Huh... everyone I talked to said that didn't work at all. I'll look into
it further.

//   Adam Maras (memzero)

Troy Thompson wrote:
@memzero:
I followed the instructions at
http://developer.valvesoftware.com/wiki/Compiling_Under_Visual_Studio_2008


That seemed to work just fine.

- Tr0y

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Today's Topics:

   1. Compiling on Visual Studio 2008 (Adam Maras (memzero))
   2. Re: Player animation after major change in codes. (Alvin Ng)

--__--__--

Message: 1
Date: Fri, 04 Jan 2008 18:35:53 -0700
From: "Adam Maras (memzero)" <[EMAIL PROTECTED]>
To: hlcoders <[email protected]>
Subject: [hlcoders] Compiling on Visual Studio 2008
Reply-To: [email protected]

I'm getting ready to write up my article regarding the Source SDK and
making it work on Visual Studio 2008. That being said, I need a
little help.

   1. Those of you that have made the mod work on Visual Studio 2008,
      please send me a message with what you did to make it work. I want
      to make sure I'm on the same page with everyone else and have
      explored all the possible options.
   2. Once I've written the article, I need people to proof it for me.
      Not just for errors, but I need to make sure my steps work with
      all editions of Visual Studio 2008. I'll be writing the tutorial
      and taking the screenshots with Visual C++ 2008 Express Edition,
      not full-blown Visual Studio 2008.

I would appreciate the assistance, it should help me get this churned
out and refined a little faster. Thanks!

//   Adam Maras (memzero)


--__--__--

Message: 2
Date: Sat, 5 Jan 2008 12:58:38 +0800
From: "Alvin Ng" <[EMAIL PROTECTED]>
To: [email protected]
Subject: Re: [hlcoders] Player animation after major change in codes.
Reply-To: [email protected]

--
[ Picked text/plain from multipart/alternative ]
How do I do that? I'm sorry because I do not have much experience
with C++
codes, much less the source codes.

On 1/3/08, Maarten De Meyer <[EMAIL PROTECTED]> wrote:

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?

--

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