[hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels
So I've been tinkering with modifying the animation time of viewmodels in my OB MP mod by changing m_flPlaybackRate. The thing is though, it seems like no matter what I set the value to within the code, it always plays the animation at the same speed. I've even checked to see if the value was being modified in between when I modify it and the animation starts and for whatever reason, it's not. Unfortunately, I can't seem to configure VS2008 to properly find the debug info that would allow me Step Into at the point when the animation's starting. Any help? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels
I myself have been tinkering with that too, no matter what I did I couldn't seem to change the playbackrate either, I was instead trying to totally freeze a animation though, the reply I got was: Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view model animation. Don't know if that even works since I haven't tried it, but maybe you should try it and then try to change the m_flPlaybackRate? probably not of much help but you never know :) Robert Urda wrote: So I've been tinkering with modifying the animation time of viewmodels in my OB MP mod by changing m_flPlaybackRate. The thing is though, it seems like no matter what I set the value to within the code, it always plays the animation at the same speed. I've even checked to see if the value was being modified in between when I modify it and the animation starts and for whatever reason, it's not. Unfortunately, I can't seem to configure VS2008 to properly find the debug info that would allow me Step Into at the point when the animation's starting. Any help? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] several questions
That kinda works, the animation doesn't play for about 1-2 seconds but afterwards it happily trucks on, any other suggestions? Skillet wrote: Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view model animation. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] several questions
Maybe it will work to have a special frozen animation that is completely still that you just set to play at the appropriate time? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels
Nah, it didn't work. My bet is that there's something that we're not seeing within the code that defaults it to the standard playrate in multiplayer. On Tue, Feb 17, 2009 at 9:23 AM, Yorg Kuijs yorg.ku...@home.nl wrote: I myself have been tinkering with that too, no matter what I did I couldn't seem to change the playbackrate either, I was instead trying to totally freeze a animation though, the reply I got was: Stopping SetCycle() from being called in C_BaseViewModel::Interpolate() should freeze the view model animation. Don't know if that even works since I haven't tried it, but maybe you should try it and then try to change the m_flPlaybackRate? probably not of much help but you never know :) Robert Urda wrote: So I've been tinkering with modifying the animation time of viewmodels in my OB MP mod by changing m_flPlaybackRate. The thing is though, it seems like no matter what I set the value to within the code, it always plays the animation at the same speed. I've even checked to see if the value was being modified in between when I modify it and the animation starts and for whatever reason, it's not. Unfortunately, I can't seem to configure VS2008 to properly find the debug info that would allow me Step Into at the point when the animation's starting. Any help? ___ 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] Multiplayer Mods and m_flPlaybackRate for ViewModels
Yep, possibly engine level? Robert Urda wrote: Nah, it didn't work. My bet is that there's something that we're not seeing within the code that defaults it to the standard playrate in multiplayer. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Recent update bugged.
The recent update that went live seems to have broke a lot of stuff. Specifically in ep2. Broke animations, hud, suit etc. Just load the game to see for yourself. Anyone working on a patch, or even aware? -Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Recent update bugged.
I'm aware :x It seems like most if not all of the problems stem from the client in single player never 'connecting' properly. Also, everyone's steamid has changed. garry On Tue, Feb 17, 2009 at 5:56 PM, danny stannard dannystann...@btinternet.com wrote: The recent update that went live seems to have broke a lot of stuff. Specifically in ep2. Broke animations, hud, suit etc. Just load the game to see for yourself. Anyone working on a patch, or even aware? -Dan ___ 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] Recent update bugged.
I can confirm that Episode 2 is indeed broken now. I think Valve really needs to test their updates better. Ywa danny stannard wrote: The recent update that went live seems to have broke a lot of stuff. Specifically in ep2. Broke animations, hud, suit etc. Just load the game to see for yourself. Anyone working on a patch, or even aware? -Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Information from ESET NOD32 Antivirus, version of virus signature database 3847 (20090212) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Recent update bugged.
Jarno Veuger wrote: I can confirm that Episode 2 is indeed broken now. I think Valve really needs to test their updates better. Now Valve hatez teh modderz AND teh playerz. :) P.S. using 'z' instead of 's' is fun! -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Recent update bugged.
Don't hate da playez, hate da game. Hurray for unneeded puns. On Tue, Feb 17, 2009 at 10:10 AM, botman botman.hlcod...@gmail.com wrote: Jarno Veuger wrote: I can confirm that Episode 2 is indeed broken now. I think Valve really needs to test their updates better. Now Valve hatez teh modderz AND teh playerz. :) P.S. using 'z' instead of 's' is fun! -- Jeffrey botman Broome ___ 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] Multiplayer Mods and m_flPlaybackRate for ViewModels
Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shaders and ActivePerl
I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Shaders and ActivePerl
This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ 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] Shaders and ActivePerl
1 file(s) moved. ' C:\Perl\perl.exe' is not recongized as an internal or external command, operable program or bath file. and continues with the SDK shaders from there. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:15 PM Subject: Re: [hlcoders] Shaders and ActivePerl This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ 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] Shaders and ActivePerl
My Perl.exe is located in \Perl\Bin, I'm guessing yours is too. /ScarT 2009/2/18 Nuno Silva little.coding@gmail.com Try removing the quotes. On Tue, Feb 17, 2009 at 11:19 PM, Russ Canfield r...@avpgold2.com wrote: 1 file(s) moved. ' C:\Perl\perl.exe' is not recongized as an internal or external command, operable program or bath file. and continues with the SDK shaders from there. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:15 PM Subject: Re: [hlcoders] Shaders and ActivePerl This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels
I can't find where omega posted this fix (must have been IRC), but in my baseviewmodel_shared.h file I have //DHL - Skillet - Bugfix from omega virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence ) * m_flPlaybackRate; } I'm not sure what the original is, but take a look and try adding that. As for the SetCycle() thing, if you get playback rate working you can just set that to 0 and it will be irrelevant. If that doesn't work, try disabling interpolation (cl_interp 0) and see if anything changes. On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ 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] Shaders and ActivePerl
Yes the exe was in C:\Perl\bin\ Well I removed the 's and I forgot to add in the \bin\ part, and my buildsdkshaders.bat line looks like this now: C:\Perl\bin\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% So I tried to compile and I got this error: C:\Programming\src\materialsystem\stdshaders VMPI running in SDK mode but incorrect SDK install detected (error 2). From there it writes all of valve's SDK shaders again. We are getting somewhere though :) - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:30 PM Subject: Re: [hlcoders] Shaders and ActivePerl My Perl.exe is located in \Perl\Bin, I'm guessing yours is too. /ScarT 2009/2/18 Nuno Silva little.coding@gmail.com Try removing the quotes. On Tue, Feb 17, 2009 at 11:19 PM, Russ Canfield r...@avpgold2.com wrote: 1 file(s) moved. ' C:\Perl\perl.exe' is not recongized as an internal or external command, operable program or bath file. and continues with the SDK shaders from there. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, February 17, 2009 6:15 PM Subject: Re: [hlcoders] Shaders and ActivePerl This perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% Attempts to open a Perl script called C:\Perl which of course doesn't exist. Try this instead. C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% /ScarT 2009/2/18 Russ Canfield r...@avpgold2.com I have been trying to compile shaders for the last week...I have followed every tutorial out there on fixing directories with spaces, and about everything else you could think of for the HL2 SDK...Well I am using ActivePerland my code is based on EP1. With that being said, I follow this tutorial: http://developer.valvesoftware.com/wiki/Shader_Authoring I follow this tutorial: http://www.wraiyth.com/index.php?q=node/5 And when I go to compile I get the following error: myps20.fxc...writing inc myvs20.fxc...writing inc 1 file(s) moved. Can't open perl script C:\Perl Permission denied. From there it copies my .fxc files and all the SDK .vcs files fine I switched the directory it looks for Perl to C:\Perl because thats where its installed. buildsdkshaders.bat was modified with this line: REM REM Execute distributed process on work/build list REM perl C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl %xbox_args% -changetodir %ChangeToDir% %SDKArgs% If anyone can help me I would greatly appreciate it. I am so lost, and I know very little about perl. Please help!!! ___ 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 ___ 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] Left 4 Dead: GameFrame() not called often during Co-Op mode?
Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?
The reason I'm wanting this event to work correctly is so I can periodically run some code at specific intervals. I could perhaps try receive all game events and try and run the logic in FireGameEvent(), but it sounds inefficient to capture all events. I could use a worker thread to do some processing which will wake up when necessary - but I doubt access to gpGlobals, its edict's and retrieved IplayerInfo interfaces are thread safe when control is not passed to my plugin via GameFrame() etc. Does anyone have any thoughts on the matter? Cheers, Andrew -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Andrew Armstrong Sent: Wednesday, 18 February 2009 1:12 PM To: 'Discussion of Half-Life Programming' Subject: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode? Hi, Wonder if anyone at Valve may have noticed this? But it appears the plugin GameFrame() method is not called very often (several minutes before any activity) while the server is running in Co-Op mode. If the server is in Versus mode, its called very often. Cheers, Andrew ___ 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] Multiplayer Mods and m_flPlaybackRate for ViewModels
Works like a charm! Thank you so much! On Tue, Feb 17, 2009 at 7:50 PM, Skillet skillet5...@gmail.com wrote: I can't find where omega posted this fix (must have been IRC), but in my baseviewmodel_shared.h file I have //DHL - Skillet - Bugfix from omega virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence ) * m_flPlaybackRate; } I'm not sure what the original is, but take a look and try adding that. As for the SetCycle() thing, if you get playback rate working you can just set that to 0 and it will be irrelevant. If that doesn't work, try disabling interpolation (cl_interp 0) and see if anything changes. On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ 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] Multiplayer Mods and m_flPlaybackRate for ViewModels
There's more to it than just this. If you want to make sure the animations don't get cut off, you have to override all of the SequenceDuration functions. Here's what I'm using, I'm compiling now so I'll let you know if it works: // Put this right below the code that Skillet posted virtual float SequenceDuration(CStudioHdr *pStudioHdr, int iSequence) { return BaseClass::SequenceDuration( pStudioHdr, iSequence) * m_flPlaybackRate; } virtual float SequenceDuration( void ) { return BaseClass::SequenceDuration() * m_flPlaybackRate; } virtual inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); } On Tue, Feb 17, 2009 at 9:16 PM, Robert Urda dreamscriber...@gmail.comwrote: Works like a charm! Thank you so much! On Tue, Feb 17, 2009 at 7:50 PM, Skillet skillet5...@gmail.com wrote: I can't find where omega posted this fix (must have been IRC), but in my baseviewmodel_shared.h file I have //DHL - Skillet - Bugfix from omega virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence ) * m_flPlaybackRate; } I'm not sure what the original is, but take a look and try adding that. As for the SetCycle() thing, if you get playback rate working you can just set that to 0 and it will be irrelevant. If that doesn't work, try disabling interpolation (cl_interp 0) and see if anything changes. On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ 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] Multiplayer Mods and m_flPlaybackRate for ViewModels
Woops. The code I posted doesn't work. I guess the best way to do it would be to find the return for SequenceDuration() in C_BaseAnimating and CBaseAnimating and add in m_flPlaybackRate that way. Perhaps I should put this up on the developer wiki for developer's sake. On Tue, Feb 17, 2009 at 10:21 PM, Tony Sergi to...@valvesoftware.comwrote: You know, I don't even remember that either. How long ago was it? Hah -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Skillet Sent: February-17-09 8:50 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels I can't find where omega posted this fix (must have been IRC), but in my baseviewmodel_shared.h file I have //DHL - Skillet - Bugfix from omega virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence ) * m_flPlaybackRate; } I'm not sure what the original is, but take a look and try adding that. As for the SetCycle() thing, if you get playback rate working you can just set that to 0 and it will be irrelevant. If that doesn't work, try disabling interpolation (cl_interp 0) and see if anything changes. On Tue, Feb 17, 2009 at 1:39 PM, Yorg Kuijs yorg.ku...@home.nl wrote: Also worth noticing that there's a StopAnimation function which does exactly that of setting playbackrate to 0, kinda funny how even that doesn't work! Yorg Kuijs wrote: Yep, possibly engine level? ___ 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] Linux Build Problem
Thanks to step i have solved this, it was the make file issue which we never updated. http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg24575.html Stephen Micheals wrote: you asked for help on this before sill post my response again since i did not see a reply: the problem i think may stem from files missing in the project file and thus causing problems later. http://www.nopaste.com/p/amuitIo1z check and see if those files are within your server vcproj file then if not add them and see if it works afterwards. On Sat, Feb 14, 2009 at 8:15 PM, Mark Chandler lo...@iinet.net.au wrote: Hi, With GoldenEye Source we are having major issues with our linux build. It builds and runs fine but it seems that non of the client commands get to the server as chat doesnt work and chacterseletion doesnt work ether. We have tried building with gcc 3.4.6 and the new gcc (4.1.X) and still have the same problems. It was noted that hl2mp had this issue once. Any ideas on how to solve it? Mark ___ 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