it made strafe running quite jerky..
anyone else have this problem?
On 3/24/06, Jason Houston [EMAIL PROTECTED] wrote:
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Cool. Thanks for that. I'll
Message-
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: March 28, 2006 3:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] speed increase when walking along walls, any fixes?
I tested this out in a recent dys build, it didn't seem to fix the
problem of wall running, and it made
);
currentspeed = sqrt( DotProduct(mv-m_vecVelocity,
mv-m_vecVelocity) );
//omega; END WALLSTRAFE FIX
// Reduce wishspeed by the amount of veer.
-Original Message-
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: March 19, 2006 7:56 PM
To: hlcoders
Look in the baseplayer_shared at CalcViewRoll() function, you could
hax that up to make their view roll
On 3/24/06, Tobias Kammersgaard [EMAIL PROTECTED] wrote:
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Hello there!
I'm currently working on singleplayer mod, and I've been asked to
The official line is thus;
It's coming, but don't hold your breath.
On 3/19/06, Aditya Gaddam [EMAIL PROTECTED] wrote:
Hi,
Are there any real plans to update the SDK to work with the 2005 line
of Visual C++ or Visual Studio? I keep hearing people say it will
come in the next update, but are
Wall running also gives you a speed boost in Dystopia. I haven't been
able to find a fix for it, nfi why it happens, suffice to say i think
it's a bug in the stock hl2 gamemovement code.
On 3/19/06, Jason Houston [EMAIL PROTECTED] wrote:
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Hi,
Q: What does running HL2 do that Steam is so dependent upon?
A: Update all the dlls in the \steam\steamapps\username\half-life 2\
directory that your mod uses.
On 3/16/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
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So if our mod were already
Dystopia is having no such problems as far as I'm aware. But it's not
using any of the HL2SP/HL2DM source code, it's using the barebones sdk
instead...
On 3/16/06, DAV [EMAIL PROTECTED] wrote:
I tried to run HL2 and the zoom still doesnt work on the mod...
Are you having the same problem?
I did this just yesterday, as it happens. You just gotta set the
m_iParentAttachment when you SetParent() to make it align to that
attachment point. I made a small hack function in cbaseentity so i
could change this, as the SetParent( ent, attachindex) dosen't seem
function correctly
On 3/13/06,
, and they are no
longer able to move. Do you think that m_iParentAttachment being set with
SetParent(); would work?
Thanks
-Kramer
On 3/13/06, Teddy [EMAIL PROTECTED] wrote:
I did this just yesterday, as it happens. You just gotta set the
m_iParentAttachment when you SetParent() to make
FL_EDICT_DONTSEND should stop the prop sending any info to clients,
but wouldn't you need to transmit the position of the weld point
anyways?
I suppose you could send the weld position relative to the object just
once, and you could calculate the position via that. In theory it
should work, you
Any news on the update David? Must be getting close now! :-)
On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote:
Yep, we're still working on it. Thanks for being patient.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Teddy
Sent: Wednesday, February
Where do I find this file?
On 3/11/06, Adam amckern Mckern [EMAIL PROTECTED] wrote:
Thats prob 'part' of Brams code work from late 2003.
--- Benjamin Davison [EMAIL PROTECTED]
wrote:
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Or maybe that's what they are planning for it.
It looks just like a torrent, with the DownloadRate, UploadRate,
PeersConnected SharingRatio elements. Cool bannanas!
On 3/11/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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C:\Steam\Public
It's in the new friends beta.
On 3/11/06, Teddy
No and uhhh no.
On 2/19/06, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote:
I think Valve is not sure whether the complaints are real or are from
whiners. For example: On the client side the video test in CS:S gave
me an average FPS of 110, and that data was sent to Valve. But in the
real
I just did a diff of the code, still the same as it has been for the
past as many months
On 2/16/06, Charles Solar [EMAIL PROTECTED] wrote:
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Actually vangelis, I to have noticed a difference, but its at a more basic
level then a diff machine
Any update on the SDK code update David?
On 1/19/06, David Speyrer [EMAIL PROTECTED] wrote:
We're working on the SDK code update now and it should be released
within the next few weeks.
-- David
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
Even when you get a mod team, keeping them isn't that easy. For the 12
or so people who actually contributed to Dystopia, we had over 60
people come and go over the past 2 years. Be prepared that people wont
do work, or those that do will disappear from time to time, always
have a backup person
post usually garner the attention of the type of
people you'd be looking for.
-Jeff Katz
Digital Paintball
Aaron Schiff wrote:
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Yes but how DO you find people?
On 12/29/05, Teddy [EMAIL PROTECTED] wrote:
Even
This is really cool, I've implemented this in Dystopia and we're very
pleased with the results. Biased spread rewards good aiming alot more,
and that's what we like to see! :-)
Thanks for posting this Tim!
On 12/21/05, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Tim Holt wrote:
I wondered about
If you find you get a STEAM validation rejected when ever you try to
load a map on a listenserver, make the following file:
\steam\SteamApps\SourceMods\dystopia\cfg\listenserver.cfg
and put the following command in it:
sv_lan 1
On 12/28/05, Brian Smith [EMAIL PROTECTED] wrote:
I have had a
I was using the beta SDK, but vrad crashes when I compile. So i have
to use the old hammer editor, which dosen't load many things properly
because of the previously mentioned bug.
This bug also effects faceposer and model viewer, i guess you could
say the SDK is broken and merry christmas 3 from
because of a malformed light patch resolution;
like, texture select all the faces in the map, and reassign the lightmap
scale to something like 16 or 32.
This seems to fix it in all cases I've encountered.
Talia
Teddy wrote:
I was using the beta SDK, but vrad crashes when I compile. So i
to fixing it
On 12/23/05, Benjamin Davison [EMAIL PROTECTED] wrote:
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Hopefully Teddy.
(Just made a post about this just after you did ;))
On 12/23/05, Teddy [EMAIL PROTECTED] wrote:
An update has been released for HL2 Lost Coast with 64 bit
An update has been released for HL2 Lost Coast with 64 bit support:
http://www.steampowered.com/index.php?area=newsid=496
My question is, when the SDK code update is eventually released, how
will mods be able to make 64-bit versions? Will it require a different
code base for 32 64 bit versions?
http://support.steampowered.com
On 12/21/05, Baer [EMAIL PROTECTED] wrote:
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I reinstalled winxp on my computer, reinstalled steam, everything looks good
in hl1, but when I go to hl2 I get a black screen with orange lines on bottom
right,
One big problem with using attachments to put the weapon on the hands
is you'd have to use BONEMERGE which means the model that gets
attached (the weapon) must be static (no bones or animations).
Also, coding a IK/Ragdoll system which would have bascially the same
result as making it out of
Hows the update progressing I wonder? Hopefully we can get an ETA
soon, it'd be nice if it was ready before christmas.
On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote:
Don't have an ETA yet, but it's what we'll be working on now.
-Original Message-
From: [EMAIL PROTECTED]
Well it looks like cubemaps are built differently for HDR enabled
maps, so it's possible the updates to this code will fix this bug.
On 11/24/05, Justin Krenz [EMAIL PROTECTED] wrote:
Is the issue with cube maps being excessively dark fixed at all or is
that a completely different issue since
After looking at Dystopia's cache files with the Game Extractor tool
from that wiki page, I can't help but wonder why they're so messy
compared to the CS:S/DOD/etc counterparts.
Perhaps creating these caches manually could give better performance?
On 12/4/05, Evan Braa-Heidner [EMAIL PROTECTED]
I did this for the Fatman Fist weapon in dystopia. I modified the
SetWeaponVisible() for the fist, so it would AddEffects( EF_NODRAW );
(which hides the world model) and then vm-RemoveEffects( EF_NODRAW
); so it shows the viewmodel
On 11/27/05, Chris Janes [EMAIL PROTECTED] wrote:
For early
I had that exact same error on a few servers after the DOD:S engine
update about a month or so ago.
The solution was to run a steam update on the server.
On 11/23/05, Adam amckern Mckern [EMAIL PROTECTED] wrote:
To me it sounds like your project needs a clean
complie (remove all the
The updates to Hammer are terrific! Not only does it look better, but
it seems run a whole lot faster for me. Does it have 64 bit support
now?
Great work guys!
On 11/23/05, Erik Johnson [EMAIL PROTECTED] wrote:
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Cheers, nice one Mani!
On 11/15/05, Giles Millward [EMAIL PROTECTED] wrote:
Spray Tag Tracking was released in my V1.2 Beta D version yesterday, I might
port it back to the V1.1.0x series as it's pretty much standalone code and
very useful.
Regards
Mani.
www.mani-admin-plugin.com
gt;
HDR cubemaps are already in-game (since the DOD:S update). It dosen't
work properly without the new vrad of course..
On 11/11/05, John Standish [EMAIL PROTECTED] wrote:
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They need to impliment Parallax mapping lol. As for the HDR, I am pretty
The VDC was updated earlier today
(http://developer.valvesoftware.com/wiki/Main_Page) with the following
news:
Very soon we'll be beginning a beta of the next version of the Source
SDK, which will be run in a similar way to how the Steam UI beta was
run. When the beta is ready to go we'll have a
Hi gang,
I'm having some trouble calculating which hitbox my projectile is
hitting via the GetTouchTrace() function. The trace returned by this
dosen't seem to return any hitbox data! Any ideas why there's no
hitbox info? Also any ideas for a workaround?
Cheers,
Teddy
I don't know if this is relevant or not, but i messed around with the
vgui::HTML element a while ago and had it working on vgui_screens, and
the scrollbars worked fine. vgui_screens obviously won't work anymore
cause the vgui::inputinternal is busted, but perhaps there's a way to
fix them
I've been hearing the same from alot of our players, they still get
the same error after patching.
On 10/13/05, Brandon Canary [EMAIL PROTECTED] wrote:
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Just got the new updated and downloaded and third party games are still not
launching :(
do anything.
-Original Message-
From: Teddy [mailto:[EMAIL PROTECTED]
Sent: October 12, 2005 6:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam update broken HL2 mods?
I've been hearing the same from alot of our players, they still get
the same error after
I've been getting reports from a few dozen of our players that they've
been unable to run dystopia since the last Steam UI update. They've
been getting the following error:
AppName: hl2.exe AppVer: 0.0.0.0 ModName: filesystem_steam.dll
ModVer: 0.0.0.0 Offset: e66f
I'll just note that this
mod team cannot run any of the 3 rd party mod!
I would like the update screwup the valve mod instead that would be more
fun!
- Original Message -
From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, October 11, 2005 10:44 PM
Subject: [hlcoders] Steam
I've not had any probs with hitbox latency, the unlag and
interpolation works smoothly even at high pings.
There are some huge problems for melee code, as there seems to be bit
prediction errors when you get upu close to another player, but for
ranged hitscan attacks it's fine.
Teddy
http
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote:
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The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html
On 10/7/05, Erik Johnson [EMAIL PROTECTED] wrote:
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Ooops, wrong thread!
On 10/7/05, Teddy [EMAIL PROTECTED] wrote:
The only bug I can see is there's a few mods missing from the most
popular list... namely Garry's mod and Dystopia (according to
http://steampowered.com/status/game_stats.html).
On 9/30/05, Erik Johnson [EMAIL PROTECTED] wrote
sv_showhitboxes dosen't show the hitbox interp or prediction, it's all
explained here:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
On 10/7/05, Andrew Foss [EMAIL PROTECTED] wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
You should check out the DoScreenSpaceBloom() function in
view_scene.cpp, as the blurfiltery shader is used there
On 10/6/05, Thomas TISSOT-DUPONT [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
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Hello the list !
I'm
to be a very high resolution...
Anyone else had probs with these?
Cheers,
Teddy
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From: Teddy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, October 03, 2005 8:58 AM
Subject: [hlcoders] _rt_SmallHDR0 problems
Hey gang,
I'm trying to code a shader that uses the _rt_SmallHDR0
_rt_SmallHDR1 render target textures via the GetSmallBufferHDR0
I still get the tier0_s.dll error when launching my mod from VS. I'm
launching via hl2.exe, with standard command line params. It loads to
console fine, but when i attempt to load a map/start a server, it
errors out with tier0_s.dll error, followed by a steamclient.dll
error.
-Teddy
On 9/30/05
DAV, try turning off HDR when you do the buildcubemaps, and make sure
you don't have -floathdr in your commandline. It looks like it's
trying to build HDR cubemaps, but without the proper HDR skybox and
whatnot.
On 9/30/05, DAV [EMAIL PROTECTED] wrote:
Can it be releated to what I am having but
] Last update has broken Mod shaders and is causing
crashes
I'd have to agree with Teddy, it is quite irking to the development
community that this many problems have arisen. It is almost as if you
have
no formal QA department that you go through, and that is just ridiculous.
Do
you
I've fixed all the shader issues in Dystopia, however there's no point
putting out an update till we get the SDK update, as there's still
quite a few crashes occuring in the engine code since the last update.
On 9/27/05, Alexander Galerakis [EMAIL PROTECTED] wrote:
I'm not a coder or team member
?
-Teddy
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Since the last update, my shader files no longer load (eg.
bin/game_shader_generic_sample.dll) and players are quite a few client
and server crashes.
Can we expcet a SDK update so we can work on fixing these?
Cheers,
Teddy
http://dystopia-game.com
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