Off the top of my head ( don't have the codebase here at work ), you
should decrease the values rather than increase them, since these are the
values used to compare against the actual players' speed, which is
calculated elsewhere. However, if you say nothing's changed maybe your
problem is elsewhere; if you increase them e.g. with a factor 2 I'd have
expected the move_x to be 0.12 rather than 0.24. Still, you should debug
your code and see why move_x is at 0.24; it's your main problem.
> --
> [ Picked text/plain from multipart/alternative ]
> In sdk_playeranimstate.cpp
>
> #define ANIM_TOPSPEED_WALK 100
>
> #define ANIM_TOPSPEED_RUN 250
>
> #define ANIM_TOPSPEED_RUN_CROUCH 85
> I tried changing the values from 100 to 300, 250 to 1000, but there
> wasn't
> any difference made.
>
> On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>>
>> your blendwidth parameters are default.
>>
>> Look at the same output of cl_showanimstate 1. At the bottom it should
>> show you your move_x pose parameter, I suspect it's at 0.24 too.
>>
>> Then look in the code why it is at 0.24. I'm not sure where it's
>> calculated ( in the engine ? ) but based on a comment line it looks like
>> it's a division of your current speed and
>> CBasePlayerAnimState::GetCurrentMaxGroundSpeed().
>>
>> Basically, as minh said, your player is running with a speed that is 24
>> percent of what your code says is it's maximal speed. Fix that, and the
>> anim should play properly. [ Look at the implementation of
>> GetCurrentMaxGroundSpeed() if I'm not mistaken, there's some constants
>> in
>> there you may want to modify for your mod ]
>>
>>
>> > --
>> > [ Picked text/plain from multipart/alternative ]
>> > // Output .MDL
>> > $modelname "player/man/man.mdl"
>> >
>> > // Directory of .TGA
>> > $cdmaterials "models/player/man"
>> >
>> > //Model Properties
>> > $origin 0 0 -35
>> > $scale 0.9
>> > $model "man" "man_ref.smd"
>> > $surfaceprop "flesh"
>> >
>> > //-----------------
>> > // Reference (this should be your ragdoll pose or "delta")
>> > //-----------------
>> >
>> > $sequence reference "man_ref"
>> >
>> > //-----------------
>> > // Idles
>> > //-----------------
>> >
>> > $sequence Idle "man_ref" loop fps 20 activity ACT_IDLE 1
>> >
>> > //---------------
>> > // jump
>> > //---------------
>> >
>> > $sequence jump "man_jump" fps 30 alignto Idle activity ACT_HOP -1
>> > $sequence jump2 "man_jump" fps 30 alignto Idle activity ACT_JUMP -1
>> >
>> > //-----------------
>> > // Run
>> > //-----------------
>> >
>> > $animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
>> > $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto
>> -135
>> > $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
>> > $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
>> > $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
>> > $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
>> > $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
>> > $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
>> > $animation a_RunZero "man_run" loop
>> >
>> > $sequence Run {
>> > a_RunNW a_RunN a_RunNE
>> > a_RunW a_RunZero a_RunE
>> > a_RunSW a_RunS a_RunSE
>> > blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
>> > ACT_RUN 1
>> > { event 7002 15 "lfoot" }
>> > { event 7002 4 "rfoot" }
>> > }
>> > this is my .qc file. The blend is followed from the player_shared.qc
>> >
>> > On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>> >>
>> >> At full forward you'd want your weight of the forward anim to be 1.0.
>> >> It's
>> >> not the weightlist, those modulate the weight per bone afterwards,
>> the
>> >> problem here is sooner.
>> >>
>> >> It's related to eg
>> >>
>> >> blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
>> >>
>> >> in your qc. The next step in your debugging is seeing why the weight
>> of
>> >> the anim is 0.24. You should look at the move_x pose parameter.
>> >> Similarly,
>> >> you want it to be 1.0 when running forward. If it is at 1.0, then
>> that
>> >> means you should look at your .qc values and you're doing something
>> >> wrong
>> >> there. If it is not at 1.0, which I expect (it's probably at 0.24
>> >> itself),
>> >> then you should indeed look at your runspeeds and how the move_x
>> >> poseparam
>> >> is computed. Either modify your move speed, or modify the calculation
>> of
>> >> the move_x parameter so it reflects what you want.
>> >>
>> >> hth,
>> >>
>> >> -- Maarten
>> >>
>> >>
>> >> > --
>> >> > [ Picked text/plain from multipart/alternative ]
>> >> > when i press "W" run forward, the weight is 0.24, so i guess thats
>> >> where
>> >> > the
>> >> > problem lies? how do i change the weights?
>> >> >
>> >> > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote:
>> >> >>
>> >> >> --
>> >> >> [ Picked text/plain from multipart/alternative ]
>> >> >> $weightlist in the .qc file has little to do with your problem
>> right
>> >> >> now..
>> >> >>
>> >> >> You're problem as you have described it seems to be that it's not
>> >> >> playing
>> >> >> the correct sequence. Like Marteen said, type in
>> >> >>
>> >> >> cl_showanimstate 1
>> >> >>
>> >> >> and look at what is being played...
>> >> >>
>> >> >> ----- Original Message -----
>> >> >> From: "Alvin Ng" <[EMAIL PROTECTED]>
>> >> >> To: <[email protected]>
>> >> >> Sent: Wednesday, December 26, 2007 12:21 AM
>> >> >> Subject: Re: [hlcoders] Player animation after major change in
>> codes.
>> >> >>
>> >> >>
>> >> >> > --
>> >> >> > [ Picked text/plain from multipart/alternative ]
>> >> >> > so by using the command $weightlist in the .qc?
>> >> >> >
>> >> >> > On 12/26/07, Maarten De Meyer <[EMAIL PROTECTED]> wrote:
>> >> >> >>
>> >> >> >> use cl_showanimstate 1 ( or something similar, I've become too
>> >> >> dependent
>> >> >> >> on auto-completion :D ) when you're alone, on a local server,
>> in
>> >> >> >> thirdperson. On the top right you'll see the list of all
>> >> animations
>> >> >> that
>> >> >> >> are being blended at the moment, plus, important, the weight
>> >> they're
>> >> >> >> being
>> >> >> >> blended with. Verify e.g. that when you're running straight
>> >> forward,
>> >> >> >> you're playing the run forward animation with weight 1.0. If
>> >> that's
>> >> >> not
>> >> >> >> the case, there's your bug already, it's probably badly set up
>> >> pose
>> >> >> >> parameters in the .qc. If it is playing with weight 1.0 and
>> your
>> >> run
>> >> >> >> animation in max does not correspond to what the character is
>> >> doing,
>> >> >> you
>> >> >> >> either have a problem during export or in the .qc, or you're in
>> >> (a)
>> >> >> >> really
>> >> >> >> deep mess/**** code-wise :)
>> >> >> >>
>> >> >> >> > --
>> >> >> >> > [ Picked text/plain from multipart/alternative ]
>> >> >> >> > Not only the jump animation. The run animation is working,
>> but
>> >> not
>> >> >> >> > totally.
>> >> >> >> > The animation is supposed to be a run, but when WASD is
>> pressed,
>> >> >> the
>> >> >> >> > animation in game is just taking small steps.
>> >> >> >> >
>> >> >> >> > On 12/26/07, Minh <[EMAIL PROTECTED]> wrote:
>> >> >> >> >>
>> >> >> >> >> --
>> >> >> >> >> [ Picked text/plain from multipart/alternative ]
>> >> >> >> >> ok, I'm sorry but spewing out everything you've done since
>> you
>> >> >> were
>> >> >> >> born
>> >> >> >> >> doesn't make it any easier for us to decipher what the
>> problem
>> >> >> is...
>> >> >> >> >>
>> >> >> >> >> If the jumping stuff isn't working, try finding out what
>> >> exactly
>> >> >> >> happens
>> >> >> >> >> when you press the jump key. Go to sdk_gamemovement.cpp and
>> >> look
>> >> >> for
>> >> >> a
>> >> >> >> >> function called "CheckJumpButton"
>> >> >> >> >> Investigage what that function is doing and maybe it will
>> lead
>> >> you
>> >> >> to
>> >> >> >> >> why
>> >> >> >> >> your jump animatons aren't working.
>> >> >> >> >>
>> >> >> >> >>
>> >> >> >> >>
>> >> >> >> >> ----- Original Message -----
>> >> >> >> >> From: "Alvin Ng" <[EMAIL PROTECTED]>
>> >> >> >> >> To: <[email protected]>
>> >> >> >> >> Sent: Tuesday, December 25, 2007 7:00 PM
>> >> >> >> >> Subject: [hlcoders] Player animation after major change in
>> >> codes.
>> >> >> >> >>
>> >> >> >> >>
>> >> >> >> >> > --
>> >> >> >> >> > [ Picked text/plain from multipart/alternative ]
>> >> >> >> >> > On client side, added existing items in HL2 DLL Folder:
>> >> >> >> >> >
>> >> >> >> >> > c_sdk_player.h
>> >> >> >> >> >
>> >> >> >> >> > c_sdk_player.cpp
>> >> >> >> >> >
>> >> >> >> >> > sdk_playeranimatestate.h
>> >> >> >> >> >
>> >> >> >> >> > sdk_playeranimatestate.cpp
>> >> >> >> >> >
>> >> >> >> >> > sdk_player_shared.cpp
>> >> >> >> >> >
>> >> >> >> >> > On server side, added existing items in HL2 DLL Folder:
>> >> >> >> >> >
>> >> >> >> >> > sdk_player.h
>> >> >> >> >> >
>> >> >> >> >> > sdk_player.cpp
>> >> >> >> >> >
>> >> >> >> >> > sdk_playeranimatestate.h
>> >> >> >> >> >
>> >> >> >> >> > sdk_playeranimatestate.cpp
>> >> >> >> >> >
>> >> >> >> >> > sdk_player_shared.cpp
>> >> >> >> >> >
>> >> >> >> >> >
>> >> >> >> >>
>> >> >> >>
>> >> >>
>> >>
>> ------------------------------------------------------------------------------------------
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > #include "sdk/sdk_player.h" with #include
>> >> >> >> >> > "sdk/sdk_playeranimstate.h"
>> >> >> >> >> >
>> >> >> >> >> > *In sdk_playeranimatestate.h, sdk_player.cpp,
>> >> >> sdk_player_shared.cpp
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > WeaponSDKBase with BaseHLCombat Weapon
>> >> >> >> >> >
>> >> >> >> >> > e.g. C_WeaponSDKBase
>> >> >> >> >> >
>> >> >> >> >> > willl be
>> >> >> >> >> >
>> >> >> >> >> > C_BaseHLCombat Weapon
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > #include "sdk_gamerules.h" with #include "hl2_gamerules.h"
>> >> >> >> >> >
>> >> >> >> >> > #include "weapon_sdkbase.h" with #include
>> >> >> >> >> "basehl2combatweapon_shared.h"
>> >> >> >> >> >
>> >> >> >> >> > *In hl2_player.cpp
>> >> >> >> >> >
>> >> >> >> >> > comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
>> >> >> >> >> >
>> >> >> >> >> > e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
>> >> >> >> >> >
>> >> >> >> >> > *In sdk_playeranimatestate.cpp
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > #include "weapon_sdkbase.h" with #include
>> >> >> >> >> "basehlcombatweapon_shared.h"
>> >> >> >> >> >
>> >> >> >> >> > *In the entire project
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > GetSDKWpnData with GetWpnData
>> >> >> >> >> >
>> >> >> >> >> > *In weapon_parse.cpp
>> >> >> >> >> >
>> >> >> >> >> > -=added:
>> >> >> >> >> >
>> >> >> >> >> > const char *pAnimEx = pKeyValuesData->GetString(
>> >> >> >> >> > "PlayerAnimationExtension",
>> >> >> >> >> > "mp5" ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
>> >> >> >> >> > m_szAnimExtension )
>> >> >> >> >> > );
>> >> >> >> >> >
>> >> >> >> >> > -=in the function=-
>> >> >> >> >> >
>> >> >> >> >> > void FileWeaponInfo_t: arse
>> >> >> >> >> >
>> >> >> >> >> > *In weapon_parse.h
>> >> >> >> >> >
>> >> >> >> >> > added:
>> >> >> >> >> >
>> >> >> >> >> > char m_szAnimExtension[16]; // string used to generate
>> player
>> >> >> >> >> animations
>> >> >> >> >> > with this weapon
>> >> >> >> >> >
>> >> >> >> >> > *In sdk_player.cpp , sdk_player.h
>> >> >> >> >> >
>> >> >> >> >> > commented function with "CheatImpulseCommands"
>> >> >> >> >> >
>> >> >> >> >> > *In c_sdk_player.cpp
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > #include "weapon_parse.h" with #include
>> >> >> >> >> > "basehlcombatweapon_shared.h"
>> >> >> >> >> >
>> >> >> >> >> > *In c_sdk_player.h
>> >> >> >> >> >
>> >> >> >> >> > Find and replace first two C_BasePlayer:
>> >> >> >> >> >
>> >> >> >> >> > C_BasePlayer with C_BaseHLPlayer
>> >> >> >> >> >
>> >> >> >> >> > and added:
>> >> >> >> >> >
>> >> >> >> >> > #include "c_basehlplayer.h"
>> >> >> >> >> >
>> >> >> >> >> > *On the server side in sdk_player.h
>> >> >> >> >> >
>> >> >> >> >> > replaced:
>> >> >> >> >> >
>> >> >> >> >> > CBasePlayer with CHL2_Player
>> >> >> >> >> >
>> >> >> >> >> > and included:
>> >> >> >> >> >
>> >> >> >> >> > #include "hl2_player.h"
>> >> >> >> >> > -------------------------------------------------------
>> >> >> >> >> > We got a help from this coder, he walked us through to
>> change
>> >> >> the
>> >> >> >> >> codes,
>> >> >> >> >> > now
>> >> >> >> >> > I cant seem to get him back.
>> >> >> >> >> > After this major change in the codes, i changed the
>> player's
>> >> >> >> animation
>> >> >> >> >> to
>> >> >> >> >> > a
>> >> >> >> >> > 9way blend, it seems to work, but not totally.
>> >> >> >> >> > The running animations dun work out totally, as in instead
>> of
>> >> >> >> running,
>> >> >> >> >> > they
>> >> >> >> >> > were like walking very small steps.
>> >> >> >> >> > And also the jump animations doesn't work anymore.
>> >> >> >> >> > Does anyone knows the problem? Is it that we missed out
>> some
>> >> >> codes?
>> >> >> >> >> > --
>> >> >> >> >> >
>> >> >> >> >> > _______________________________________________
>> >> >> >> >> > 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
>> >> >> >> >
>> >> >> >> >
>> >> >> >> >
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >> _______________________________________________
>> >> >> >> 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
>> >> >>
>> >> >>
>> >> > --
>> >> >
>> >> > _______________________________________________
>> >> > 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
>> >
>> >
>> >
>>
>>
>>
>> _______________________________________________
>> 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