Re: [hlcoders] Model on VGUI

2009-05-26 Thread Tom Schumann
What information do you need?
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Re: [hlcoders] Depth buffer problem

2009-05-26 Thread James Gray
Sorry I don't have anything to contribute, but how were you able to  
get the shader SDK working? Using the beta SDK and DXSDK Nov2008,  
the .fxc files do not seem to build successfully.





On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote:

 I tried to make CShadowDepthView draw into a custom render target  
 which
 would then be passed to shader, but I cant find the right way how to  
 do
 it. Being inexperienced in programming, I really could use some  
 advice.

 only way - additional render pass with depth write only. Simplest way
 (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for
 writing full range depth. I think it should look like always  
 turned on
 flashlight with FOV`s (horizontal and vertical) and resolution  
 equal to
 viewport FOV and resolution accordingly. Something like that...

 Pardon for poorly english ))

 Is there any other way how to get depth (distance) into shader?

 It is for Orange Box-based mod.

 On PC platform _rt_FullFrameDepth is a compressed depth buffer.  
 This
 means
 that presented not full depth range, but only part, not to exceed
 OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h).
 That is
 why we have fake soft particles. Sadly :(
 Is this for ep1?

 On Fri, May 22, 2009 at 12:52 PM, walter  
 wal...@nebulastation.net
 wrote:
 I wrote a custom shader which accesses depth buffer through
 _rt_FullFrameDepth render target. It works, but alpha channel
 becomes
 maxed out to white just few meters from camera, preventing
 intended
 function. Any idea what could I be doing wrong?
 Jan Walter Sluka

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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Minh
Are you sure you can even get 3d models on the VGUI in HL1dm ?
Goldsource engine uses a different VGUI implementation and I don't 
recall it having the ability to render 3d models on it.

Neuwirth Christoph wrote:
 Hello

 I?m trying to load a model on a VGUI Panel. I found an article for that 
 on VDC but i?m working on HL1 mod atm. How can i get the Informations 
 needed on Clientside?

 regards

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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Rodrigo 'r2d2rigo' Diaz
If my memory serves me right, there used to be some tutorial floating around
the Internet on how to draw models inside a VGUI control using TriAPI. Try
searching for that, perhaps it's still online.

2009/5/26 Minh minh...@telus.net

 Are you sure you can even get 3d models on the VGUI in HL1dm ?
 Goldsource engine uses a different VGUI implementation and I don't
 recall it having the ability to render 3d models on it.

 Neuwirth Christoph wrote:
  Hello
 
  I?m trying to load a model on a VGUI Panel. I found an article for that
  on VDC but i?m working on HL1 mod atm. How can i get the Informations
  needed on Clientside?
 
  regards
 
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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Neuwirth Christoph
How can you do that? Using OpenGl specific stuff.


Rodrigo 'r2d2rigo' Diaz schrieb:
 Well, they use specific OpenGL code, so that's easier to achieve. But 
 you break D3D/Software modes this way.

 2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net 
 mailto:neuwirth.christ...@gmx.net

 There has to be a way cause www.esforces.com
 http://www.esforces.com and nnk have it implemented.


 Minh schrieb:
  Are you sure you can even get 3d models on the VGUI in HL1dm ?
  Goldsource engine uses a different VGUI implementation and I don't
  recall it having the ability to render 3d models on it.
 
  Neuwirth Christoph wrote:
  Hello
 
  I?m trying to load a model on a VGUI Panel. I found an article for
  that on VDC but i?m working on HL1 mod atm. How can i get the
  Informations needed on Clientside?
 
  regards
 
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  archives, please visit:
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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Neuwirth Christoph
There has to be a way cause www.esforces.com and nnk have it implemented.


Minh schrieb:
 Are you sure you can even get 3d models on the VGUI in HL1dm ?
 Goldsource engine uses a different VGUI implementation and I don't 
 recall it having the ability to render 3d models on it.

 Neuwirth Christoph wrote:
 Hello

 I?m trying to load a model on a VGUI Panel. I found an article for 
 that on VDC but i?m working on HL1 mod atm. How can i get the 
 Informations needed on Clientside?

 regards

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 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Rodrigo 'r2d2rigo' Diaz
Well, they use specific OpenGL code, so that's easier to achieve. But you
break D3D/Software modes this way.

2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net

 There has to be a way cause www.esforces.com and nnk have it implemented.


 Minh schrieb:
  Are you sure you can even get 3d models on the VGUI in HL1dm ?
  Goldsource engine uses a different VGUI implementation and I don't
  recall it having the ability to render 3d models on it.
 
  Neuwirth Christoph wrote:
  Hello
 
  I?m trying to load a model on a VGUI Panel. I found an article for
  that on VDC but i?m working on HL1 mod atm. How can i get the
  Informations needed on Clientside?
 
  regards
 
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  archives, please visit:
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Re: [hlcoders] Model on VGUI

2009-05-26 Thread Heimo Stieg
Just call the OpenGL functions from your Draw/Render functions. e.g. 
CMyVGUIControl.Draw()
If you want to use custom renderfx you would have to do this somewhere 
in CGameStudioModelRenderer
Btw. if you need other dlls, then make sure that you are loading them 
from your mod directory and not from the half-life directory( where 
hl.exe is ).
I dont have the esf source here on this comp, so i cant help you out 
with the vgui thingy.

Neuwirth Christoph schrieb:
 How can you do that? Using OpenGl specific stuff.


 Rodrigo 'r2d2rigo' Diaz schrieb:
   
 Well, they use specific OpenGL code, so that's easier to achieve. But 
 you break D3D/Software modes this way.

 2009/5/26 Neuwirth Christoph neuwirth.christ...@gmx.net 
 mailto:neuwirth.christ...@gmx.net

 There has to be a way cause www.esforces.com
 http://www.esforces.com and nnk have it implemented.


 Minh schrieb:
  Are you sure you can even get 3d models on the VGUI in HL1dm ?
  Goldsource engine uses a different VGUI implementation and I don't
  recall it having the ability to render 3d models on it.
 
  Neuwirth Christoph wrote:
  Hello
 
  I?m trying to load a model on a VGUI Panel. I found an article for
  that on VDC but i?m working on HL1 mod atm. How can i get the
  Informations needed on Clientside?
 
  regards
 
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  archives, please visit:
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[hlcoders] Debugging multiplayer crashes?

2009-05-26 Thread FaMiNe
Myself and a small team have been making changes for a couple weeks 
without testing whether multiplayer works with each revision. Without 
reverting to each revision and testing, is there a good way to pinpoint 
why the game crashes when the first client connects?

We've got a listen server running, and in the process of the first 
client connecting, the server crashes.

Thanks.

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Re: [hlcoders] Debugging multiplayer crashes?

2009-05-26 Thread Jonas 'Sortie' Termansen
You use the minidump files that Steam automatically generates when your mod 
crash, copy them into your mod's bin directory, and make sure the 
automatically generated (by the compiler) .pdb files are present there too, 
then you open the .mdmp file in Visual Studio and press F5 and the crash 
will be recreated. You can also run the game in debug mode with a debugger 
enabled. For more information on the first solution see 
http://developer.valvesoftware.com/wiki/Using_mdmp_files

- Original Message - 
From: FaMiNe fam...@gmail.com
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Sent: Tuesday, May 26, 2009 8:48 PM
Subject: [hlcoders] Debugging multiplayer crashes?


 Myself and a small team have been making changes for a couple weeks
 without testing whether multiplayer works with each revision. Without
 reverting to each revision and testing, is there a good way to pinpoint
 why the game crashes when the first client connects?

 We've got a listen server running, and in the process of the first
 client connecting, the server crashes.

 Thanks.

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 


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Re: [hlcoders] Depth buffer problem

2009-05-26 Thread BEaST
Really? I have everything works fine! Maybe problem in erroneous bat-files? The 
solution, which helped me:

1) Copy from your ...\sourcesdk\bin\orangebox\bin\ directory into 
...\src\materialsystem\stdshaders\ next files - shadercompile.exe and 
shadercompile_dll.dll

2) Change buildshaders.bat : following lines

echo %SDKBINDIR%\shadercompile.exe  filestocopy.txt
echo %SDKBINDIR%\shadercompile_dll.dll  filestocopy.txt
echo %SDKBINDIR%\vstdlib.dll  filestocopy.txt
echo %SDKBINDIR%\tier0.dll  filestocopy.txt

modify to

echo shadercompile.exe  filestocopy.txt
echo shadercompile_dll.dll  filestocopy.txt
rem echo %SDKBINDIR%\vstdlib.dll  filestocopy.txt
rem echo %SDKBINDIR%\tier0.dll  filestocopy.txt

 Sorry I don't have anything to contribute, but how were you able to 
 get the shader SDK working? Using the beta SDK and DXSDK Nov2008, 
 the .fxc files do not seem to build successfully.
 
 
 
 
 
 On May 23, 2009, at 9:29 PM, walter wal...@nebulastation.net wrote:
 
  I tried to make CShadowDepthView draw into a custom render target 
  which
  would then be passed to shader, but I cant find the right way how to 
  do
  it. Being inexperienced in programming, I really could use some 
  advice.
   only way - additional render pass with depth write only. Simplest way
   (IMHO) to use CClientShadowMgr. It uses CShadowDepthView::Draw() for
   writing full range depth. I think it should look like always 
   turned on
   flashlight with FOV`s (horizontal and vertical) and resolution 
   equal to
   viewport FOV and resolution accordingly. Something like that...
   
   Pardon for poorly english ))
Is there any other way how to get depth (distance) into shader?

It is for Orange Box-based mod.
 On PC platform _rt_FullFrameDepth is a compressed depth buffer. 
 This
means
 that presented not full depth range, but only part, not to exceed
 OO_DESTALPHA_DEPTH_RANGE (as defined in the file common_ps_fxc.h).
That is
 why we have fake soft particles. Sadly :(
  Is this for ep1?
  
  On Fri, May 22, 2009 at 12:52 PM, walter 
  wal...@nebulastation.net
  wrote:
   I wrote a custom shader which accesses depth buffer through
   _rt_FullFrameDepth render target. It works, but alpha channel
  becomes
   maxed out to white just few meters from camera, preventing
intended
   function. Any idea what could I be doing wrong?
   Jan Walter Sluka
   
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Re: [hlcoders] Debugging multiplayer crashes?

2009-05-26 Thread FaMiNe
That looks great. Thanks for the link!


Jonas 'Sortie' Termansen wrote:
 You use the minidump files that Steam automatically generates when your mod 
 crash, copy them into your mod's bin directory, and make sure the 
 automatically generated (by the compiler) .pdb files are present there too, 
 then you open the .mdmp file in Visual Studio and press F5 and the crash 
 will be recreated. You can also run the game in debug mode with a debugger 
 enabled. For more information on the first solution see 
 http://developer.valvesoftware.com/wiki/Using_mdmp_files

 - Original Message - 
 From: FaMiNe fam...@gmail.com
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 Sent: Tuesday, May 26, 2009 8:48 PM
 Subject: [hlcoders] Debugging multiplayer crashes?


   
 Myself and a small team have been making changes for a couple weeks
 without testing whether multiplayer works with each revision. Without
 reverting to each revision and testing, is there a good way to pinpoint
 why the game crashes when the first client connects?

 We've got a listen server running, and in the process of the first
 client connecting, the server crashes.

 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] Need help with Act_Busy problem.

2009-05-26 Thread Charkrid Pornpitackchaikul
Hi guys,
  I created mod from scratch that not include ai_behavior_actbusy.h/cpp 
initially. So I copied the files from hl2 to my project to add act_busy 
functionality to it. My problem is,  My NPC is doing nothing. I debug 
and found, it already found the hint node. And enter
SCHED_ACTBUSY_START_BUSYING. But after that nothing happen, My NPC just 
stand still. Did I miss something? Or Anything that I should look into it.?

Thanks in advance
Charkrid Pornpitackchaikul

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Re: [hlcoders] Need help with Act_Busy problem.

2009-05-26 Thread Alexander Hirsch
Does the console spew out any warnings?Look if debugging triggers some
asserts.

On Tue, May 26, 2009 at 10:03 PM, Charkrid Pornpitackchaikul 
actm...@gmail.com wrote:

 Hi guys,
  I created mod from scratch that not include ai_behavior_actbusy.h/cpp
 initially. So I copied the files from hl2 to my project to add act_busy
 functionality to it. My problem is,  My NPC is doing nothing. I debug
 and found, it already found the hint node. And enter
 SCHED_ACTBUSY_START_BUSYING. But after that nothing happen, My NPC just
 stand still. Did I miss something? Or Anything that I should look into it.?

 Thanks in advance
 Charkrid Pornpitackchaikul

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[hlcoders] VS2010b1 - Linker probems.

2009-05-26 Thread Yaakov Smith
I installed and am testing Visual Studio 2010 Beta 1. It converted the
VS2008 projects (which in turn were converted from VS2005), and gets heaps
of linker errors such as unresolved external symbol
__imp_DoNewAssertDialog. The problem is that after cancelling the build,
VS2010 crashes so I can't post a full log.

 

Anyone else in a similar position, or anyone know what's wrong?

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