[hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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?
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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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?
   

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Re: [hlcoders] several questions

2009-02-17 Thread Yorg Kuijs
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.
   

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Re: [hlcoders] several questions

2009-02-17 Thread Jorge Rodriguez
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
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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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?
 

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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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.
   


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[hlcoders] Recent update bugged.

2009-02-17 Thread danny stannard
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
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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Garry Newman
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
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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Jarno Veuger
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
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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread botman
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

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Re: [hlcoders] Recent update bugged.

2009-02-17 Thread John Standish
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

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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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?
   

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[hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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!!!
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Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
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!!!
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Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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!!!
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Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
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!!!
   ___
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   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Skillet
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?
 

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Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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
  
  
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[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

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Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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?
  
 
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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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?
  
 
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Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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?
  
 
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  please visit:
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Re: [hlcoders] Linux Build Problem

2009-02-17 Thread Mark Chandler
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
 

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