After some nosing, i found this:

dxsupport.cfg (counter-strike source\bin\dxsupport.cfg)

Although i swear that before (about 6 months ago), i found a "bin" file
named dxconfig.bin (could be wrong) in my source game folders, however,
i can't find that file any more.

Maybe your graphics card isnt reporting the correct manufacturer, maybe
take a look in that dxsupport.cfg file, it has lots of graphics cards in.




Daniel Rapp wrote:
Did you try adding
-dxlevel 9
When running the game without forcing dxlevel in the target or command
args,
the game reads in video options for hardware, directx "v0.0".  I'm
thinking
there is a file that gets created when initially launching hl2 or variant
and gets read every subsequent launch.  Sort of like a hardware signature
file similar to .cfgs.  When forcing dxlevel with the command line
argument,
bullet decals are whited out and after a few consecutive launches,
there's
crawling frame-rates 1 or 2 fps.  So I'm guessing there's a hardware
configuration file that the engine reads and writes too.  Is anyone
familiar
with how the game gets the default dx level and the "recommended *
settings
in video options" based on each client's machine?  I'm thinking that's
what's broken in our build.  Thanks again.

----- Original Message -----
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, October 24, 2007 8:04 AM
Subject: hlcoders digest, Vol 1 #3350 - 8 msgs


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When replying, please edit your Subject line so it is more specific
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Today's Topics:

  1. Re: Directx v0.0 on client machines.  What are we missing? (Minh)
  2. Old GMod Hud (How to?) (Drak)
  3. Re: Old GMod Hud (How to?) (Joel R.)
  4. RE: Old GMod Hud (How to?) (Drak)
  5. Prediction of projectile-based weapons in Source (William Ravaine)
  6. RE: Prediction of projectile-based weapons in Source (Mark
Chandler)
  7. Re: Prediction of projectile-based weapons in Source (Paul Peloski)
  8. RE: Prediction of projectile-based weapons in Source (William
Ravaine)

--__--__--

Message: 1
From: "Minh" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlcoders] Directx v0.0 on client machines.  What are we
missing?
Date: Tue, 23 Oct 2007 16:05:33 -0700
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]
Did you try adding
-dxlevel 9

to the command line options when running the game?

I had a similar problem where my mod was stuck in dxlevel 8 until I used
that command line.


----- Original Message -----
From: "Daniel Rapp" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 2:37 PM
Subject: [hlcoders] Directx v0.0 on client machines. What are we
missing?


Hi guys, just wondering if anyone knows what files might be missing or
not
set up correctly, to set the client's default directx level.  Seems
to be
the root of many problems for clients and persists on both nvidia
and ati
hardware.  It reads directx v0.0 or sometimes nothing at all.  Any
insights
on this one would be greatly appreciated.

-Dan

----- Original Message -----
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 9:27 AM
Subject: hlcoders digest, Vol 1 #3348 - 2 msgs


Send hlcoders mailing list submissions to
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of hlcoders digest..."


Today's Topics:

  1. Re: Questions from a newbie (Christopher Harris)
  2. HL2_EPISODIC in preprocessor of HL2MP SDK (Janek Le_Vert)

-- __--__--

Message: 1
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlcoders] Questions from a newbie
Date: Tue, 23 Oct 2007 05:39:08 -0400
Reply-To: [email protected]

Also some good advice I would say is to try your best to avoid
changing
code
in a file of valve's. Make new classes and derive of their classes and
override functions you want to modify from base classes. Only change
valve
code as a last resort. This helps with the merging process!

Chris
----- Original Message -----
From: "Jorge Rodriguez" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, October 23, 2007 1:01 AM
Subject: Re: [hlcoders] Questions from a newbie


--
[ Picked text/plain from multipart/alternative ]
Hi Ed

On 10/22/07, Ed Kehoe <[EMAIL PROTECTED]> wrote:

1) Is there anywhere online where I can find out detailed
information
on
the
different mod types presented under "Create a Mod"? I'm mostly
interested
in
the pros/cons of one mod project over another, especially when it
comes
to
non-FPS mods.


"Modify HL2 Singleplayer" will pretty much give you a perfect version
of
HL2
to mod off of. If the game you are trying to make is very similar to
HL2
(for example, the Adventures of Gordon Freeman in Space, or
something)
then
you should use this.

"Modify HL2 Multiplayer" is probably best if you are making a
multiplayer-only mod.

"Start a mod from scratch" is good if you are trying to do anything
avant-garde because it does not contain much HL2 or HL2MP stuff.

"Source code only" is the same as above, except you obviously only
get
source code and not sources for other game content.

2) Does the selected game on the SDK main menu make any difference in
regards to the source code I receive, whether I create a mod using
existing
game code or the "scratch" code?


I don't think so. It's only for Worldcraft and HLMV and such.

3) Should I wait until the SDK is updated with the Orange Box content
before
starting at this point?


That is probably a good idea. There are a huge amount of changes and
porting
them over would be a pain. But if you're comfortable with patching it
then
by all means :)

That's all I can really answer. Have fun!

--
Jorge "Vino" Rodriguez
--

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-- __--__--

Message: 2
From: Janek Le_Vert <[EMAIL PROTECTED]>
To: <[email protected]>
Date: Tue, 23 Oct 2007 11:56:19 +0200
Subject: [hlcoders] HL2_EPISODIC in preprocessor of HL2MP SDK
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]

Hi all,

I was very surprised this morning discovering that HL2_EPISODIC is
declared=
in the preprocessor parameter.
I was thinking that it was only for Episode1 and not for HL2MP.
Does anybody (probably from Valve) can confirm me that this
parameter is
re=
quired to have the same behaviour as for HL2MP when we compile
HL2MP SDK
(e=
xcept for chat ofc) ?

Thank you in advance
_________________________________________________________________
Votez pour vos acteurs de s=E9ries TV pr=E9f=E9r=E9s et tentez de
gagner
un=
voyage =E0 Hawa=EF !
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--__--__--

Message: 2
From: "Drak" <[EMAIL PROTECTED]>
To: <[email protected]>
Date: Tue, 23 Oct 2007 20:07:16 -0400
Subject: [hlcoders] Old GMod Hud (How to?)
Reply-To: [email protected]

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I can't seem to figure out how garry made this HUD object, that he's had
in
the old/new version of GMod.

(http://img521.imageshack.us/img521/811/gmodhudgk2.jpg)



Is this a HUD element? If I try basing the code off of something like
the
Health Bar, it comes out with the 'large yellow' text.

How did he sent the font to something of that size, and draw the
square? I
didn't find anything new 'HudLayout.res' which made me question it more.

Sorry the question isn't very detailed.. But, if anyone has any ideas on
this, Thanks.

--



--__--__--

Message: 3
Date: Tue, 23 Oct 2007 19:44:57 -0500
From: "Joel R." <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Old GMod Hud (How to?)
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]
engine->Con_NPrintf( number, "Any text you want %s %i %f", "More Text",
150,
150.0f );

The number is a vertical position on the screen.

You can use that or just create your own, which I won't get into cause
it's
alot, but look at how they do the chat text.

On 10/23/07, Drak <[EMAIL PROTECTED]> wrote:

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I can't seem to figure out how garry made this HUD object, that he's
had
in
the old/new version of GMod.

(http://img521.imageshack.us/img521/811/gmodhudgk2.jpg)



Is this a HUD element? If I try basing the code off of something
like the
Health Bar, it comes out with the 'large yellow' text.

How did he sent the font to something of that size, and draw the
square?
I
didn't find anything new 'HudLayout.res' which made me question it
more.

Sorry the question isn't very detailed.. But, if anyone has any
ideas on
this, Thanks.

--


_______________________________________________
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please visit:
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--


--__--__--

Message: 4
From: "Drak" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [hlcoders] Old GMod Hud (How to?)
Date: Tue, 23 Oct 2007 22:18:23 -0400
Reply-To: [email protected]

Ah, that looks like it, thanks. But, when using "Con_NPrintf" it only
shows
for about a few seconds or so. Then disappears.
Any reason for this?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joel R.
Sent: Tuesday, October 23, 2007 8:45 PM
To: [email protected]
Subject: Re: [hlcoders] Old GMod Hud (How to?)

--
[ Picked text/plain from multipart/alternative ]
engine->Con_NPrintf( number, "Any text you want %s %i %f", "More Text",
150,
150.0f );

The number is a vertical position on the screen.

You can use that or just create your own, which I won't get into cause
it's
alot, but look at how they do the chat text.

On 10/23/07, Drak <[EMAIL PROTECTED]> wrote:

This is a multipart message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I can't seem to figure out how garry made this HUD object, that he's
had
in
the old/new version of GMod.

(http://img521.imageshack.us/img521/811/gmodhudgk2.jpg)



Is this a HUD element? If I try basing the code off of something
like the
Health Bar, it comes out with the 'large yellow' text.

How did he sent the font to something of that size, and draw the
square?
I
didn't find anything new 'HudLayout.res' which made me question it
more.

Sorry the question isn't very detailed.. But, if anyone has any
ideas on
this, Thanks.

--


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please visit:
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This message was checked by NOD32 antivirus system.
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--__--__--

Message: 5
From: William Ravaine <[EMAIL PROTECTED]>
To: <[email protected]>
Date: Wed, 24 Oct 2007 13:30:10 +0200
Subject: [hlcoders] Prediction of projectile-based weapons in Source
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]

I'd like to apologize in advance if this has already been discussed
previou=
sly, but I can't seem to find any relevant topics.

I'm currently implementing several missile-based weapons such as a quake
st=
yle rocket launcher. Right now I've just modified the existing
weapon_rpg code to shoot a rocket in a straight line instead of the
laser-g=
uided one from HL2DM. It's all working fine except one thing: when the
miss=
ile
entity is created in front of the rocket launcher in 1st person view
(haven=
t checked how it looks from 3rd person yet) there seems to be a very
slight=
delay
between the time the missile is spawned and the moment it starts
flying at
=
its intended velocity, as if one simulation tick was elapsing with the
rock=
et having a null velocity.

This is quite annoying as it really makes the weapon feel wierd and
unnatur=
al. My guess is this has something to do with prediction and how the
missil=
e entity is interpolated
on the client side, but Im not quite sure yet how to handle this
properly.
=
I've tried a few approaches like using
CBaseEntity::CreatePredictedEntity
t=
o create the rocket on both the server and client "at the same time" but
it=
still doesnt fix the glitch. Maybe it's the good approach and I
forgot to
=
set some flags or data tables...

The rocket launcher of the soldier in TF2 doesnt seem to suffer from
this
e=
ffect, nor do the grenade launcher of the Demoman, so I supposed they
fixed=
the problem. I'd like to achieve the same result. Does any have any
sugges=
tions and/or code snippets that could help me out?

Thanks in advance.
_________________________________________________________________
Vous =EAtes plut=F4t Desperate ou LOST ? Personnalisez votre PC avec
votre
=
s=E9rie TV pr=E9f=E9r=E9e !
http://specials.divertissements.fr.msn.com/SeriesTV.aspx
--


--__--__--

Message: 6
From: "Mark Chandler" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [hlcoders] Prediction of projectile-based weapons in Source
Date: Wed, 24 Oct 2007 19:59:45 +0800
Reply-To: [email protected]

Its to do with the fact that all entities are handled by the server.
Thus
when you press fire, there is a delay between the your command to the
server, the server creating the rocket and then the server sending the
update to the client which you see as the pause.


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William
Ravaine
Sent: Wednesday, October 24, 2007 7:30 PM
To: [email protected]
Subject: [hlcoders] Prediction of projectile-based weapons in Source

--
[ Picked text/plain from multipart/alternative ]

I'd like to apologize in advance if this has already been discussed
previously, but I can't seem to find any relevant topics.

I'm currently implementing several missile-based weapons such as a quake
style rocket launcher. Right now I've just modified the existing
weapon_rpg code to shoot a rocket in a straight line instead of the
laser-guided one from HL2DM. It's all working fine except one thing:
when
the missile
entity is created in front of the rocket launcher in 1st person view
(haven=
t
checked how it looks from 3rd person yet) there seems to be a very
slight
delay
between the time the missile is spawned and the moment it starts
flying at
its intended velocity, as if one simulation tick was elapsing with the
rocket having a null velocity.

This is quite annoying as it really makes the weapon feel wierd and
unnatural. My guess is this has something to do with prediction and how
the
missile entity is interpolated
on the client side, but Im not quite sure yet how to handle this
properly.
I've tried a few approaches like using
CBaseEntity::CreatePredictedEntity
t=
o
create the rocket on both the server and client "at the same time"
but it
still doesnt fix the glitch. Maybe it's the good approach and I
forgot to
set some flags or data tables...

The rocket launcher of the soldier in TF2 doesnt seem to suffer from
this
effect, nor do the grenade launcher of the Demoman, so I supposed they
fixe=
d
the problem. I'd like to achieve the same result. Does any have any
suggestions and/or code snippets that could help me out?

Thanks in advance.
_________________________________________________________________
Vous =EAtes plut=F4t Desperate ou LOST ? Personnalisez votre PC avec
votre
=
s=E9rie
TV pr=E9f=E9r=E9e !
http://specials.divertissements.fr.msn.com/SeriesTV.aspx
--

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please visit:
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--
No virus found in this incoming message.
Checked by AVG Free Edition.
Version: 7.5.503 / Virus Database: 269.15.8/1089 - Release Date:
10/23/2007
7:39 PM



--__--__--

Message: 7
Date: Wed, 24 Oct 2007 08:01:06 -0400
From: "Paul Peloski" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Prediction of projectile-based weapons in Source
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]
How much of your code is based on the HL2MP weapon_rpg. You might
want to
look at CWeaponRPG::PrimaryAttack, CMissile::Spawn, no velocity is
set for
the missile until CMissile::IgniteThink is called 0.3s later. The delay
was
added intentionally, its not a bug or prediction issue. If you already
removed that behavior then I'm not sure what else would be causing a
such
noticeable delay like that.

Regards,

Paul

On 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:

--
[ Picked text/plain from multipart/alternative ]

I'd like to apologize in advance if this has already been discussed
previously, but I can't seem to find any relevant topics.

I'm currently implementing several missile-based weapons such as a
quake
style rocket launcher. Right now I've just modified the existing
weapon_rpg code to shoot a rocket in a straight line instead of the
laser-guided one from HL2DM. It's all working fine except one thing:
when
the missile
entity is created in front of the rocket launcher in 1st person view
(havent checked how it looks from 3rd person yet) there seems to be a
ver=
y
slight delay
between the time the missile is spawned and the moment it starts flying
a=
t
its intended velocity, as if one simulation tick was elapsing with the
rocket having a null velocity.

This is quite annoying as it really makes the weapon feel wierd and
unnatural. My guess is this has something to do with prediction and how
t=
he
missile entity is interpolated
on the client side, but Im not quite sure yet how to handle this
properly=
.
I've tried a few approaches like using
CBaseEntity::CreatePredictedEntity=
to
create the rocket on both the server and client "at the same time"
but it
still doesnt fix the glitch. Maybe it's the good approach and I
forgot to
set some flags or data tables...

The rocket launcher of the soldier in TF2 doesnt seem to suffer from
this
effect, nor do the grenade launcher of the Demoman, so I supposed they
fi=
xed
the problem. I'd like to achieve the same result. Does any have any
suggestions and/or code snippets that could help me out?

Thanks in advance.
_________________________________________________________________
Vous =EAtes plut=F4t Desperate ou LOST ? Personnalisez votre PC avec
votr=
e
s=E9rie TV pr=E9f=E9r=E9e !
http://specials.divertissements.fr.msn.com/SeriesTV.aspx
--

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--__--__--

Message: 8
From: William Ravaine <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: RE: [hlcoders] Prediction of projectile-based weapons in Source
Date: Wed, 24 Oct 2007 14:14:03 +0200
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]

Im not using the missile entity from the HL2 rpg, Im using my own rocket
en=
tity which sets the missile velocity in the spawn function. And the
delay
e=
ffect happens on two other missile based weapons that I've entirely
coded
m=
yself which have nothing to do with the rpg code.

Im also testing this on local server, so the latency delay should be
close
=
to null. If I used net_fakelag, there's definitely a delay between the
mome=
nt I fire, and the moment the entity is _created_, but there's also a
sligh=
t delay between the moment it is created on the screen (so on the
client)
a=
nd starts moving forward. It's this later point that I want to fix.
From: [EMAIL PROTECTED]> To: [email protected]>
Subject=
: Re: [hlcoders] Prediction of projectile-based weapons in Source> Date:
We=
d, 24 Oct 2007 08:01:06 -0400> > --> [ Picked text/plain from
multipart/alt=
ernative ]> How much of your code is based on the HL2MP weapon_rpg. You
mig=
ht want to> look at CWeaponRPG::PrimaryAttack, CMissile::Spawn, no
velocity=
is set for> the missile until CMissile::IgniteThink is called 0.3s
later.
=
The delay was> added intentionally, its not a bug or prediction
issue. If
y=
ou already> removed that behavior then I'm not sure what else would be
caus=
ing a such> noticeable delay like that.> > Regards,> > Paul> > On
10/24/07,=
William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked
text/plain=
from multipart/alternative ]> >> > I'd like to apologize in advance if
thi=
s has already been discussed> > previously, but I can't seem to find any
re=
levant topics.> >> > I'm currently implementing several missile-based
weapo=
ns such as a quake> > style rocket launcher. Right now I've just
modified
t=
he existing> > weapon_rpg code to shoot a rocket in a straight line
instead=
of the> > laser-guided one from HL2DM. It's all working fine except one
th=
ing: when> > the missile> > entity is created in front of the rocket
launch=
er in 1st person view> > (havent checked how it looks from 3rd person
yet)
=
there seems to be a very> > slight delay> > between the time the missile
is=
spawned and the moment it starts flying at> > its intended velocity, as
if=
one simulation tick was elapsing with the> > rocket having a null
velocity=
.> >> > This is quite annoying as it really makes the weapon feel wierd
and=
> unnatural. My guess is this has something to do with prediction and
> how=
the> > missile entity is interpolated> > on the client side, but Im not
qu=
ite sure yet how to handle this properly.> > I've tried a few approaches
li=
ke using CBaseEntity::CreatePredictedEntity to> > create the rocket on
both=
the server and client "at the same time" but it> > still doesnt fix the
gl=
itch. Maybe it's the good approach and I forgot to> > set some flags or
dat=
a tables...> >> > The rocket launcher of the soldier in TF2 doesnt
seem to
=
suffer from this> > effect, nor do the grenade launcher of the
Demoman, so
=
I supposed they fixed> > the problem. I'd like to achieve the same
result.
=
Does any have any> > suggestions and/or code snippets that could help me
ou=
t?> >> > Thanks in advance.> >
____________________________________________=
_____________________> > Vous =EAtes plut=F4t Desperate ou LOST ?
Personnal=
isez votre PC avec votre> > s=E9rie TV pr=E9f=E9r=E9e !> >
http://specials.=
divertissements.fr.msn.com/SeriesTV.aspx> > --> >> >
______________________=
_________________________> > 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
a=
rchives, please visit:>
http://list.valvesoftware.com/mailman/listinfo/hlco=
ders>
_________________________________________________________________
Vous =EAtes plut=F4t Desperate ou LOST ? Personnalisez votre PC avec
votre
=
s=E9rie TV pr=E9f=E9r=E9e !
http://specials.divertissements.fr.msn.com/SeriesTV.aspx
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