[hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \Monder\ Chadwick
I'm currently writing a melee weapon system for the mod I'm working on.
 It's going to work rather differently to way say the HL2 crowbar works
in that instead of just whacking buttons to make your character do
different attacks the movements of your mouse will determine how you
attack.  I've setup a system whereby the mouse is tracked client side
and when an attack is made the information about what kind of attack it
is is sent over to the server via a client-command (i.e. if it was a
slash attack for a sword it'd send over a number identifying the attack
and two other numbers giving the direction the mouse was moved in).  I
then use pose parameters to control the attack animation (so for example
you can slash a sword in any direction you want).
The difficulty I'm having is in actually creating the weapon that will
sit in the players hand and collide with things / effect physics objects
etc.  Currently I've coded a base melee weapon class (inherited from
CBaseEntity not CBaseCombatWeapon) and I'm using bone followers to get a
physics shadow which follows the weapon model.  The weapon model follows
the player's hand movement using the same method weapons inherited from
CBaseCombatWeapon do (i.e. using the CBaseEntity::FollowEntity function
which sets up a bone merge).  Thus when the player makes an attack, the
player model animation moves the weapon model and if it hits stuff the
appropiate action can occur (i.e. if it hits a player damage
calculations can be done, if it hits a physics object it could knock it
over etc).  However when I use a bone follower to create a physics
shadow which follows round the weapon model I'm told the server is stuck
on the sword model the player is carrying and hence the player model
can't really move anywhere.  If I stand next to a physics object and
equip the sword I can knock over the object so it works in one respect.
Does anyone know what would be cause the server to be getting stuck on
the sword model and how I could fix this?  Also is this the best way to
do what I want (namely I'm using a bone follower which creates a physics
shadow, to follow round a model bone merged to a players hand so the
model can interact with physics objects etc)?  I'm not particular
familiar with Source's physics system yet so I could be going completely
the wrong way about this.
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RE: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Jay Stelly
 Does anyone know what would be cause the server to be getting
 stuck on the sword model and how I could fix this?

It sounds like you've got collisions enabled between the sword's bone
followers and the player.  The simplest way to fix this is to call
SetOwnerEntity() on each of the bone followers and set the player as the
owner of them.

Jay

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Re: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Knifa
I looked at the should freeze object code and it's
boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; }
Return true all the time? Is it supposed to be like this?
I'll try to repro it here.  To be clear, I'm just pointing out that if
you experience these problems, it's most likely a bug.  It's not a
consequence of doing too much physics.  So try to find a way to
reproduce it or help debug it.  It probably won't go away because you
turn off some of the physics in your mod (i.e. I can't think of a reason
why it would) - that's probably just a waste of your time.
If you have this happen on your server locally, I'd be interested to see
the results of turning phys_timescale down to 0.1 and doing
physics_debug_entity on some of the prop_physics entities that are going
crazy.  I'd like to see the console dump of that; it may help figure out
what the problem is.
Jay

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ben Davison
Sent: Saturday, March 05, 2005 8:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Bouncing/NoClipping Physics Objects?
Ok Jay.
The reason I thought that was the problem was because when
HL2DM got first released and loads of people put up crappy
servers the symptoms that Knifa described was happening. But
when better servers got put up the problems disappeared.
Ok I have just had a quick look at steampowered's forums and
I found this intresting bit of information.
#20 Physical Mayhem
This seems to occur every now and again, however, with the
release of dm_steamlabs, it has occured much more than
before. This problem causes the physics of all objects to
completely mess up, respawning weapons fall through the
floor, throw grenades go through walls, objects and floors.
Objects seem to have a mind of their own as they bounce about
randomly.
Currently the only fix is to restart the server, as the
physics remain changed through map changes.
http://forums.steampowered.com/forums/showthread.php?s=thread
id=248425
On Sat, 05 Mar 2005 15:29:31 +, Knifa [EMAIL PROTECTED] wrote:

Uh.. what?

You can delate farter, and uninteresting.
And move to a simulated phisic, or not phisic at all. And avoid
swawning that much using a cycle for decor stuff. etc
Ben Davison wrote:

Deleting physics objects untill the server becomes stable?
On Sat, 05 Mar 2005 03:01:19 +, Knifa

[EMAIL PROTECTED] wrote:

Is there anything I can do about it then? (other than

restarting

HL2)


This usually happens because the server is processing to many
physics calculations and the server can't handle it.
And from what I can remember source forts is extremly

intensive

on the physics(well my forts are ;P)
On Sat, 05 Mar 2005 02:27:56 +, Knifa

[EMAIL PROTECTED] wrote:



Yea, they stick in for about half a second then bounce really
high, then they just go all over the place



I've seen this problem when there are 2 many physics
interactions going on for the server to handle.
Do physics objects seem to go into the ground for a bit then
pop back up?
On Sat, 05 Mar 2005 01:57:43 +, Knifa

[EMAIL PROTECTED] wrote:




Hi all.
While playing my mod, after a few minutes of play, physics
objects starting bouncing around and act like they

have no collisions.

Is this something to do with my mod or is it a

Source Engine bug?

Thanks
--
Knifa
SourceForts
http://knd.org.uk/sourceforts/
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SourceForts
http://knd.org.uk/sourceforts/
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Knifa
SourceForts
http://knd.org.uk/sourceforts/
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Re: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Greg \Monder\ Chadwick
 It sounds like you've got collisions enabled between the sword's bone
 followers and the player.  The simplest way to fix this is to call
 SetOwnerEntity() on each of the bone followers and set the player as
  the owner of them.
Yup that was it, it's working fine now (or at least the player can move,
there's still a load of other problems to I need to sort out).
Thanks for the help :)
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[hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Ratman2000
Hi,
i have compiled the serverplugin_empty and have runned on my server...
Thats all fine but when i play with other player the server crashs on random
times...
5 hours 2 hours 1 min 6 hours The time is every time random
Its there an bug on the Dedicated Server ?
I have tested it on an Linux 64 Slot public Server... using i486.
I hope anybody can help me !
THX

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Re: [hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Daniel Jennings
Did you modify the empty serverplugin code or just compile and run?

- Original Message -
From: Ratman2000 [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, March 06, 2005 1:04 PM
Subject: [hlcoders] Server Crashs with Plugin?


 Hi,

 i have compiled the serverplugin_empty and have runned on my server...
 Thats all fine but when i play with other player the server crashs on
random
 times...
 5 hours 2 hours 1 min 6 hours The time is every time random

 Its there an bug on the Dedicated Server ?

 I have tested it on an Linux 64 Slot public Server... using i486.

 I hope anybody can help me !

 THX



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[hlcoders] SDK ladders not working

2005-03-06 Thread Matthew Lewis
Has anyone been able to get ladders to work using the SDK code? I have
had nothing but trouble with them. The func_usableladder entity doesn't
work at all and func_ladder causes server crashes on spawn (on linux
anyway). I tried the ladder prefab in Hammer and it didn't work, nor
does following the examples given in the SDK docs. The problem with the
func_usableladder seems to be that the player isn't attaching to the
ladder. The ladder is ignoring the player completely. Any ideas?
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Re: [hlcoders] Server Crashs with Plugin?

2005-03-06 Thread Ratman2000
I have yust compiled the plugin... No changes
Can you send me an clean plugin example what do nothing but dont crashs the
server please ?
to [EMAIL PROTECTED]
THX !!!

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RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Jay Stelly
 I looked at the should freeze object code and it's
 boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; }

 Return true all the time? Is it supposed to be like this?

Yes.  I described the exact behvaior in my previous mail.  But basically
this function gets called after you hit the limit of collisions per
timestep for a particular object.  For HL2 once we hit that limit we
want to freeze the object (note that this freezes the object only for
the remainder of the timestep, not permanently) to avoid using too much
CPU for physics.

The hook is there so you can make a different tradeoff in your mod if
you'd like.  You can always increase the limit by setting it in the
performance settings, or you could do other things in the callback (e.g.
add a timer for physics and let it do more as long as you haven't
exceeded your real-time budget).

Jay

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RE: [hlcoders] SDK ladders not working

2005-03-06 Thread Yahn Bernier
I think func_useableladder will only work for HL2 builds (HL2_DLL
#defined).  Otherwise, everything else uses the func_ladder stuff.  If
you want to use the func_useableladder stuff you need to remove the HL2
specific defines in hl2_gamemovement and copy those functions into your
sdkgamemovement class, etc.

Yahn

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Matthew
Lewis
Sent: Sunday, March 06, 2005 2:23 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] SDK ladders not working

Has anyone been able to get ladders to work using the SDK code? I have
had nothing but trouble with them. The func_usableladder entity doesn't
work at all and func_ladder causes server crashes on spawn (on linux
anyway). I tried the ladder prefab in Hammer and it didn't work, nor
does following the examples given in the SDK docs. The problem with the
func_usableladder seems to be that the player isn't attaching to the
ladder. The ladder is ignoring the player completely. Any ideas?

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[hlcoders] MuzzleFlash Tracer bugs in Third Person only?!

2005-03-06 Thread Imperio59
Hi,
I currently have a problem on my local (sv_lan 1) server ONLY with the
muzzleflash and tracers. For whatever reason, when i switch to
thirdperson and shoot, my muzzle flash gets displayed at 3 different
position, the right position (my gun's world model muzzle
attachement), forward from the gun about 50 units, and at my feet. On
top of that, the tracers start from the second position (50 forward from
my gun's muzzle attachement).
I am at a loss to explain this, it is ONLY happening in third person,
the muzzleflash works fine when seen on other models in multiplayer
games as you can see in the video we put together for our mod at
www.calibermod.com . Yet, in third person, it's not working right. I've
ran through debug before and put a breakpoint in my dll where the actual
muzzle gets created, and it only gets called once per frame... What is
the mystery code producing the 2 additional muzzles and why are my
tracers and the right muzzle flash not being attached correctly in third
person on my own model?
This is the code I use in void C_BaseAnimating::ProcessMuzzleFlashEvent():
if ( m_Attachments.Count()  0 )
   {
   Vector attachOrigin;
   QAngle attachAngles;
   GetAttachment( LookupAttachment(muzzle), attachOrigin,
attachAngles );
   Vector forward, right, up;
   AngleVectors( attachAngles, forward, right, up );
   attachOrigin += ( (5.0 * forward) );  // make it be a little
bit ahead of the actual attachement.
   g_pEffects-MuzzleFlash( attachOrigin, attachAngles, 0.5,
MUZZLEFLASH_TYPE_DEFAULT );
   dlight_t *el = effects-CL_AllocDlight(
LIGHT_INDEX_MUZZLEFLASH + index );
   el-origin = attachOrigin;
   el-radius = random-RandomInt( 32, 64 );
   el-decay = el-radius / 0.05f;
   el-die = gpGlobals-curtime + 0.05f;
   el-color.r = 255;
   el-color.g = 192;
   el-color.b = 64;
   el-color.exponent = 5;
   }
Also, another question while we're at it, I have a networked entity
derived from CBaseAnimating wich i attach to my player and use
FollowEntity to get it to stay with him (a personal round shield.) The
shield itself is a model and gets rendered fine and so on, but it won't
animate. The model has a idle animation, wich i am trying to get to
loop/play without much success with the following code:
ResetSequence(LookupSequence(idle));
SetCycle( 0 );
In the function that creates my entity after it has been attached, the
animation is supposed to make it rotate but my model never rotates :/ I
just checked and the animation is set to loop itself, i should note that
it doesnt work wether or not i call SetCycle( 0 );.
Thanks in advance
Imperio59
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