[hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Hey,

For my mod Im using a few weapons from Counter-Strike Source, At the moment
Ive got them working fine apart from the recoil animation when you fire
plays only twice in a row when you first start shooting then stops. But this
is only if you shoot bullet after bullet as it works if you leave a small
break between shots.

I was wondering what I could do either to fix the model itself or is there a
way to code in a system that accepts the CSS weapon models as they are
without editing the .mdl, I think this was used in SMOD.

Thanks!
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Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks! I
had it working before by adding a bone and changing the .qc but this is much
easier, Ill look into the recoil function.

On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:

 The recoil issue is due to the recoil function (Look it up in your SMG1
 gun, you will see, depending on the amount fired, a certain activity is
 played. Some of those won't exist in the css weapons, so my advice is to
 comment out the if statements and just return primary.

 The muzzle flash may also be an issue, i posted a fix on the VALVe
 developer

 Josh Marshall wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey,
 
  For my mod Im using a few weapons from Counter-Strike Source, At the
 moment
  Ive got them working fine apart from the recoil animation when you fire
  plays only twice in a row when you first start shooting then stops. But
 this
  is only if you shoot bullet after bullet as it works if you leave a
 small
  break between shots.
 
  I was wondering what I could do either to fix the model itself or is
 there a
  way to code in a system that accepts the CSS weapon models as they are
  without editing the .mdl, I think this was used in SMOD.
 
  Thanks!
  --
 
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Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Right I found this

Activity CWeaponUSP::GetPrimaryAttackActivity( void )
{
 if ( m_nNumShotsFired  1 )
  return ACT_VM_PRIMARYATTACK;

 if ( m_nNumShotsFired  2 )
  return ACT_VM_RECOIL1;

 if ( m_nNumShotsFired  3 )
  return ACT_VM_RECOIL2;

 return ACT_VM_RECOIL3;
}

So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK;
or leave a ACT_VM_RECOIL line in?


On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote:

 Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks!
 I had it working before by adding a bone and changing the .qc but this is
 much easier, Ill look into the recoil function.

 On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:
 
  The recoil issue is due to the recoil function (Look it up in your SMG1
  gun, you will see, depending on the amount fired, a certain activity is
  played. Some of those won't exist in the css weapons, so my advice is to
  comment out the if statements and just return primary.
 
  The muzzle flash may also be an issue, i posted a fix on the VALVe
  developer
 
  Josh Marshall wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Hey,
  
   For my mod Im using a few weapons from Counter-Strike Source, At the
  moment
   Ive got them working fine apart from the recoil animation when you
  fire
   plays only twice in a row when you first start shooting then stops.
  But this
   is only if you shoot bullet after bullet as it works if you leave a
  small
   break between shots.
  
   I was wondering what I could do either to fix the model itself or is
  there a
   way to code in a system that accepts the CSS weapon models as they are
   without editing the .mdl, I think this was used in SMOD.
  
   Thanks!
   --
  
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Re: [hlcoders] Re: Depth of field works but has problems

2007-06-29 Thread Garry Newman

Sorry, I meant in the ::GetRenderGroup

You wanna change it to RENDER_GROUP_TRANSLUCENT_ENTITY if it's gonna
return RENDER_GROUP_OPAQUE_ENTITY for the entity you want to not be
blurred.

That'll make it so it isn't drawn on the first 'opaque' entity pass..
so it won't be drawn on the buffer that's being blurred. It'll be
drawn on the translucent entity pass in the z order.

You're obviously gonna get a performance drop, but I'm assuming that
isn't as huge a concern as having your DoF looking like ass.

garry


On 6/28/07, Adam Donovan [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]


ok so I tried quite a
few different render modes in hammer to get this to work, I also tried renderfx
settings ranging from 0 to 255 with each of the render modes.  The settings 
seemed to have no effect on my  func_brush with the refractive texture except
when render fx was 0 and then nothing of the refractive texture gets rendered.  
Im still getting that fuzzy outline around my
models that are in front of the texture..any ideas? Im also using HDR settings
in hammer and all the models I compiled myself but I cant see that that's the
problem.  I do notice however that the
weapons on the player character do not have the same problem..ie no fuzzyness
around the edges.



Thanks  again

Adam Donovan

http://www.adamdonovan.net/



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Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Tom Leighton

I didnt write the code, but i put it up there because i kept losing it.
The interweb's a big place.


I use this for mine, you might want to look for some more recoil
animations in the guns themselves.

//if ( m_nNumShotsFired  1 )
 return ACT_VM_PRIMARYATTACK;

//if ( m_nNumShotsFired  2 )
 //return ACT_VM_RECOIL1;

//if ( m_nNumShotsFired  3 )
 //return ACT_VM_RECOIL2;

//return ACT_VM_RECOIL3;



Josh Marshall wrote:

--
[ Picked text/plain from multipart/alternative ]
Right I found this

Activity CWeaponUSP::GetPrimaryAttackActivity( void )
{
 if ( m_nNumShotsFired  1 )
  return ACT_VM_PRIMARYATTACK;

 if ( m_nNumShotsFired  2 )
  return ACT_VM_RECOIL1;

 if ( m_nNumShotsFired  3 )
  return ACT_VM_RECOIL2;

 return ACT_VM_RECOIL3;
}

So Should I comment out the whole lot apart from the ACT_VM_PRIMARYATTACK;
or leave a ACT_VM_RECOIL line in?


On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote:


Yea I found the Muzzle flash fix on the Wiki, So if you wrote that thanks!
I had it working before by adding a bone and changing the .qc but this is
much easier, Ill look into the recoil function.

On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:


The recoil issue is due to the recoil function (Look it up in your SMG1
gun, you will see, depending on the amount fired, a certain activity is
played. Some of those won't exist in the css weapons, so my advice is to
comment out the if statements and just return primary.

The muzzle flash may also be an issue, i posted a fix on the VALVe
developer

Josh Marshall wrote:


--
[ Picked text/plain from multipart/alternative ]
Hey,

For my mod Im using a few weapons from Counter-Strike Source, At the


moment


Ive got them working fine apart from the recoil animation when you


fire


plays only twice in a row when you first start shooting then stops.


But this


is only if you shoot bullet after bullet as it works if you leave a


small


break between shots.

I was wondering what I could do either to fix the model itself or is


there a


way to code in a system that accepts the CSS weapon models as they are
without editing the .mdl, I think this was used in SMOD.

Thanks!
--

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Re: [hlcoders] Help with using CSS Weapon Models

2007-06-29 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Thankyou! Fixed my problem. Now the recoil animation plays every shot!

On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:

 I didnt write the code, but i put it up there because i kept losing it.
 The interweb's a big place.


 I use this for mine, you might want to look for some more recoil
 animations in the guns themselves.

 //if ( m_nNumShotsFired  1 )
 return ACT_VM_PRIMARYATTACK;

 //if ( m_nNumShotsFired  2 )
 //return ACT_VM_RECOIL1;

 //if ( m_nNumShotsFired  3 )
 //return ACT_VM_RECOIL2;

 //return ACT_VM_RECOIL3;



 Josh Marshall wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Right I found this
 
  Activity CWeaponUSP::GetPrimaryAttackActivity( void )
  {
   if ( m_nNumShotsFired  1 )
return ACT_VM_PRIMARYATTACK;
 
   if ( m_nNumShotsFired  2 )
return ACT_VM_RECOIL1;
 
   if ( m_nNumShotsFired  3 )
return ACT_VM_RECOIL2;
 
   return ACT_VM_RECOIL3;
  }
 
  So Should I comment out the whole lot apart from the
 ACT_VM_PRIMARYATTACK;
  or leave a ACT_VM_RECOIL line in?
 
 
  On 6/29/07, Josh Marshall [EMAIL PROTECTED] wrote:
 
  Yea I found the Muzzle flash fix on the Wiki, So if you wrote that
 thanks!
  I had it working before by adding a bone and changing the .qc but this
 is
  much easier, Ill look into the recoil function.
 
  On 6/29/07, Tom Leighton [EMAIL PROTECTED] wrote:
 
  The recoil issue is due to the recoil function (Look it up in your
 SMG1
  gun, you will see, depending on the amount fired, a certain activity
 is
  played. Some of those won't exist in the css weapons, so my advice is
 to
  comment out the if statements and just return primary.
 
  The muzzle flash may also be an issue, i posted a fix on the VALVe
  developer
 
  Josh Marshall wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Hey,
 
  For my mod Im using a few weapons from Counter-Strike Source, At the
 
  moment
 
  Ive got them working fine apart from the recoil animation when you
 
  fire
 
  plays only twice in a row when you first start shooting then stops.
 
  But this
 
  is only if you shoot bullet after bullet as it works if you leave a
 
  small
 
  break between shots.
 
  I was wondering what I could do either to fix the model itself or is
 
  there a
 
  way to code in a system that accepts the CSS weapon models as they
 are
  without editing the .mdl, I think this was used in SMOD.
 
  Thanks!
  --
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
 
  please visit:
 
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
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[hlcoders] Stereoscopic - EMagin Z800, NVidia 3D

2007-06-29 Thread Meow Mew
--
[ Picked text/plain from multipart/alternative ]

I was hoping somebody could give me a hand with resolving stereoscopic issues 
in our build.  This may require help from a Valve employee due to the nature of 
the code.  We have an old license of the Source engine code-drop, so if this 
issue was resolved in the vanilla DLLs through updates, we were unable to 
replicate the fixes ourselves.  I am uncertain if Half-life 2 still contains 
these stereoscopic issues.The problem is that during stereoscopic rendering, 
the NVidia drivers create the frame indexed stereovision 3D images from the 
data sent to the GPU, and  because the frustum culling is based upon the view 
matrix, data outside of the standard frustum is simply not sent to the GPU to 
render.  The stereoscopic effect in the NVidia drivers is created by altering 
the view matrix to the left and to the right for each eye in page flipped 
rendering, which effectively makes an invalid frustum and invalid culling.  The 
edges of each eye view have missing models and missing BSP world data that 
normally would not be seen from the middle of the eyes, but each eye has 
different perspective on.Also, the 2D elements seem to be set in a static 3D 
location, and each view matrix offset for each eye seems to send the HUD 
incorrectly in both directions as the view matrix moves.I was hoping to find a 
way to alternate the game view for frustum culling and for 2D elements, but not 
send in that same view to the rendering.  So basically, I want the culling and 
2D locations to be based upon each eye's location, but the rendering of all 
objects to be based upon the middle of each eye as per usual.  However, I 
can't find where the view matrix is being set.I tried to change the temporary 
CViewSetup class instatiation in the CViewRender::RenderView function, but this 
somehow changed the GPU view matrix even though I can't find the DirectX call.  
I've only found that the projection matrix is set upon the CViewSetup class 
sent into the IVRenderView-ViewSetup3D function, but this shouldn't be 
throwing off the rendering since the projection is only using the FOV and near 
and far clip distances (all of which should be the same for each stereoscopic 
eye anyway).If anybody could please help me understand how I can correct the 
culling and 2D element locations for stereoscopic, it would be immensely 
appreciated.
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[hlcoders] Help with Creating Health Bar?

2007-06-29 Thread Josh Marshall
--
[ Picked text/plain from multipart/alternative ]
Hey,

Basically I want to Create a health and armor bar that function similar to
the Aux power bar. with animations etc.

Just want to know if theres any easy way through HudLayout.res
HudAnimations.txt or if not what code i would have to change?

Thanks!
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Re: [hlcoders] Help with Creating Health Bar?

2007-06-29 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Have you read the VGUI documents on the valve developer page? I think I
recall seeing a tutorial describing how to do something similar to which
you're asking

http://developer.valvesoftware.com/wiki/Category:VGUI


- Original Message -
From: Josh Marshall [EMAIL PROTECTED]
To: hlcoders hlcoders@list.valvesoftware.com
Sent: Friday, June 29, 2007 10:51 AM
Subject: [hlcoders] Help with Creating Health Bar?


 --
 [ Picked text/plain from multipart/alternative ]
 Hey,

 Basically I want to Create a health and armor bar that function similar to
 the Aux power bar. with animations etc.

 Just want to know if theres any easy way through HudLayout.res
 HudAnimations.txt or if not what code i would have to change?

 Thanks!
 --

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RE: [hlcoders] Team colors are screwey

2007-06-29 Thread Ben Everett
Sounds like GetTeam is returning a bad value, or your order for the teams is
wrong. In shareddefs.h, what does the TEAM_ declaration order look like?
Should look something like:

#define TEAM_INVALID-1
#define TEAM_UNASSIGNED 0
#define TEAM_GOVERNORS  1
#define TEAM_CIVILIANS  2
#define TEAM_RELIGIOUS  3
#define TEAM_SPECTATOR  4

Also, how are you disabling teams? My suggestion would be to set a
breakpoint at that specific line when you notice it is messing up, and see
what could be going wrong. My money is still on GetTeam.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Baer
Sent: Friday, June 29, 2007 5:18 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Team colors are screwey

--
[ Picked text/plain from multipart/alternative ]
I am using:

  m_pPlayerList-SetSectionFgColor(sectionID, g_PR-GetTeamColor(i));
  at the bottom of UpdateTeamInfo.
  This is what I am using in UpdatePlayerInfo:

  // set the row color based on the players team
  m_pPlayerList-SetItemFgColor( itemID, g_PR-GetTeamColor( g_PR-GetTeam(
i ) ) );
  In c_playerresource.cpp I am using:

  #ifndef HL2MP
  m_Colors[TEAM_BRITAIN] = COLOR_BLUE;
  m_Colors[TEAM_FRANCE] = COLOR_RED;
  m_Colors[TEAM_GERMANY] = COLOR_YELLOW;
  m_Colors[TEAM_SPECTATOR] = COLOR_WHITE;
  #endif

  and the colors are defined in shareddefs.h

  Baer

  From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Team colors are screwey
Date: Thu, 28 Jun 2007 20:25:46 -0500
Reply-To: hlcoders@list.valvesoftware.com

What are you using to obtain team colors?



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Re: [hlcoders] keyvalues transfer

2007-06-29 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
I advise figuring out a way to keep your entity work as server side as
possible in this case.

On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote:

 No is the short answer.

 There's 2 ways to get data from client to server. First off is sending
 console commands. Second is adding the data on the end of the
 usercommand. Console commands are probably the most reliable but you'd
 need to be careful and make sure you don't flood the client out by
 sending too many. Plus it can take a while.

 The best way from server to client is usermessages. That's simple
 enough but you have to be careful you don't flood them too.

 The secret 3rd option is to open a port and transfer stuff yourself..
 but that's all booby trapped with port forwarding/firewall issues.

 garry

 On 6/14/07, Oliver [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  CONTEXT: In our mod, we allow users to create event-driven worlds and
 save
  their work.  We deal with a large amount of data that is stored in
 KeyValues
  files.  These KeyValues need to go from clients to server and server to
  clients regularly.
 
  PROBLEM: We couldn't find a way to transfer KeyValues, so we built a
 custom
  message passing system that runs on its own thread.  This has caused
 many
  problems.
 
  QUESTION: Is there a way to transfer KeyValues from client-server and
  server-client without resorting to a custom system.
 
  Thanks.
  --
 
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Re: [hlcoders] keyvalues transfer

2007-06-29 Thread Oliver
--
[ Picked text/plain from multipart/alternative ]
The client-server communication does not come from entity work.  It is
needed because we built an interface in HL2 for users to create event-driven
games via lua scripts.  The interface allows users to create pseudo-code
client-side.  This info is sent to the server to distribute changes made by
the client to all other clients and generate the final lua script.

After much testing, it turns out that our custom way of communication works
as long as we keep the number of communications low.  Size does not seem to
play a role.

On 6/29/07, Ryan Sheffer [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I advise figuring out a way to keep your entity work as server side as
 possible in this case.

 On 6/14/07, Garry Newman [EMAIL PROTECTED] wrote:
 
  No is the short answer.
 
  There's 2 ways to get data from client to server. First off is sending
  console commands. Second is adding the data on the end of the
  usercommand. Console commands are probably the most reliable but you'd
  need to be careful and make sure you don't flood the client out by
  sending too many. Plus it can take a while.
 
  The best way from server to client is usermessages. That's simple
  enough but you have to be careful you don't flood them too.
 
  The secret 3rd option is to open a port and transfer stuff yourself..
  but that's all booby trapped with port forwarding/firewall issues.
 
  garry
 
  On 6/14/07, Oliver [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   CONTEXT: In our mod, we allow users to create event-driven worlds and
  save
   their work.  We deal with a large amount of data that is stored in
  KeyValues
   files.  These KeyValues need to go from clients to server and server
 to
   clients regularly.
  
   PROBLEM: We couldn't find a way to transfer KeyValues, so we built a
  custom
   message passing system that runs on its own thread.  This has caused
  many
   problems.
  
   QUESTION: Is there a way to transfer KeyValues from client-server and
   server-client without resorting to a custom system.
  
   Thanks.
   --
  
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