[hlcoders] Lots of NPC's on screen in a multiplayer.
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Pipes.cpp assertion?
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() ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Pipes.cpp assertion?
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() ___ 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] Lots of NPC's on screen in a multiplayer.
-- [ 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 -- ___ 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] Pipes.cpp assertion?
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() ___ 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] Lots of NPC's on screen in a multiplayer.
-- [ 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. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Lasergun
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lots of NPC's on screen in a multiplayer.
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lasergun
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Pipes.cpp assertion?
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() ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lasergun
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lots of NPC's on screen in a multiplayer.
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Lasergun
-- [ 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 -- ___ 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