Re: [hlcoders] My entity is not being preserved through level changes...

2005-06-01 Thread Adam \"amckern\" Mckern
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
> >
> >
> >
> >
> > __
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> > Have fun online with music videos, cool games, IM
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Re: [hlcoders] [OT] Reality Revisited

2005-06-01 Thread Kyle
Old.

-NSF

On 5/30/05, tei <[EMAIL PROTECTED]> wrote:
>
> Wow!
>
> http://www.facepunchstudios.com/forums/showthread.php?t=21286
>
>
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[hlcoders] Compiling the sample shaders

2005-06-01 Thread Trauts
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

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Re: [hlcoders] My entity is not being preserved through level changes...

2005-06-01 Thread Heritage
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
>
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Re: [hlcoders] multiple passes with shaders

2005-06-01 Thread Ignacio Martín
--
[ 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?
> --
>
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[hlcoders] Re: List of Materials is not being filled!

2005-06-01 Thread Imperio59

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


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[hlcoders] List of Materials is not being filled!

2005-06-01 Thread Imperio59

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


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Re: [hlcoders] questionn about this ASSERT error "FUNCTION NOT IN TABLE"

2005-06-01 Thread Beg0
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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?
>
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RE: [hlcoders] multiple passes with shaders

2005-06-01 Thread Mike Dussault
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?
--

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Re: [hlcoders] My entity is not being preserved through level changes...

2005-06-01 Thread Adam \"amckern\" Mckern
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




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Re: [hlcoders] Re: Bots & Server Plugins Attn: Valve

2005-06-01 Thread Jeremy Swigart
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.

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[hlcoders] My entity is not being preserved through level changes...

2005-06-01 Thread Heritage
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.

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Re: [hlcoders] Enemies within LOS

2005-06-01 Thread Jeremy Swigart
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/ .
>
>
>
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