Hi guys. After extracting the new OB sdk for hl2mp It felt as if I was
playing at something like 30fps although the net_graph said i was
getting 200.
So after some research I realized it doesn't happen if you turn
prediction OFF (cl_predict 0)
Try going up to a wall with some detail on it and st
All the calls to HL2Gamerules() do an unsafe cast of the gamerules
singleton which is not a hl2gamerules class in hl2mp so it'll crash it
when something accesses the result. You basically have to find those
calls and fix them (or comment them out for now, as they're mostly
stuff for alyx's flashlig
Hey there.. the default NPC jitter can be fixed with this :
line 1920 of c_baseentity
if (!IsSelfAnimating()) to if(IsSelfAnimating())
Although I think you can remove it entirely as this ended up having
adverse effects when trying to actually do self animating entities
(like properly predicting
ranslucent 1 works. My actual RT texture has color data w/ varying
> degrees of alpha that I want to draw intact. I can't do this w/ $alphatest
> 1.
>
> >From: "Maurino Berry" <[EMAIL PROTECTED]>
> >Reply-To: hlcoders@list.valvesoftware.com
> >To:
You need to do:
materials->SetRenderTarget(rt);
materials->Viewport(0,0,rt->GetActualWidth(),rt->GetActualHeight());
materials->ClearColor4ub( 0, 0, 0, 0 );
materials->ClearBuffers(true,true); //Important - You missed this!
However I encountered a problem where the RT would end up losing it's
Hello.
When attempting to compile a map with a custom lightmapped shader, it
seems something in the compile process doesn't recognize it as being a
lightmapped surface and doesn't save any lightmap data to it, this
results in those surfaces appearing fullbright. However, If you rename
them to the
What kind of a disconnect, can you post any error messages the users
are getting?
We might be suffering from the same thing, some kind of a response time out?
On 1/23/07, Sylvain Rochette <[EMAIL PROTECTED]> wrote:
A lot of our users the last night got disconnected from all the servers at
the sa
Hello, I'm having a problem with the mousedx/dy in the usercommand
struture. in the PlayerMove() method I am copying out a user command
and using it elsewhere to move a vehicle, and it works great, I use
the mouse deltas to apply force to turn the object. However at low fps
a msg() of the deltas i
redicts it but
receives the right position from the server.
On 9/12/06, Maurino Berry <[EMAIL PROTECTED]> wrote:
>
> I'm attempting to simulate physics for an entity on the client as well
> as the server (a type of vehicle) Everything works fine except what
> feels like the
I'm attempting to simulate physics for an entity on the client as well
as the server (a type of vehicle) Everything works fine except what
feels like the 'drag' is different on the client/server, they're set
to ignore gravity so they are hovering and a single boost with
ApplyForceCenter/Offset res
ing for attacker?
Date: Mon, 26 Jun 2006 10:49:44 +0100
The NPC stuff is probably because the blood colour variable isn't
networked by default.
On 6/26/06, Maurino Berry <[EMAIL PROTECTED]> wrote:
I've got the same problem, but it's weird because I see blood when I shoot
o
I've got the same problem, but it's weird because I see blood when I shoot
other players, but if it's a zombie or some other living entitiy I don't see
any, unless ofcourse I have cl_predict 0
From: "Garry Newman" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.
Out of all the offtopic things coming to my inbox, some guy hassling someone
else about his email is the last thing I want from hlcoders, I think he
should have kept that noise to himself, or emails the guy personally,
there's no reason to have posted it here unless he was trying to make the
guy f
Whomever started to flame this guy for his email is a complete tool, how do
you draw the conclusion that his email relates directly to the source sdk,
what if it means pong?
_
Take advantage of powerful junk e-mail filters built on p
I don't think you understood the question, but thanks.
From: "Aaron Schiff" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Predicted PoseParameters?
Date: Tue, 25 Apr 2006 16:03:45 -0500
--
[ Picked text/plain from mult
I've recently coded some remote controlled turrets and I'm now working on
clientside prediction.
Setting the poseparameters on the client seems to work however using
GetAttachment() on the client seems to still return the servers recognized
position of the attachments, therefore the 'camera' attac
run a normal trace/raycast when there is a collision and store the data from
it instead
From: Teddy <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Calculating hitboxes from TouchTrace()
Date: Tue, 8 Nov 2005 08:26:34 +1000
There's not much support for projective textures in hl2, from what I
understand it's an optimization, because checking where to project the
texture is more expensive than simply projecting it both ways (i'm not 100%
sure why that is, something to do with the depth buffer I think) but someone
corre
It seems to happen after extended page views so I'd say there is a leak
somewhere
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
Subject: RE: [hlcoders] vgui::HTML, Flashlight
Date: Tue, 18 Oct 2005 13:41:43 -0700
The HTML widget allocates a texture
Extended use of the html control results in hl2 closing and windows spamming
you with virtual memory too low errors, as well as 30+ second solid 0fps lag
spikes. (i.e. unusable for anything other than static viewing of a page, in
my opinion)
I ditched the html control entirely and use "cURL" to p
I'm not 100% so someone may correct me (please do)
But I think a pose parameter being set is simply the delta between the
positon/rotation of 2 keyframes, not a set of actual animation frames.
Regardless, the AR2 model uses a poseparameter in the v model to control the
vent (for some weird reason
This is already being done in our mod...
Just look at how poseparameter and setposeparameter() works.. save off the
players data (0-10 maybe) along with whatever other data you might be
saving, and then have the server set the player models pose parameters to
the values the player has selected..
Waste of an entity
instead, in the ::Spawn() method of your flag entity, save the
GetAbsOrigin() to some m_vecInitial
then when you want to "restore" it just SetAbsOrigin(m_vecInitial);
From: "Andrew (British_Bomber)" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders
u add "glow shells" to a model in hl2?
Date: Sun, 7 Aug 2005 15:12:16 -0500
On 8/7/05, Maurino Berry <[EMAIL PROTECTED]> wrote:
> Render only the models/materials of models that are supposed to glow, to
a
> seperate render target, then run a fullscreen effect on them(bloom),
t
Render only the models/materials of models that are supposed to glow, to a
seperate render target, then run a fullscreen effect on them(bloom), then
render that buffer over the finished scene.
From: Spektre <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoft
I'll post a tutorial in a week or so.
From: "sykes" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] 3d model in a VGUI panel?
Date: Wed, 27 Jul 2005 15:36:59 +
Totaly looking to do the same thing for our MOD.
Want to
take a look at the meshbuilder class.. those are just polygons in world
space, not sprites billboarded to face the camera
_
Designer Mail isn't just fun to send, it's fun to receive. Use special
stationery, fonts and colors.
http://j
use a model with a pose parameter and call
SetPoseParameter("expand",GetPostParameter("expand")+rate); or whatever
_
Take advantage of powerful junk e-mail filters built on patented Microsoft®
SmartScreen Technology.
http://join.msn.
You know after reading this again.. if you're trying to simulate realistic
bullets, I've got a suggestion...
I've developed a projectile simulator which takes things like wind/velocity
into account using only a tiny structure of data, these are replicated to
the clients and batch rendered using t
itbox like that(bit hacky)
From: "Maurino Berry" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Crossbow bolts/projectiles and hitgroups
Date: Mon, 27 Jun 2005 02:22:48 -0400
There's probably a way t
There's probably a way to transform hitboxes into world space, in which case
you'd check for the closest one, or you could back up a vector along the x
negative units of the forward vector of the bolt when it collided, and run a
raycast and grab the hitbox like that(bit hacky)
From: ibutsu <[EMA
heh.. why dont you just use a think function for the weapon to call the fire
method x amount of times even y amount of time in an interval, increasing
m_iShotsFired (or something) until its larger than x, then stop the think
_
Take cha
game_controls/MapOverview.cpp
_
Designer Mail isn't just fun to send, it's fun to receive. Use special
stationery, fonts and colors.
http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Ma
rameAdvance() after
changing the poseparameter on one of my models. Try that and see if it
works.
- Spk
From: "Maurino Berry" <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SetPoseParameter()
Date: Sun, 24 Apr 2005
I've made a subclass of CBaseCombatCharacter and I'm attempting to modify
aiming angles of a stock hl2 model (this is not an art problem) using the
SetPoseParameter() method. I can set them just fine, and GetPoseParameter
returns the correct values, however the model itself is not being rendered
wi
just use a procedural shader.. in your entity look at
SetRenderRGBA(r,g,b,a);
where a == (currenttime - starttime) / timetotake * 255
_
Take charge with a pop-up guard built on patented Microsoft® SmartScreen
Technology
http://join.msn
I and a few others had this exact same issue, I figured out that in reality
it has nothing to do with removeallpanels and actually it's your debugging
method!
do NOT attach the debugger to the process, instead use the alternate method
of launching it with the debugger, see ibutsu's method 1
http://
check the cl_forwardspeed etc commands as well as sv_maxspeed
_
Scan and help eliminate destructive viruses from your inbound and outbound
e-mail and attachments.
http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU
By default, I'm not able to get a sdk mod to show up in source dedicated
server list..
after adding
type "multiplayer_only"
to the gameinfo.txt I can get it to show up, but when I try to launch a
dedicated server i get the error
"c:\program\gameinfo.txt" does not exist
seems like some code somewher
thanks dude :)
_
Designer Mail isn't just fun to send, it's fun to receive. Use special
stationery, fonts and colors.
http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Tagl
For some reason in the MP sdk muzzleflashes (casted by myself or any other
entity) aren't lighting BSP, only model geometry, is there some type of cvar
for this? or does anyone know what could be wrong? thanks.
_
MSN® Calendar keeps yo
for what you're asking.. simply making a mesh with a couple of polygons and
a grass texture would work fine.. it would be about the same amount of work
as them placing your brush entity, and would work much better and allow them
to have much more control
With the information given, I'd bet you have an #ifndef CLIENT_DLL
encompasing part of the fire function that sets the nextfiretime... in other
words the client is not notified of the delay between shots but the server
is
From: Draco <[EMAIL PROTECTED]>
Reply-To: hlcoders@list.valvesoftware.com
To:
unfortunately cleaning it doesnt seem to help very often :< I think I'm
going to try compiling on another computer maybe if I can't get any more
suggestions from here.. thanks though :D
_
Designer Mail isn't just fun to send, it's fun
Please bare with me while I try to explain this crash, let me begin by
saying I'm using the very first mp sdk source with no updates... and debug
build is not helping at all. Perhaps the most frightening aspect of this
crash is its consistancy between game launches, and its inconsistancy
between bu
Is it possible to properly use refraction or frame buffer distruction
textures on the hud/in vgui2?
so far i've been able to render them but they only do their animations with
a normal map - from what I can tell, the area they should be refracting is
simply black, as if nothing was in the frame buf
Issue resolved - the AIRelationship cleanup ended up using some halflife2
definitions which caused it to delete parts of an array out of bounds.
Thanks for your input.
_
Don't just Search. Find! http://search.sympatico.msn.ca/default.a
No the debugger isn't operating correctly, it's just giving me an access
violation.
_
Powerful Parental Controls Let your child discover the best the Internet has
to offer.
http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&
Hello, I've ported some of the AI classes from singleplayer to the MP sdk
npc_turret_floor and npc_antlion. Aside from commenting out a few hl2
specific lines (references to combine soldiers etc) I left the files
unchanged.
I also ported the InitDefaultAIRelationships to CSDKGamerules.
Anyway, the
I've been trying to create a CPhysicsProp dynamically, and it works fine,
including the touch function except there is no real player collision. I
can't stand on them, and no raycasts hit them (weapons, +use)
They collide fine with eachother, and other vphysics objects(mapped in
prop_physics)
also
I'd be really interested in knowing this too as it will influence my
development plan.
_
Take advantage of powerful junk e-mail filters built on patented Microsoft®
SmartScreen Technology.
http://join.msn.com/?pgmarket=en-ca&page=byoa/
Thanks for the information, I'm just drawing a border and a dark background
for now to cover it up as I don't have the time to look at fixing it
Any idea why its not supported though? it seems like you'd have to clear the
buffer there one way or another on purpose before rendering, But then again
I
It seems like when every vgui Frame is drawn, it fills its drawing area with
the back buffer (I mean the scene before any vgui drawing has taken place)
and then goes on to draw itself and all of its child controls
You might have noticed this at the end of a hl2dm/css game when the
scoreboard is ove
Thanks, I know what I have to do now. I'm just used to having a full canvas
to work on, instead I'll have to create frames for the different bits,
instead of making it the size of the screen
_
Don't just Search. Find! http://search.sym
I meant simmilar to the main menu, but completely unrelated... this is going
to be a menu you can toggle and open different frames like inventory,
skills, etc
_
Take charge with a pop-up guard built on patented Microsoft® SmartScreen
T
Having a frame open will get mouse control, yes. However I want it like the
main menu, buttons that open different frames (without having any frames
visible) and the only way I can think of to achieve this would be to have a
frame the size of the screen then containing the buttons and the sub frame
I want to create a menu which contains multiple frames (drag around, overlap
etc like the main menu) and I don't know which baseclass to use as the
parent (in order to gain mouse control)
I obviously can't use a fullscreen Frame because as soon as I click this it
will come into focus ontop of the c
Hello, I'm trying to create a menu and I'd like to know which class to use
as the base...
I've tried alot of things, like using a Frame and making it fullscreen and
hiding all the options, and then populating it with child controls... this
works except if one of the children is another Frame (which
58 matches
Mail list logo