[hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Benjamin Davison
--
[ Picked text/plain from multipart/alternative ]
Kills the network, any suggestions on how to lower the bandwidth of NPC's
like the zombie?

Or should I roll my own AI(eek)

--
- Benjamin Davison
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[hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Tom Parker

Hello all

I'm wondering if any of you sporadically get an assertion from pipes.cpp?
This started happening in our mod a little while ago, and we naturally
thought that it was something that we were doing, so we've been pulling
our hair out trying to debug it.

Desperate, we created a new mod project, and compiled with fresh code.
And and it still happens!  We were relieved to find this out, but its
going to get old real fast during the rest of our development.

Anybody have any ideas?  Obviously, by the callstacks below, it is
Steamdoes anyone know if a recent update caused this?  Can we turn
off Steam asserts?
we are running with: -dev -sw -allowdebug

It happens sporadically, but you can always duplicate it by disabling
your network while the game is running.
And, of course, it doesn't affect the game in release mode.

pipes.cpp:
There is no code location and the callstack is:
steamclient.dll!103d861e()
steamclient.dll!103def8b()
steamclient.dll!103c140b()
ServerBrowser.dll!1e73f04a()
ServerBrowser.dll!1e774bcc()
ServerBrowser.dll!1e738018()
ServerBrowser.dll!1e7953f5()
vgui2.dll!0d7fb398()
vgui2.dll!0d8009b8()
vgui2.dll!0d7fd56e()
vgui2.dll!0d7fcdbe()
engine.dll!0db45f68()
engine.dll!0db31012()
engine.dll!0d9e3be7()
engine.dll!0da6fe86()
engine.dll!0da7a9dc()
engine.dll!0da7b073()
engine.dll!0da85b75()
engine.dll!0da85c62()
engine.dll!0da85cff()
engine.dll!0db2605c()
engine.dll!0db25c27()
MaterialSystem.dll!0d58d135()
engine.dll!0daa58fb()
engine.dll!0db25eae()
engine.dll!0db25ce4()
engine.dll!0db25cef()
engine.dll!0db25d8c()
launcher.dll!1000369b()
launcher.dll!10007f70()
launcher.dll!10007f70()
launcher.dll!100057f8()

And then another always occurs when the assertion is ignored, and quit
is typed into the console.
in steamclient.cpp:

   steamclient.dll!103e352c()
engine.dll!0db05684()
engine.dll!0da7a14d()
engine.dll!0db238dd()
engine.dll!0db25e48()
engine.dll!0db25cfa()
engine.dll!0db25d8c()
launcher.dll!1000369b()
launcher.dll!10007f70()
launcher.dll!10007f70()
launcher.dll!100057f8()




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Re: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Garry Newman
Are you using the friends beta?

I've noticed that about 1 in 10 times when launching my mod in debug
mode it'll crash in the steamclient.dll when I have the friends beta
enabled.

On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote:
 Hello all

 I'm wondering if any of you sporadically get an assertion from pipes.cpp?
 This started happening in our mod a little while ago, and we naturally
 thought that it was something that we were doing, so we've been pulling
 our hair out trying to debug it.

 Desperate, we created a new mod project, and compiled with fresh code.
 And and it still happens!  We were relieved to find this out, but its
 going to get old real fast during the rest of our development.

 Anybody have any ideas?  Obviously, by the callstacks below, it is
 Steamdoes anyone know if a recent update caused this?  Can we turn
 off Steam asserts?
 we are running with: -dev -sw -allowdebug

 It happens sporadically, but you can always duplicate it by disabling
 your network while the game is running.
 And, of course, it doesn't affect the game in release mode.

 pipes.cpp:
 There is no code location and the callstack is:
  steamclient.dll!103d861e()
  steamclient.dll!103def8b()
  steamclient.dll!103c140b()
  ServerBrowser.dll!1e73f04a()
  ServerBrowser.dll!1e774bcc()
  ServerBrowser.dll!1e738018()
  ServerBrowser.dll!1e7953f5()
  vgui2.dll!0d7fb398()
  vgui2.dll!0d8009b8()
  vgui2.dll!0d7fd56e()
  vgui2.dll!0d7fcdbe()
  engine.dll!0db45f68()
  engine.dll!0db31012()
  engine.dll!0d9e3be7()
  engine.dll!0da6fe86()
  engine.dll!0da7a9dc()
  engine.dll!0da7b073()
  engine.dll!0da85b75()
  engine.dll!0da85c62()
  engine.dll!0da85cff()
  engine.dll!0db2605c()
  engine.dll!0db25c27()
  MaterialSystem.dll!0d58d135()
  engine.dll!0daa58fb()
  engine.dll!0db25eae()
  engine.dll!0db25ce4()
  engine.dll!0db25cef()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()

 And then another always occurs when the assertion is ignored, and quit
 is typed into the console.
 in steamclient.cpp:

 steamclient.dll!103e352c()
  engine.dll!0db05684()
  engine.dll!0da7a14d()
  engine.dll!0db238dd()
  engine.dll!0db25e48()
  engine.dll!0db25cfa()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()




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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
You could try having the AI server side..or client side..whichever it isn't
on already..lol

On 2/21/06, Benjamin Davison [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Kills the network, any suggestions on how to lower the bandwidth of NPC's
 like the zombie?

 Or should I roll my own AI(eek)

 --
 - Benjamin Davison
 --

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Re: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Tom Parker
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
No, actuallyI've never heard anything about that until now.
...But educational now that I know that we aren't isolated.

I guess we can hope for it to go away with an upcoming steam update.


Garry Newman wrote:
 Are you using the friends beta?

 I've noticed that about 1 in 10 times when launching my mod in debug
 mode it'll crash in the steamclient.dll when I have the friends beta
 enabled.

 On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote:

 Hello all

 I'm wondering if any of you sporadically get an assertion from pipes.cpp?
 This started happening in our mod a little while ago, and we naturally
 thought that it was something that we were doing, so we've been pulling
 our hair out trying to debug it.

 Desperate, we created a new mod project, and compiled with fresh code.
 And and it still happens!  We were relieved to find this out, but its
 going to get old real fast during the rest of our development.

 Anybody have any ideas?  Obviously, by the callstacks below, it is
 Steamdoes anyone know if a recent update caused this?  Can we turn
 off Steam asserts?
 we are running with: -dev -sw -allowdebug

 It happens sporadically, but you can always duplicate it by disabling
 your network while the game is running.
 And, of course, it doesn't affect the game in release mode.

 pipes.cpp:
 There is no code location and the callstack is:
  steamclient.dll!103d861e()
  steamclient.dll!103def8b()
  steamclient.dll!103c140b()
  ServerBrowser.dll!1e73f04a()
  ServerBrowser.dll!1e774bcc()
  ServerBrowser.dll!1e738018()
  ServerBrowser.dll!1e7953f5()
  vgui2.dll!0d7fb398()
  vgui2.dll!0d8009b8()
  vgui2.dll!0d7fd56e()
  vgui2.dll!0d7fcdbe()
  engine.dll!0db45f68()
  engine.dll!0db31012()
  engine.dll!0d9e3be7()
  engine.dll!0da6fe86()
  engine.dll!0da7a9dc()
  engine.dll!0da7b073()
  engine.dll!0da85b75()
  engine.dll!0da85c62()
  engine.dll!0da85cff()
  engine.dll!0db2605c()
  engine.dll!0db25c27()
  MaterialSystem.dll!0d58d135()
  engine.dll!0daa58fb()
  engine.dll!0db25eae()
  engine.dll!0db25ce4()
  engine.dll!0db25cef()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()

 And then another always occurs when the assertion is ignored, and quit
 is typed into the console.
 in steamclient.cpp:

 steamclient.dll!103e352c()
  engine.dll!0db05684()
  engine.dll!0da7a14d()
  engine.dll!0db238dd()
  engine.dll!0db25e48()
  engine.dll!0db25cfa()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()




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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Charles Solar
--
[ Picked text/plain from multipart/alternative ]
well I have no programming experience with this sort of thing..  But I would
assume that adding an npc to the game would be like adding a player to the
world too.  Since everyone needs to be aware of what the npc is doing at all
times.  So since the source engine and valve specifially state to not allow
more then 32 players on a server or experience heavy net lag, I think you
are slightly limited in the number of npcs you can have.  But thats just a
guess.

to get around it you might have to make your own net code geared
specifically for npc's, or, just have the npc's client side and then when
player B kills NPC Z, Player A will not see it.  Which if you are creating
some sort of coop mod then thats probably not a very good thing.

So my best suggestion is just make new net code for npcs.  Something with a
lot less overhead.
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[hlcoders] Lasergun

2006-02-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
I have coded in a working lasergun, everything is working exactly how I want
it. The only problem, is that I want the beam to look more alive. I would
like to add, particles, or dust or something in the beam, as well as a
tracer type thing, which can be seen when watching the beta videos of the
physgun. Can someone help me on how to add this effect, or where to find
this effect? Thanks :D
--

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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jeff Fearn
On 2/22/06, Benjamin Davison [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Kills the network, any suggestions on how to lower the bandwidth of NPC's
 like the zombie?

Are you sure the lag is network related? AI puts a heavy load on the
server, a lot of NPC's on the map will mean the server is doing a hell
of a lot more work and using a fair bit more memory than having a
bunch of players on the server. First thing I'd check would be cpu and
memory usage on the server.

The next point to consider is how much information gets sent for each
NPC across the network? How much of that do yo need to be sent from
the server and can any of it be predicted on the client? i.e. is it
really necessary for the NPC position to be updated every frame? Maybe
it can be predicted on the client and the server information can be
sent less often. Where can you get away with small differences? Where
can you get away with big differences?

 Or should I roll my own AI(eek)

Rolling your own AI won't change the network load unless you make it
mostly client side. In any event you'd probably still be better off
using the supplied AI and predicting some of it client side.

Be aware that moving things client side is not a panacea for lag. My
comp is running pretty close to maxed out on some mods, so while
moving a whole lot of stuff client side may reduce network lag, it may
also hammer the client in to submission :}

Good luck! I think more mods should have AI in MP/Co-op, so let us
know if you find a good solution :)

--
Jeff Fearn

Postmodernism: Once more without feeling. -- Geoffrey Nunberg

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Re: [hlcoders] Lasergun

2006-02-21 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
check out the tau cannon tracer

On 2/21/06, Michael Kramer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I have coded in a working lasergun, everything is working exactly how I
 want
 it. The only problem, is that I want the beam to look more alive. I would
 like to add, particles, or dust or something in the beam, as well as a
 tracer type thing, which can be seen when watching the beta videos of the
 physgun. Can someone help me on how to add this effect, or where to find
 this effect? Thanks :D
 --

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--
ts2do
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RE: [hlcoders] Pipes.cpp assertion?

2006-02-21 Thread Alfred Reynolds
Can you send the exact text of the assert? I suspect you are hitting the
60 second timeout in the IPC pipe logic on the client (if for example,
you break in the debugger for a while). The Friends Beta release should
NOT have this problem (we moved from a purely time based assert to a
queue depth warning which shouldn't trigger in normal operation).

- Alfred

Tom Parker wrote:
 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 No, actuallyI've never heard anything about that until now.
 ...But educational now that I know that we aren't isolated.

 I guess we can hope for it to go away with an upcoming steam update.


 Garry Newman wrote:
 Are you using the friends beta?

 I've noticed that about 1 in 10 times when launching my mod in debug
 mode it'll crash in the steamclient.dll when I have the friends beta
 enabled.

 On 2/21/06, Tom Parker [EMAIL PROTECTED] wrote:

 Hello all

 I'm wondering if any of you sporadically get an assertion from
 pipes.cpp?
 This started happening in our mod a little while ago, and we
 naturally
 thought that it was something that we were doing, so we've been
 pulling
 our hair out trying to debug it.

 Desperate, we created a new mod project, and compiled with fresh
 code.
 And and it still happens!  We were relieved to find this out, but
 its
 going to get old real fast during the rest of our development.

 Anybody have any ideas?  Obviously, by the callstacks below, it is
 Steamdoes anyone know if a recent update caused this?  Can we
 turn
 off Steam asserts?
 we are running with: -dev -sw -allowdebug

 It happens sporadically, but you can always duplicate it by
 disabling
 your network while the game is running.
 And, of course, it doesn't affect the game in release mode.

 pipes.cpp:
 There is no code location and the callstack is:
  steamclient.dll!103d861e()
  steamclient.dll!103def8b()
  steamclient.dll!103c140b()
  ServerBrowser.dll!1e73f04a()
  ServerBrowser.dll!1e774bcc()
  ServerBrowser.dll!1e738018()
  ServerBrowser.dll!1e7953f5()
  vgui2.dll!0d7fb398()
  vgui2.dll!0d8009b8()
  vgui2.dll!0d7fd56e()
  vgui2.dll!0d7fcdbe()
  engine.dll!0db45f68()
  engine.dll!0db31012()
  engine.dll!0d9e3be7()
  engine.dll!0da6fe86()
  engine.dll!0da7a9dc()
  engine.dll!0da7b073()
  engine.dll!0da85b75()
  engine.dll!0da85c62()
  engine.dll!0da85cff()
  engine.dll!0db2605c()
  engine.dll!0db25c27()
  MaterialSystem.dll!0d58d135()
  engine.dll!0daa58fb()
  engine.dll!0db25eae()
  engine.dll!0db25ce4()
  engine.dll!0db25cef()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()

 And then another always occurs when the assertion is ignored, and
 quit
 is typed into the console.
 in steamclient.cpp:

 steamclient.dll!103e352c()
  engine.dll!0db05684()
  engine.dll!0da7a14d()
  engine.dll!0db238dd()
  engine.dll!0db25e48()
  engine.dll!0db25cfa()
  engine.dll!0db25d8c()
  launcher.dll!1000369b()
  launcher.dll!10007f70()
  launcher.dll!10007f70()
  launcher.dll!100057f8()




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Re: [hlcoders] Lasergun

2006-02-21 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
In quake2 the railgun had an effect that was just a whole shitload of
sprites arranged in that awesome spiral pattern along the traceline used in
firing. Wow, that sounds like a particle system doesn't it? It would be easy
to replicate that system with the source particle engine. There would be
examples all over the SDK, check for the word particle and find the most
appropriate one. Good luck. I might try this myself some time, just so I
have an awesome railgun for fututre reference.

If you get a good looking effect up, why not stick a guide to doing it on
the wiki? I'm sure it would be good for anyone looking at the particle
system.


--
Draco
--

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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
If you add lots of the SDK bots to a server, especially an listen server you
get a hell of a lot of CPU related lag as you strugle to process all of
them. This happens in other games too. If all else fails do what the
Brainbread team did, if no one is near, kill the npcs. If theres too many in
the area, kill some npcs. Don't spawn anything unless the player can
interact with it. Set up triggers for when the players enter somewhere.

Try and optimise the NPC's more if you need LOTS of them. Yet again,
brainbread is an example of this, the zombies are rather docile, rather dumb
and doesn't do as much processing. You could also cut down on some extras
like animations, certain sounds and other tidbits.


--
Draco
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Re: [hlcoders] Lasergun

2006-02-21 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
As soon as we release our mod. I will be creating a bunch of tutorials. On
my method of adding the gauss gun, with the most accurate shot through walls
then any other mod. The OICW, Sniperrifle, molotov..lasergun etc. But that
will not be for a while, but do not worry, there will be guides :D

On 2/21/06, Jason Houston [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 In quake2 the railgun had an effect that was just a whole shitload of
 sprites arranged in that awesome spiral pattern along the traceline used
 in
 firing. Wow, that sounds like a particle system doesn't it? It would be
 easy
 to replicate that system with the source particle engine. There would be
 examples all over the SDK, check for the word particle and find the most
 appropriate one. Good luck. I might try this myself some time, just so I
 have an awesome railgun for fututre reference.

 If you get a good looking effect up, why not stick a guide to doing it on
 the wiki? I'm sure it would be good for anyone looking at the particle
 system.


 --
 Draco
 --

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