Re: [hlcoders] My entity is not being preserved through level changes...
Ammo count is preserved throughout level changes, though becuase i have only just started to look at the mod sdk - after spending about 7 months in the complie tools - i cant offer much more then what i understand from playing the game, and messing around with the map editor Knowing me, the code will prob be in some obsucre file, that has nothing to do with guns, or ammo --- Heritage <[EMAIL PROTECTED]> wrote: > can you tell me what ammo class to look for? > Its honestly hard to search through this thing. > > > > On 6/1/05, Adam amckern Mckern <[EMAIL PROTECTED]> > wrote: > > you might want to add a save sub class, that kills > the > > entity when the level changes / saved, but records > the > > value, then upon the next level it re creates its > > self, with the recoreded value, i dont know what > it > > is, but take a hint from the ammo class, and see > how > > they get kept over level changes > > > > --- Heritage <[EMAIL PROTECTED]> wrote: > > > > > I have an some entities that I create in code > that I > > > do not want to be > > > deleted when a level changes. Do I need to set > up a > > > class name > > > exclusion somewhere? I don't see anything uniqe > in > > > CBasePlayer and i > > > know that has to be somewhat preserved from > level to > > > level. > > > > > > This entity is not part of a level and should > not be > > > destroyed until > > > the game ends. As it is right now, when the > level > > > restarts, this > > > entity's variable values and subclasses are > wiped > > > out entirely. But > > > the entity itself is still valid. The int's > values > > > turn to -17891602, > > > floats to -1.5883997e+038... you get the > picture. > > > The funny thing is, > > > the entity is still valid! its like its being > > > recreated. > > > > > > ___ > > > To unsubscribe, edit your list preferences, or > view > > > the list archives, please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > http://ammahls.com > > > > > > > > > > __ > > Discover Yahoo! > > Have fun online with music videos, cool games, IM > and more. Check it out! > > http://discover.yahoo.com/online.html > > > > ___ > > 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 > > http://ammahls.com __ Discover Yahoo! Use Yahoo! to plan a weekend, have fun online and more. Check it out! http://discover.yahoo.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] Reality Revisited
Old. -NSF On 5/30/05, tei <[EMAIL PROTECTED]> wrote: > > Wow! > > http://www.facepunchstudios.com/forums/showthread.php?t=21286 > > > ___ > 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] Compiling the sample shaders
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I tried following http://www.valve-erc.com/srcsdk/Code/AuthoringShaders.html . it didn't help. I copied files to the correct paths. when I do this: (go to the path with build_sample_shaders.bat) build_sample_shaders.bat -game "d:\progra~1\steam\steamapps\sourcemods\shaderfun" I get multiple errors. What am I doing wrong? D:\ShaderFun\src\sdkshaders>build_sample_shaders.bat -game "d:\progra~1\steam\st eamapps\sourcemods\shaderfun" The system cannot find the path specified. sdk_shaders C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\fxc.exe - Access is denied. C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\output.txt - The process canno t access the file because it is being used by another process. C:\DOCUME~1\Dylan\LOCALS~1\Temp\shadercompiletemp\sdk_particle_ps11.fxc - The pr ocess cannot access the file because it is being used by another process. The process cannot access the file because it is being used by another process. Can't find "D:\ShaderFun\src\sdkshaders\..\devtools\bin\perl58.dll " Can't open '..\dx9sdk\utilities\fxc.exe ' for writing. 0 File(s) copied -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] My entity is not being preserved through level changes...
can you tell me what ammo class to look for? Its honestly hard to search through this thing. On 6/1/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote: > you might want to add a save sub class, that kills the > entity when the level changes / saved, but records the > value, then upon the next level it re creates its > self, with the recoreded value, i dont know what it > is, but take a hint from the ammo class, and see how > they get kept over level changes > > --- Heritage <[EMAIL PROTECTED]> wrote: > > > I have an some entities that I create in code that I > > do not want to be > > deleted when a level changes. Do I need to set up a > > class name > > exclusion somewhere? I don't see anything uniqe in > > CBasePlayer and i > > know that has to be somewhat preserved from level to > > level. > > > > This entity is not part of a level and should not be > > destroyed until > > the game ends. As it is right now, when the level > > restarts, this > > entity's variable values and subclasses are wiped > > out entirely. But > > the entity itself is still valid. The int's values > > turn to -17891602, > > floats to -1.5883997e+038... you get the picture. > > The funny thing is, > > the entity is still valid! its like its being > > recreated. > > > > ___ > > To unsubscribe, edit your list preferences, or view > > the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > http://ammahls.com > > > > > __ > Discover Yahoo! > Have fun online with music videos, cool games, IM and more. Check it out! > http://discover.yahoo.com/online.html > > ___ > 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] multiple passes with shaders
-- [ Picked text/plain from multipart/alternative ] Well, I understand.. so if I want to add some noise and blurring (another shader) to the final image (after doing all the night vision overb righting stuff), instead of a second pass inside the same shader I would need to use another FB, is that correct? regards, newen 2005/6/1, Mike Dussault <[EMAIL PROTECTED]>: > > It depends on what you want to do in your extra passes. If you need to do > something simple (alpha blending, multiplies, adds), then you can do > something like this in passes after the first one. > > pShaderShadow->EnableBlending( true ); > pShaderShadow->BlendFunc( ... ); > > If you want to do anything more complicated, then you'd need to make > another shader and have that one use the FB texture. > > -Original Message- > From: [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] On Behalf Of Ignacio Martín > Sent: Monday, May 30, 2005 12:49 PM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] multiple passes with shaders > > -- > [ Picked text/plain from multipart/alternative ] I'm coding new shaders > for our mod, and we want to do some post processing. > I copy the framebuffer and I bind it with > ShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); > so I can use it inside the shader, with a simple sampler. > I would like to add a new pass, to add some blurring, I know that I should > add another SHADOW_STATE DYNAMIC_STATE pair, followed by a call to Draw().. > but how I can use the result of the previous pass? It is that possible or > should copy again the framebuffer and create a new shader material that uses > it? > -- > > ___ > 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] Re: List of Materials is not being filled!
Well scrap that, i figured i needed to change the render mode on the player, i don't know why it didn't hit me before :p -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 267.4.0 - Release Date: 01/06/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] List of Materials is not being filled!
Continuing my endeavours to make a better NVG, i've been trying particle effects all afternoon and decided that wasn't the way to go. I always wanted to make the textures a certain color, bright, and alpha'ed (sort of like Natural Selection's Alien flashlight). I remembered from my HL1 days that SetRenderColor existed. That works to an extent, the materials are still opaque, but there is a blue color tint to it now (white parts became blue). Since i've been "messing" around with the material system these days, i'd figure i'd get pointers to all of the model's textures. Here's the current code, in debug the array of material pointers stays null after the call to GetModelMaterials. pEntity is the entity i'm trying to change the color on, I run a sphere query to fetch all players within PVS/3000 units of the local player and get all other players in range: IMaterial* pMaterial[64]; for (i = 0; i < 64; i++) { pMaterial[i] = NULL; } modelinfo->GetModelMaterials( const_cast(pEntity->GetModel()), modelinfo->GetModelMaterialCount(const_cast(pEntity->GetModel())), pMaterial ); for (i = 0; i < 64; i++) { if (pMaterial[i]) { pMaterial[i]->AlphaModulate(128); } } I don't know enough about shaders to manage to apply one to the model textures, plus some of them have proxies and such and i don't want to mess that up, PLUS if people make custom models for my mod later on, this has to be compatible with that... So yea, how do i make the model transparent, Valve? Thanks in Advance, Imperio59 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 267.4.0 - Release Date: 01/06/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] questionn about this ASSERT error "FUNCTION NOT IN TABLE"
This message is in MIME format. Since your mail reader does not understand this format, some or all of this message may not be legible. -- hi, i think you forgot implant data map here is example of CMyModelEntity (sdk_modelentity.cpp) BEGIN_DATADESC( CMyModelEntity ) // Save/restore our active state DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ), // Links our input name from Hammer to our input member function DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), // Declare our think function DEFINE_THINKFUNC( MoveThink ), END_DATADESC() You also need to add DECLARE_DATADESC(); in your class declaration As in this example, you need to declare your think function by DEFINE_THINKFUNC(MyThinkFunction), between BEGIN_DATADESC( MyClass) and END_DATADESC() Beg0 - [EMAIL PROTECTED] codeur sur le mod F.F.I² pour Half-Life² http://www.ffi2.tk/ > De: Heritage <[EMAIL PROTECTED]> > A: hlcoders@list.valvesoftware.com > Objet: [hlcoders] questionn about this ASSERT error "FUNCTION NOT IN TABLE" > Date: Tue, 31 May 2005 19:26:05 -0700 > void CBaseEntity::FunctionCheck( void *pFunction, char *name ) > { > #ifdef USES_SAVERESTORE > // Note, if you crash here and your class is using multiple inheritance, it > is > // probably the case that CBaseEntity (or a descendant) is not the first > // class in your list of ancestors, which it must be. > if (pFunction && !UTIL_FunctionToName( GetDataDescMap(), pFunction ) ) > { > Warning( "FUNCTION NOT IN TABLE!: %s:%s (%08lx)\n", > STRING(m_iClassname), name, (unsigned long)pFunction ); > Assert(0); > } > > > > I get the assert here when i call SetThink(&MyClass::MyThinkFunction); > inside my Spawn method > > im not really sure what this really means > > My class is set up like this (minus the methods and members...) > > class MyClass: public CBaseEntity > { > DECLARE_CLASS( MyClass, CBaseEntity ); > void MyThinkFunction(); > virtual void Spawn(); > }; > > MyClass* blah = (MyClass*)CreateEntityByName("my_class_name"); > blah->Spawn(); > > am i missing something? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > href=http://list.valvesoftware.com/mailman/listinfo/hlcoders>http://list.valvesoftware.com/mailman/listinfo/hlcoders Protek-on: CaraMail met en oeuvre un nouveau Concept de Sécurité Globale - www.caramail.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] multiple passes with shaders
It depends on what you want to do in your extra passes. If you need to do something simple (alpha blending, multiplies, adds), then you can do something like this in passes after the first one. pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( ... ); If you want to do anything more complicated, then you'd need to make another shader and have that one use the FB texture. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ignacio Martín Sent: Monday, May 30, 2005 12:49 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] multiple passes with shaders -- [ Picked text/plain from multipart/alternative ] I'm coding new shaders for our mod, and we want to do some post processing. I copy the framebuffer and I bind it with ShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); so I can use it inside the shader, with a simple sampler. I would like to add a new pass, to add some blurring, I know that I should add another SHADOW_STATE DYNAMIC_STATE pair, followed by a call to Draw().. but how I can use the result of the previous pass? It is that possible or should copy again the framebuffer and create a new shader material that uses it? -- ___ 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] My entity is not being preserved through level changes...
you might want to add a save sub class, that kills the entity when the level changes / saved, but records the value, then upon the next level it re creates its self, with the recoreded value, i dont know what it is, but take a hint from the ammo class, and see how they get kept over level changes --- Heritage <[EMAIL PROTECTED]> wrote: > I have an some entities that I create in code that I > do not want to be > deleted when a level changes. Do I need to set up a > class name > exclusion somewhere? I don't see anything uniqe in > CBasePlayer and i > know that has to be somewhat preserved from level to > level. > > This entity is not part of a level and should not be > destroyed until > the game ends. As it is right now, when the level > restarts, this > entity's variable values and subclasses are wiped > out entirely. But > the entity itself is still valid. The int's values > turn to -17891602, > floats to -1.5883997e+038... you get the picture. > The funny thing is, > the entity is still valid! its like its being > recreated. > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > http://ammahls.com __ Discover Yahoo! Have fun online with music videos, cool games, IM and more. Check it out! http://discover.yahoo.com/online.html ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Bots & Server Plugins Attn: Valve
Valve, I'd like to provide an alternative, I know us modders are always asking for you to do stuff(sometimes even demanding), but I want to volunteer my help. I realize Valves time as a business is very valuable and that there may not be the time budgeted for this type of added support(I'm in games programming as well). Suppose I were to create a custom interface for getting arbitrary entity data, as well as extending the IPlayerInfo or IBotController with the features missing. This would only provide read-only access to properties, and not modification. Would Valve then be willing to take this contribution and distribute it as part of an SDK update so it would be included in future mods? Also would Valve be willing to compile it into future CS:S, DOD, and future official mods in order to support bots? I understand this is already do-able to an extent by asking 3rd party mods to include such an interface, but keep in mind the most popular games that bots are created for are the official mods, which we wouldn't have code access to in order to add such functionality. Not to mention if it is included into the SDK in the future, mods would get such support for no extra work on their part. In short, can I help out and expose the functionality myself? And would Valve then use it in official mods? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] My entity is not being preserved through level changes...
I have an some entities that I create in code that I do not want to be deleted when a level changes. Do I need to set up a class name exclusion somewhere? I don't see anything uniqe in CBasePlayer and i know that has to be somewhat preserved from level to level. This entity is not part of a level and should not be destroyed until the game ends. As it is right now, when the level restarts, this entity's variable values and subclasses are wiped out entirely. But the entity itself is still valid. The int's values turn to -17891602, floats to -1.5883997e+038... you get the picture. The funny thing is, the entity is still valid! its like its being recreated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Enemies within LOS
Is this what you mean? byte pvs[ MAX_MAP_CLUSTERS/8 ]; int iPVSCluster = g_pEngine->GetClusterForOrigin(start); int iPVSLength = g_pEngine->GetPVSForCluster(iPVSCluster, sizeof(pvs), pvs); g_pEngine->CheckOriginInPVS(end, pvs, iPVSLength)); J On 5/31/05, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > 1. Get a list of entities within PVS with UTIL_EntitiesInPVS() > > 2. Filter list for hostile player entities. > > 3. UTIL_Trace[something] to each. (Which 'something' is best?) > > I've thought about and slightly modified the procedure. > > 1. Get a list of enemy players from the CTeam entity. > 2. Exclude those players not within the local PVS. > 3. Call FInViewCone(), then FVisible() on them to determine visibility. > > Question now is, how does one check if two entities are within the same PVS > segment? > > -John Sheu > > > mail2web - Check your email from the web at > http://mail2web.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