RE: [hlcoders] Debug info ?
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 ___ 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
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
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 -- A: Because it fouls the order in which people normally read text. Q: Why is top-posting such a bad thing? A: Top-posting. Q: What is the most annoying thing on usenet and in e-mail? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player animation ? Interesant Discussion
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
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 ___ 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
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Singleplayer port to Multiplayer
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 ___ 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
Re: [hlcoders] This should not be possible, yet it works!?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Split Gravity on a Single Map?
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 ___ 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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] This should not be possible, yet it works!?
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 ___ 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
Re: [hlcoders] Tracer Fire
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 ___ 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
[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. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI Filling before drawing?
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. _ Take advantage of powerful junk e-mail filters built on patented Microsoft(r) SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ 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
RE: [hlcoders] Split Gravity on a Single Map?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.10 - Release Date: 10/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.6.10 - Release Date: 10/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 _ 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-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI Filling before drawing?
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 _ 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-capage=byoa/premxAPID=1994DI=1034SU =http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN(r) Premium right now and get the first two months FREE*. ___ 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
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] This should not be possible, yet it works!?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Singleplayer port to Multiplayer
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 ___ 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 -- Nick Roth [EMAIL PROTECTED] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Prone View
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 ___ 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
Re: [hlcoders] Prone View
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 ___ 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
[hlcoders] Question about creating no four wheels vehicle entities. please help!
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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OTCS Needs Mappers
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders