RE: [hlcoders] Debug info ?

2005-01-12 Thread David Speyrer
cl_showpos 1 will show both your position (x y z) and your view angles
(pitch yaw roll)

-- David

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16
Sent: Tuesday, January 11, 2005 8:55 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Debug info ?

When in developer mode is there a command to show you which way you are
looking ?
eg: x y z ?

Which would show in the console or whatever?


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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[hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Nick Roth
ok, so I made a few new classes (nothing that changes the existing cpp
files), and it compiles and runs fine using the Create Single Player
Mod package, but when I try placing the files in the Multiplayer mod
package, it compiles fine, but crashes out when I try to load a map. I
know others have had similar problems with this. Unfortunately, I
haven't seen any solutions to the problem. I've tried loading single
player maps, hl2mptest.bsp, and a CS map. All crash out.

Any ideas or a thread I missed?
--
Nick Roth

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Maarten van der Zwaart
On Tue, Jan 11, 2005 at 04:35:26AM -0500, Lance Vorgin wrote:
 A plugin should have all of the capabilities of the server module. It
 makes the game more fun, more diverse, and all around stronger. I just
 can't imagine any reason to close off things from plugin authors
 besides jealously guarding your code (or hiding your crappy code :P).
 Any mod that disables useful plugins from interacting with it frankly
 deserves to die at the hands of its incredibly short-sighted
 developers.

 Regarding your example: plugin authors wouldn't modify player
 health... That's a really, really bad example, but then again, it's a
 really bad point as well. Mod-specific plugin and libraries for
 plugins have always worked, and always will as well.

The health was only an example, the point was that mod authors should be
able to do anything they want with their entity classes. There should be
another way (interfaces) for plugins to interact with the game logic.

 And why would it require the mod author to impliment things he never
 uses? Well gee, I don't recall plugins shipping with HL2. Why did they
 impliment the plugin interface if they never use it? Hell, they should
 have just built the client, server, engine, and all supporting
 libraries into one monolithic binary! I mean they have everything
 available to them, why should they give other people capability to
 build on their work with puny mods, as the peasants call them.

 Is it really that tough to release your class definitions and include
 some symbol info? Give us some singletons? Is it really that hard? No,
 it's not, and it'd help everybody.

Do you really want to recompile every server plugin for every single mod
where they will be used?

Valve already made some good interfaces to the engine. They should also
make a few standard interfaces for common entity functions. These
interfaces could then be implemented by the mod entities where
applicable. Then plugins have to be able to query these interfaces from
entities.

This would allow mod authors to modify their entities all they want, and
implement the interfaces that apply to them.

Maarten

--
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[hlcoders] Tracer Fire

2005-01-12 Thread Tim Jones
Has anyone had any luck getting tracer fire to work in a multiplayer
game?  Currently I'm making a call to MakeTrace in
CSDKPlayer::FireBullet. The call is made shortly after the check for
bDoEffects.  BasePlayer then hands this call off to the currently active
weapon.  At any rate, I get crashes at seemingly random spots shortly
after the code executes.  These crashes happen in Attachment related
code as well as DispatchEffects among others.  Sometimes I can get one
or two tracers to fire off before it dies.  Anyone have any
suggestions?  Thanks

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Re: [hlcoders] Player animation ? Interesant Discussion

2005-01-12 Thread Patrick Flanagan
Using Matt's suggestions, I was able to get a HL2DM model animating in
my code. Turns out I was in fact loading the wrong model animations
file.


On Tue, 11 Jan 2005 23:45:26 -0700, Jose Luis Gonzalez [EMAIL PROTECTED] 
wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 This is interesant. Can we use the HL2DM models in the SDK?. What is the 
 correct way to do?, cloning the HL2DM weapons to the SDK and using the 
 animation layer sequences of the HL2DM??.

 Looking in the Model viewer, a lot of models have the weapon activity 
 sequences, like GMAN. Can we use this model with the SDK, for example?.

 This code is the correct way to do the animation sequences??. Can you post an 
 example using a HL2 model or a HL2DM model ??. Thanks.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Adrian Finol
 Sent: Tuesday, January 11, 2005 2:05 PM
 To:  hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player animation ?

 Actually, it looks like he's not loading the HL2DM models but the HL2
 ones. In HL2DM Humans and Combine share the same animations.

 Make sure you are loading from the right *_animations.mdl animation
 files. Both set of models should have the same animation and activity
 names.

 Other than that Major Boone speaks the truth. Using the Weapon's
 activity translation table is the cleanest way to handle different
 animations per weapon.

 -Original Message-
 From:  [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Matt Boone
 Sent: Tuesday, January 11, 2005 2:05 PM
 To:  hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Player animation ?

 HL2DM player animation uses a different system than is in the sdk.
 Basically you have a list of base sequences, preblended with 9-way aims
 and 9-way runs - those are the aim animations and are called in game
 code via activities ( why you see different animation names in combine
 vs rebels ).

 Shooting is done by adding the fire animation as a gesture over top of
 the base sequence.

 For Dod we're doing a hybird, with the activities on base sequence and
 fire/reload/hand signal gestures over top, but non-networked like the
 sdk does it to reduce net traffic.

 I would recommend moving at least to using activities for your player
 animations so avoid all the nasty string construction and comparing.

 As far as your animations only playing the first and last frame, this
 function doesn't appear to be causing that. I would check with a a
 different model/sequence to see if it's a problem in your model.

 -Original Message-
 From:  [EMAIL PROTECTED]
 [mailto: [EMAIL PROTECTED] ] On Behalf Of Patrick
 Flanagan
 Sent: Tuesday, January 11, 2005 11:33 AM
 To:  hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Player animation ?

 I'm trying to get player animation working with some non-CS models.
 Specifically, I'd like to get animations working with the models used in
 HL2DM. I used model viewer to load up the combine models from HL2DM and
 some of the resistance models from HL2DM.

 Not only are their animations totally different from CS, they're
 different from each other. The combine models have different animations
 than the resistance models. I've been working on converting the
 animation names in sdk_playeranimstate.cpp to call the animations in
 combine_solder.mdl, which I think is the one used in HL2DM.

 I've run into some problems with this though.

 First off, there's doesn't seem to be any walking or running shooting
 animations. There are animations like ShootSGs, ShootSGc, ShootSMG1s,
 ShootSMG1c, etc but there's no walk_upper_mp5 or run_upper_mp5 like in
 the CS models. There doesn't seem to be any animation to be running and
 shooting at the same time.

 Second, the animations seem to only play the first frame and then stop.
 For example, I changed CalcFireLayerSequence to look like this:

 int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
 {
 // Figure out the weapon suffix.
 CWeaponSDKBase *pWeapon = m_pHelpers-SDKAnim_GetActiveWeapon();
 if ( !pWeapon )
 return 0;

 const char *pSuffix = GetWeaponSuffix();
 if ( !pSuffix )
 return 0;

 // Don't rely on their weapon here because the player has
 usually switched to their
 // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE
 message gets to the client.
 if ( event == PLAYERANIMEVENT_THROW_GRENADE )
 {
 pSuffix = Gren;
 }

 switch ( GetCurrentMainSequenceActivity() )
 {
 case ACT_PLAYER_RUN_FIRE:
 case ACT_RUN:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_RUN_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_WALK_FIRE:
 case ACT_WALK:
 //return CalcSequenceIndex( %s%s,
 DEFAULT_FIRE_WALK_NAME, pSuffix );
 return CalcSequenceIndex( ShootSMG1s );
 //FIXME: totally wrong

 case ACT_PLAYER_CROUCH_FIRE:
 case ACT_CROUCHIDLE:
 return CalcSequenceIndex( %s%s,
 

RE: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Mike Dussault
Can you run in the debugger and get a call stack? Also, are you building
both the client and the server DLL or just one of them? (Try building
both).

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
Sent: Wednesday, January 12, 2005 12:43 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Singleplayer port to Multiplayer

ok, so I made a few new classes (nothing that changes the existing cpp
files), and it compiles and runs fine using the Create Single Player
Mod package, but when I try placing the files in the Multiplayer mod
package, it compiles fine, but crashes out when I try to load a map. I
know others have had similar problems with this. Unfortunately, I
haven't seen any solutions to the problem. I've tried loading single
player maps, hl2mptest.bsp, and a CS map. All crash out.

Any ideas or a thread I missed?
--
Nick Roth

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[hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread HoundDawg
Has anyone tested, or know if it's even possible in HL2 to allow 2 different
gravity settings within the same map?  For example, you have 2 rooms with
one room having very low gravity, while another room having normal gravity.
It doesn't have to be triggered either, but that would offer a nice feature
to mappers though.

So far, the only possible idea I can think of, is to offer mappers some sort
of gravity change texture, which would allow them to define the area where
gravity is not normal.  Maybe even an entity too?  Or, possibly just a full
entity block that isn't rendered?  I didn't play around with gravity
entities in HL1 since Natural Selection didn't allow those entities.

- HoundDawg


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Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Hasan Aljudy
I got that once when I tried to add classes to the vgui library .. got
an error SDKGameRuels not registered on the client or something like
that.
I thought that's becuase I messed with the vgui (i.e. it's not in
synch with the engine's vgui). but I'm not so sure ..


On Wed, 12 Jan 2005 09:45:40 -0800, Mike Dussault
[EMAIL PROTECTED] wrote:
 Can you run in the debugger and get a call stack? Also, are you building
 both the client and the server DLL or just one of them? (Try building
 both).

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
 Sent: Wednesday, January 12, 2005 12:43 AM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Singleplayer port to Multiplayer

 ok, so I made a few new classes (nothing that changes the existing cpp
 files), and it compiles and runs fine using the Create Single Player
 Mod package, but when I try placing the files in the Multiplayer mod
 package, it compiles fine, but crashes out when I try to load a map. I
 know others have had similar problems with this. Unfortunately, I
 haven't seen any solutions to the problem. I've tried loading single
 player maps, hl2mptest.bsp, and a CS map. All crash out.

 Any ideas or a thread I missed?
 --
 Nick Roth

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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
Us plugin authors should be able to do anything we want with _our_
entities, as well.

 Do you really want to recompile every server plugin for every single mod
 where they will be used?

Yes.

 Valve already made some good interfaces to the engine. They should also
 make a few standard interfaces for common entity functions. These
 interfaces could then be implemented by the mod entities where
 applicable. Then plugins have to be able to query these interfaces from
 entities.This would allow mod authors to modify their entities all they want,
 and implement the interfaces that apply to them.

Or the entity class defintion could be open, and none of that would be
necessary and would allow for complete and total entity modification /
access. Both would be fine if you feel like implimenting some
interface, but after all that work it still wouldn't be nearly as
useful as simply uploading your header files.

And do remember, when I say plugin I don't mean these little admin
tools - I mean NeoTF type stuff.

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RE: [hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread S. Hendriks
If possible i'd say use some sort of entity to define an area where
gravity changed. Ie, like in CS you have a func_buyzone, you can have
some sort of area like that as well.

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens HoundDawg
Verzonden: woensdag 12 januari 2005 19:23
Aan: hlcoders@list.valvesoftware.com
Onderwerp: [hlcoders] Split Gravity on a Single Map?


Has anyone tested, or know if it's even possible in HL2 to allow 2
different gravity settings within the same map?  For example, you have 2
rooms with one room having very low gravity, while another room having
normal gravity. It doesn't have to be triggered either, but that would
offer a nice feature to mappers though.

So far, the only possible idea I can think of, is to offer mappers some
sort of gravity change texture, which would allow them to define the
area where gravity is not normal.  Maybe even an entity too?  Or,
possibly just a full entity block that isn't rendered?  I didn't play
around with gravity entities in HL1 since Natural Selection didn't allow
those entities.

- HoundDawg


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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Jeffrey \botman\ Broome
Lance Vorgin wrote:
Us plugin authors should be able to do anything we want with _our_
entities, as well.
Hey Lance, I saw your stuff on sourcemod.net...
http://www.sourcemod.net/forums/viewtopic.php?t=441
...slightly scary (as far as platform specific and prone to crash with
updates), but still pretty cool.  :)
--
Jeffrey botman Broome
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RE: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread S. Hendriks
I am reading that post and almost faints of the type of code, i feel
such a newbie.

===
Stefan Hendriks
FunDynamic  RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com

===

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jeffrey botman
Broome
Verzonden: woensdag 12 januari 2005 20:46
Aan: hlcoders@list.valvesoftware.com
Onderwerp: Re: [hlcoders] This should not be possible, yet it works!?


Lance Vorgin wrote:
 Us plugin authors should be able to do anything we want with _our_
 entities, as well.

Hey Lance, I saw your stuff on sourcemod.net...

http://www.sourcemod.net/forums/viewtopic.php?t=441

...slightly scary (as far as platform specific and prone to crash with
updates), but still pretty cool.  :)

--
Jeffrey botman Broome

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Re: [hlcoders] Tracer Fire

2005-01-12 Thread r00t 3:16
Yes I have,
Change the Fire.m_iTracerFreq = #
I currently have it set so every bullet is a tracer..
in weapon_mp5.cpp
void CWeaponMP5::PrimaryAttack( void )
{
...
FireBulletsInfo_t Fire;
Fire.m_iShots = 1;
Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer-GetAutoaimVector( flSpread );
Fire.m_vecSpread = GetBulletSpread();
Fire.m_iDamage = 8;
Fire.m_iAmmoType = m_iPrimaryAmmoType;
Fire.m_pAttacker = (CBaseEntity *) pPlayer;
Fire.m_nFlags = true;
Fire.m_iTracerFreq = 1;
Fire.m_flDistance = MAX_TRACE_LENGTH;
pPlayer-FireBullets( Fire );
DoMuzzleFlash();
...
}
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Tim Jones [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 12, 2005 7:59 AM
Subject: [hlcoders] Tracer Fire

Has anyone had any luck getting tracer fire to work in a multiplayer
game?  Currently I'm making a call to MakeTrace in
CSDKPlayer::FireBullet. The call is made shortly after the check for
bDoEffects.  BasePlayer then hands this call off to the currently active
weapon.  At any rate, I get crashes at seemingly random spots shortly
after the code executes.  These crashes happen in Attachment related
code as well as DispatchEffects among others.  Sometimes I can get one
or two tracers to fire off before it dies.  Anyone have any
suggestions?  Thanks

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[hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
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 overlapping the chat and you can't read it.
I'm wondering if there is a way to disable this as I'm using a seperate
control attached to the cursor displaying the currently held inventory item,
this looks really bad when it passes over various guicontrols and is a big
square of the scene behind it instead of the gui it is overlapping
(see image)
http://server3.uploadit.org/files/Helkus-cursorissue.jpg
Thanks in advance.
_
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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
Oh, I should also point out that you can fix this yourself if you feel
game. The rendering of VGUI2 controls is done inside the VGUI2 controls
library shipped with the SDK. In particular look at
Panel::PaintTraverse() and Panel::PaintBackground() as a starting point.

- Alfred

Original Message
From: Alfred Reynolds
Sent: Wednesday, January 12, 2005 2:18 PM
To: 'hlcoders@list.valvesoftware.com'
Subject: RE: [hlcoders] VGUI Filling before drawing?

 VGUI2 doesn't support transparency between VGUI2 frames (only between
 controls and the game engine). For an example, try opening the
 options and create server dialog and drag them over each other. We
 may remove this limitation in the future but for now you will need to
 design around it.

 - Alfred


 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Maurino
 Berry Sent: Wednesday, January 12, 2005 1:14 PM To:
 hlcoders@list.valvesoftware.com Subject: [hlcoders] VGUI Filling
 before drawing?

  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 overlapping the chat and you can't read it.
 
  I'm wondering if there is a way to disable this as I'm using a
  seperate control attached to the cursor displaying the currently
  held inventory item, this looks really bad when it passes over
  various guicontrols and is a big square of the scene behind it
  instead of the gui it is overlapping
 
  (see image)
  http://server3.uploadit.org/files/Helkus-cursorissue.jpg
 
  Thanks in advance.
 
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RE: [hlcoders] Split Gravity on a Single Map?

2005-01-12 Thread Tony \omega\ Sergi
Both hl1 AND hl2 have trigger_gravity. (I think q1 had it took for that
matter, and I know for damn sure q2 did. heh) Which does just that.

Use it. Heh
-omega


-Original Message-
From: HoundDawg [mailto:[EMAIL PROTECTED]
Sent: January 12, 2005 1:23 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Split Gravity on a Single Map?

Has anyone tested, or know if it's even possible in HL2 to allow 2 different
gravity settings within the same map?  For example, you have 2 rooms with
one room having very low gravity, while another room having normal gravity.
It doesn't have to be triggered either, but that would offer a nice feature
to mappers though.

So far, the only possible idea I can think of, is to offer mappers some sort
of gravity change texture, which would allow them to define the area where
gravity is not normal.  Maybe even an entity too?  Or, possibly just a full
entity block that isn't rendered?  I didn't play around with gravity
entities in HL1 since Natural Selection didn't allow those entities.

- HoundDawg


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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
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've not worked with anything as high level as this so the reason seems to
illude me
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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Alfred Reynolds
We never had a design that required it so no one spent the time to write
the code to support it. Right now VGUI2 is a simple 2 dimensional
render, adding overlapping of transparent controls means implementing a
z-buffer.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Maurino
Berry Sent: Wednesday, January 12, 2005 3:27 PM To:
hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] VGUI Filling
before drawing?

 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've not worked with anything as high level
 as this so the reason seems to illude me

 _
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[hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I believe I found where to set the view for the prone position..
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 28 ),
//  prone
Vector( -16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 12 ),  // almost where I want the view to be
// end prone
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 )
);
CGameMovement::SetProneEyeOffset()
{
 ...
// actually sets the view to 12
player-SetViewOffset( temp );
{
However for some reason it snaps back to 28,
I did a trace on the SetProneEyeOffset but not sure what is causing it to
snap back to 28...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] This should not be possible, yet it works!?

2005-01-12 Thread Lance Vorgin
Platform specific: Absolutly none of that is needed at all in linux -
just put a pointer to a func in the format of the first callback in
the vtable and call the original like a normal one :) this is on the
stack, not in ecx. Quite nice, though I question the speed

Prone to crashes on updates: It's more bulletproof that most other
code out there being so simple and all, and will only crash if used
incorrectly or the interfaces update, in which case the whole plugin
is fubar :P

But yeah, it's quite nasty.

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Re: [hlcoders] Singleplayer port to Multiplayer

2005-01-12 Thread Nick Roth
Ok, I finally ended up commenting out everything in my code (a hud
element) but the basic function frame, and it compiled and ran in
multiplayer mod mode on Steam.  Then I began to uncomment blocks of
code until I could get it to crash.  It turns out this is the line
that is causing it to crash:

m_fNewSpeed = VectorLength(local-GetAbsVelocity());

At first I had it in the think function, and I thought it didn't like
having to do the calculation that quickly :), so I dropped it into the
paint function, and it still crashes.  any ideas?

Basically I need to update the velocity every time I draw the element.


On Wed, 12 Jan 2005 12:06:02 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 I got that once when I tried to add classes to the vgui library .. got
 an error SDKGameRuels not registered on the client or something like
 that.
 I thought that's becuase I messed with the vgui (i.e. it's not in
 synch with the engine's vgui). but I'm not so sure ..

 On Wed, 12 Jan 2005 09:45:40 -0800, Mike Dussault
 [EMAIL PROTECTED] wrote:
  Can you run in the debugger and get a call stack? Also, are you building
  both the client and the server DLL or just one of them? (Try building
  both).
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Nick Roth
  Sent: Wednesday, January 12, 2005 12:43 AM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Singleplayer port to Multiplayer
 
  ok, so I made a few new classes (nothing that changes the existing cpp
  files), and it compiles and runs fine using the Create Single Player
  Mod package, but when I try placing the files in the Multiplayer mod
  package, it compiles fine, but crashes out when I try to load a map. I
  know others have had similar problems with this. Unfortunately, I
  haven't seen any solutions to the problem. I've tried loading single
  player maps, hl2mptest.bsp, and a CS map. All crash out.
 
  Any ideas or a thread I missed?
  --
  Nick Roth
 
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--
Nick Roth
[EMAIL PROTECTED]

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Re: [hlcoders] Prone View

2005-01-12 Thread r00t 3:16
I figured this out,
Had something screwed up in another place :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: r00t 3:16 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 12, 2005 9:07 PM
Subject: [hlcoders] Prone View

I believe I found where to set the view for the prone position..
static CViewVectors g_DefaultViewVectors(
Vector( 0, 0, 64 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 72 ),
Vector(-16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 28 ),
//  prone
Vector( -16, -16, 0 ),
Vector( 16, 16, 36 ),
Vector( 0, 0, 12 ),  // almost where I want the view to be
// end prone
Vector(-10, -10, -10 ),
Vector( 10, 10, 10 ),
Vector( 0, 0, 14 )
);
CGameMovement::SetProneEyeOffset()
{
 ...
// actually sets the view to 12
player-SetViewOffset( temp );
{
However for some reason it snaps back to 28,
I did a trace on the SetProneEyeOffset but not sure what is causing it to
snap back to 28...

r00t 3:16
CQC Gaming
www.cqc-gaming.com
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Re: [hlcoders] Prone View

2005-01-12 Thread Hasan Aljudy
you need not to mess with that other stuff .. you can just call
player-SetViewOffset( Vector(0,0,12) );

On Wed, 12 Jan 2005 22:41:12 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
 I figured this out,
 Had something screwed up in another place :P


 r00t 3:16
 CQC Gaming
 www.cqc-gaming.com
 - Original Message -
 From: r00t 3:16 [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, January 12, 2005 9:07 PM
 Subject: [hlcoders] Prone View

 I believe I found where to set the view for the prone position..
 
  static CViewVectors g_DefaultViewVectors(
  Vector( 0, 0, 64 ),
  Vector(-16, -16, 0 ),
  Vector( 16, 16, 72 ),
  Vector(-16, -16, 0 ),
  Vector( 16, 16, 36 ),
  Vector( 0, 0, 28 ),
  //  prone
  Vector( -16, -16, 0 ),
  Vector( 16, 16, 36 ),
  Vector( 0, 0, 12 ),  // almost where I want the view to be
  // end prone
  Vector(-10, -10, -10 ),
  Vector( 10, 10, 10 ),
  Vector( 0, 0, 14 )
  );
 
  CGameMovement::SetProneEyeOffset()
  {
   ...
  // actually sets the view to 12
  player-SetViewOffset( temp );
 
  {
 
  However for some reason it snaps back to 28,
  I did a trace on the SetProneEyeOffset but not sure what is causing it to
  snap back to 28...
 
 
 
 
  r00t 3:16
  CQC Gaming
  www.cqc-gaming.com
 
 
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  please visit:
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[hlcoders] Question about creating no four wheels vehicle entities. please help!

2005-01-12 Thread Jose Luis Gonzalez
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi. I want to make a vehicle like a vehicle_crane.cpp. In this code,
I want to rotate a model using the same controls of the vehicle_crane, and
i don't want the game_ui interface to do it, i want to use the same interface
used in vehicle_crane to rotate a model and one arm attached to him.

The problem is that my code always crash. I think the problem is because
i didn't make an entry animation.

That's because i change GetServerVehicle()-HandlePassangerEntry(pPlayer, 
(value0)),
with pPlayer-GetInVehicle(this, VEHICLE_DRIVER).

Debugging the code, pass with any problem, but, in the next frame, when ends 
all the calls in
player_command.cpp (and execute all the pVehicle code conditions), HL2 crash 
somewhere in memory.
Visual C++ don't tell me the exact fail in the code. Only tellsme the 
disassembly fail.

What can i do to make a no Four wheels vehicle with no entry animation and only 
a vehicle_driver_eyes attachment?,
HL2 needs a script for this?. I only want to rotate the model with a code using
the SetupMove function of the Class BaseServerVehicle

Thanks.

--



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[hlcoders] OTCS Needs Mappers

2005-01-12 Thread Bryy Miller
I do a Counter-Strike Source machinima, Over the Counter Strike, and
we are in need of a mapper for upcoming episodes. As of now, just one
upcoming episode.
We need a small armoury, very small, not expansive. A room for one or
two people.

AIM: JLarson1616
MSN: [EMAIL PROTECTED]

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