Re: [hlcoders] Replacing NPC_Antlion

2008-01-21 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
ya.. there's the ACT_RUN, ACT_WALK animation in it, but if i made it able to
move, the animation wont play, and if i made it able to play the walk
animation, it wont move...

On 1/22/08, Christopher Harris [EMAIL PROTECTED] wrote:

 Does your animation have the movement in it? In other words when you view
 it
 in model viewer with I believe sequence ticked the model should look like
 it
 is moving. If it does not then that is the issue. It is a pretty common
 problem with zombie models if decompiling is attempted.

 Chris

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
 Sent: Sunday, January 20, 2008 11:15 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Replacing NPC_Antlion

 --
 [ Picked text/plain from multipart/alternative ]
 I am trying to replace the NPC_Antlion with my own model and animations,
 but
 the animations dun work... the antlion turns when it detects the player
 but
 doesn't move. Anyone know why?
 --

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[hlcoders] Replacing NPC_Antlion

2008-01-20 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I am trying to replace the NPC_Antlion with my own model and animations, but
the animations dun work... the antlion turns when it detects the player but
doesn't move. Anyone know why?
--

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[hlcoders] generic_monster doesn't move

2008-01-16 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Imported my own model using the monster_generic entity. Under the model tabs
I am able to see all my animation but when I use a scripted_sequence
entity to tell the model to move i recieve an error in game. The model is
only able to carry out its idle animation on the spot but can't carry out
its walk animation. When i trigger the scripted_sequence the model just hang
there. MONSTER_GENERIC MOVING WITH SPEED = 0 ( walkall ) is the error i
recived ingame. the walkall is our own animation name.

Also when i replace the the antlion model wih our own model it doesnt move
but when you get close enough to its radius it turns and stares at the
player. also it doesn't attack when u are walking into him.
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[hlcoders] weapon animation.

2008-01-16 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I'm using my own custom model and i can get the range attack a.k.a pistol
and such animation working, however the melee animation seems to be  missing
and no mater how i edit the codes it doesn' seem to make the melee animation
work. anybody have any idea with whats wrong with it? when i get close to
the wall and the crowbar hits the wall.the crowbar would shake and the
player body would move abit, but thats all i get, it doesn run the animation
that was assign to it. anybody has any help.
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Re: [hlcoders] weapon animation.

2008-01-16 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
http://download.yousendit.com/0AD10E412B8EAC0B
.qc file inside...
By the way,  I am using HL2SP Mod.


On 1/17/08, Tobias Kammersgaard [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Post your QC file.

 /ProZak


 On 16/01/2008, Alvin Ng [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  I'm using my own custom model and i can get the range attack a.k.apistol
  and such animation working, however the melee animation seems to
  be  missing
  and no mater how i edit the codes it doesn' seem to make the melee
  animation
  work. anybody have any idea with whats wrong with it? when i get close
 to
  the wall and the crowbar hits the wall.the crowbar would shake and the
  player body would move abit, but thats all i get, it doesn run the
  animation
  that was assign to it. anybody has any help.
  --
 
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[hlcoders] 9 way blend animation.

2008-01-14 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Was wondering if anyone can help me in making the 9way blending work?
Been posting on many forums but nobody seems to be able to help.
If anyone can point to me which direction or if there's any working tutorial
or video?
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[hlcoders] HUD images

2008-01-13 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
 hey guys, i was wondering if anybody has any idea on how to get custom
images in place of numbers in the HUD in game and the main menu. say i wanna
change the health from numbers to an image file how do i go about it. i
tried getting image files over the New game options etc in the main menu in
place of trying to get my own image in.

i tried using the tutorials on valve wiki but images do not show up
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[hlcoders] Replacing crowbar with custom weapon.

2008-01-13 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Anybody knows how to replace the crowbar with another custom weapon?

I have the custom weapon compiled, and tried to take out the crowbar, but
the crowbar still stays in the game.
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Re: [hlcoders] Player 9 way blend animation in HL2SP

2008-01-12 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
can i take a look at your model... I'm not sure whether my problem is due to
the model or the codes...

On 1/12/08, GMX [EMAIL PROTECTED] wrote:

 Hi folks,

 I have the same problem but I am using the SDK from scratch,

 my code in the .qc file look like this:
 $sequence Run_lower {
RunNW RunN RunNE
RunW idle RunE
RunSW RunS RunSE
blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop FPS 30
ACT_RUN 1
{ event 6005 7 lfoot }
{ event 6004 2 rfoot }
{ event 6007 7 mlfoot }
{ event 6006 2 mrfoot }
 }
 The each animation is played but without any blending if I change the
 the run direction.

 Another question is, is there the possiblitly to change the speed of
 the animation codewise? f.i. if I change the FPS from 30 to 20 the
 animtion is still play with the same speed.

 Am I looking at the wrong place or has anyone a hint?

 thx :-)

  --
  [ Picked text/plain from multipart/alternative ]
  Anyone knows what I need to change to get the player's 9way blending to
 work
  on HL2 Single Player?
  I have a working third person, but the problem is the running animation
  which is not working.
  --


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[hlcoders] Player 9 way blend animation in HL2SP

2008-01-09 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Anyone knows what I need to change to get the player's 9way blending to work
on HL2 Single Player?
I have a working third person, but the problem is the running animation
which is not working.
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[hlcoders] 9 Way Animation Blend for Single Player Mod

2008-01-08 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Does anyone know what I need to tweak in the codes to make the 9way blend
work on the mod?
I have a third person camera working fine. But the animation does not blend,
pressing WASD only plays one direction animation.
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Re: [hlcoders] Player animation after major change in codes.

2008-01-04 Thread Alvin Ng
 problem as you have described it seems to be that it's not
playing
the correct sequence. Like Marteen said, type in
   
cl_showanimstate 1
   
and look at what is being played...
   
- Original Message -
From: Alvin Ng [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, December 26, 2007 12:21 AM
Subject: Re: [hlcoders] Player animation after major change in
  codes.
   
   
 --
 [ Picked text/plain from multipart/alternative ]
 so by using the command $weightlist in the .qc?

 On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:

 use cl_showanimstate 1 ( or something similar, I've become too
dependent
 on auto-completion :D ) when you're alone, on a local server,
  in
 thirdperson. On the top right you'll see the list of all
   animations
that
 are being blended at the moment, plus, important, the weight
   they're
 being
 blended with. Verify e.g. that when you're running straight
   forward,
 you're playing the run forward animation with weight 1.0. If
   that's
not
 the case, there's your bug already, it's probably badly set up
   pose
 parameters in the .qc. If it is playing with weight 1.0 and
  your
   run
 animation in max does not correspond to what the character is
   doing,
you
 either have a problem during export or in the .qc, or you're
 in
   (a)
 really
 deep mess/ code-wise :)

  --
  [ Picked text/plain from multipart/alternative ]
  Not only the jump animation. The run animation is working,
  but
   not
  totally.
  The animation is supposed to be a run, but when WASD is
  pressed,
the
  animation in game is just taking small steps.
 
  On 12/26/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  ok, I'm sorry but spewing out everything you've done since
  you
were
 born
  doesn't make it any easier for us to decipher what the
  problem
is...
 
  If the jumping stuff isn't working, try finding out what
   exactly
 happens
  when you press the jump key. Go to sdk_gamemovement.cpp and
   look
for
a
  function called  CheckJumpButton
  Investigage what that function is doing and maybe it will
  lead
   you
to
  why
  your jump animatons aren't working.
 
 
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, December 25, 2007 7:00 PM
  Subject: [hlcoders] Player animation after major change in
   codes.
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   On client side, added existing items in HL2 DLL Folder:
  
   c_sdk_player.h
  
   c_sdk_player.cpp
  
   sdk_playeranimatestate.h
  
   sdk_playeranimatestate.cpp
  
   sdk_player_shared.cpp
  
   On server side, added existing items in HL2 DLL Folder:
  
   sdk_player.h
  
   sdk_player.cpp
  
   sdk_playeranimatestate.h
  
   sdk_playeranimatestate.cpp
  
   sdk_player_shared.cpp
  
  
 

   
  
 
 --
  
   replaced:
  
   #include sdk/sdk_player.h with #include
   sdk/sdk_playeranimstate.h
  
   *In sdk_playeranimatestate.h, sdk_player.cpp,
sdk_player_shared.cpp
  
   replaced:
  
   WeaponSDKBase with BaseHLCombat Weapon
  
   e.g. C_WeaponSDKBase
  
   willl be
  
   C_BaseHLCombat Weapon
  
   replaced:
  
   #include sdk_gamerules.h with #include
 hl2_gamerules.h
  
   #include weapon_sdkbase.h with #include
  basehl2combatweapon_shared.h
  
   *In hl2_player.cpp
  
   comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
  
   e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
  
   *In sdk_playeranimatestate.cpp
  
   replaced:
  
   #include weapon_sdkbase.h with #include
  basehlcombatweapon_shared.h
  
   *In the entire project
  
   replaced:
  
   GetSDKWpnData with GetWpnData
  
   *In weapon_parse.cpp
  
   -=added:
  
   const char *pAnimEx = pKeyValuesData-GetString(
   PlayerAnimationExtension,
   mp5 ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
   m_szAnimExtension )
   );
  
   -=in the function=-
  
   void FileWeaponInfo_t: arse
  
   *In weapon_parse.h
  
   added:
  
   char m_szAnimExtension[16]; // string used to generate
  player
  animations
   with this weapon
  
   *In sdk_player.cpp , sdk_player.h
  
   commented function with CheatImpulseCommands
  
   *In c_sdk_player.cpp

Re: [hlcoders] Player animation after major change in codes.

2008-01-02 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
 In sdk_playeranimstate.cpp

#define ANIM_TOPSPEED_WALK 100

#define ANIM_TOPSPEED_RUN 250

#define ANIM_TOPSPEED_RUN_CROUCH 85
I tried changing the values from 100 to 300,  250 to 1000, but there wasn't
any difference made.

On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:

 your blendwidth parameters are default.

 Look at the same output of cl_showanimstate 1. At the bottom it should
 show you your move_x pose parameter, I suspect it's at 0.24 too.

 Then look in the code why it is at 0.24. I'm not sure where it's
 calculated ( in the engine ? ) but based on a comment line it looks like
 it's a division of your current speed and
 CBasePlayerAnimState::GetCurrentMaxGroundSpeed().

 Basically, as minh said, your player is running with a speed that is 24
 percent of what your code says is it's maximal speed. Fix that, and the
 anim should play properly. [ Look at the implementation of
 GetCurrentMaxGroundSpeed() if I'm not mistaken, there's some constants in
 there you may want to modify for your mod ]


  --
  [ Picked text/plain from multipart/alternative ]
  // Output .MDL
  $modelname player/man/man.mdl
 
  // Directory of .TGA
  $cdmaterials models/player/man
 
  //Model Properties
  $origin 0 0 -35
  $scale 0.9
  $model man man_ref.smd
  $surfaceprop flesh
 
   //-
   // Reference (this should be your ragdoll pose or delta)
   //-
 
$sequence reference man_ref
 
   //-
   // Idles
   //-
 
$sequence Idle man_ref loop fps 20 activity ACT_IDLE 1
 
   //---
   // jump
   //---
 
$sequence jump man_jump fps 30 alignto Idle activity ACT_HOP -1
$sequence jump2 man_jump fps 30 alignto Idle activity ACT_JUMP -1
 
   //-
   // Run
   //-
 
$animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
$animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
$animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
$animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
$animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
$animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
$animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
$animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
$animation a_RunZero man_run loop
 
$sequence Run {
 a_RunNW a_RunN a_RunNE
 a_RunW a_RunZero a_RunE
 a_RunSW a_RunS a_RunSE
 blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
 ACT_RUN 1
 { event 7002 15 lfoot }
 { event 7002 4 rfoot }
}
  this is my .qc file. The blend is followed from the player_shared.qc
 
  On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
 
  At full forward you'd want your weight of the forward anim to be 1.0.
  It's
  not the weightlist, those modulate the weight per bone afterwards, the
  problem here is sooner.
 
  It's related to eg
 
  blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
 
  in your qc. The next step in your debugging is seeing why the weight of
  the anim is 0.24. You should look at the move_x pose parameter.
  Similarly,
  you want it to be 1.0 when running forward. If it is at 1.0, then that
  means you should look at your .qc values and you're doing something
  wrong
  there. If it is not at 1.0, which I expect (it's probably at 0.24
  itself),
  then you should indeed look at your runspeeds and how the move_x
  poseparam
  is computed. Either modify your move speed, or modify the calculation
 of
  the move_x parameter so it reflects what you want.
 
  hth,
 
  -- Maarten
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   when i press W run forward, the weight is 0.24, so i guess thats
  where
   the
   problem lies? how do i change the weights?
  
   On 12/26/07, Minh [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   $weightlist in the .qc file has little to do with your problem right
   now..
  
   You're problem as you have described it seems to be that it's not
   playing
   the correct sequence. Like Marteen said, type in
  
   cl_showanimstate 1
  
   and look at what is being played...
  
   - Original Message -
   From: Alvin Ng [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Wednesday, December 26, 2007 12:21 AM
   Subject: Re: [hlcoders] Player animation after major change in
 codes.
  
  
--
[ Picked text/plain from multipart/alternative ]
so by using the command $weightlist in the .qc?
   
On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
   
use cl_showanimstate 1 ( or something similar, I've become too
   dependent
on auto-completion :D ) when you're alone, on a local server, in
thirdperson. On the top right you'll see the list of all
  animations
   that
are being blended at the moment, plus

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
so by using the command $weightlist in the .qc?

On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:

 use cl_showanimstate 1 ( or something similar, I've become too dependent
 on auto-completion :D ) when you're alone, on a local server, in
 thirdperson. On the top right you'll see the list of all animations that
 are being blended at the moment, plus, important, the weight they're being
 blended with. Verify e.g. that when you're running straight forward,
 you're playing the run forward animation with weight 1.0. If that's not
 the case, there's your bug already, it's probably badly set up pose
 parameters in the .qc. If it is playing with weight 1.0 and your run
 animation in max does not correspond to what the character is doing, you
 either have a problem during export or in the .qc, or you're in (a) really
 deep mess/ code-wise :)

  --
  [ Picked text/plain from multipart/alternative ]
  Not only the jump animation. The run animation is working, but not
  totally.
  The animation is supposed to be a run, but when WASD is pressed, the
  animation in game is just taking small steps.
 
  On 12/26/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  ok, I'm sorry but spewing out everything you've done since you were
 born
  doesn't make it any easier for us to decipher what the problem is...
 
  If the jumping stuff isn't working, try finding out what exactly
 happens
  when you press the jump key. Go to sdk_gamemovement.cpp and look for a
  function called  CheckJumpButton
  Investigage what that function is doing and maybe it will lead you to
  why
  your jump animatons aren't working.
 
 
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Tuesday, December 25, 2007 7:00 PM
  Subject: [hlcoders] Player animation after major change in codes.
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   On client side, added existing items in HL2 DLL Folder:
  
   c_sdk_player.h
  
   c_sdk_player.cpp
  
   sdk_playeranimatestate.h
  
   sdk_playeranimatestate.cpp
  
   sdk_player_shared.cpp
  
   On server side, added existing items in HL2 DLL Folder:
  
   sdk_player.h
  
   sdk_player.cpp
  
   sdk_playeranimatestate.h
  
   sdk_playeranimatestate.cpp
  
   sdk_player_shared.cpp
  
  
 
 --
  
   replaced:
  
   #include sdk/sdk_player.h with #include sdk/sdk_playeranimstate.h
  
   *In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp
  
   replaced:
  
   WeaponSDKBase with BaseHLCombat Weapon
  
   e.g. C_WeaponSDKBase
  
   willl be
  
   C_BaseHLCombat Weapon
  
   replaced:
  
   #include sdk_gamerules.h with #include hl2_gamerules.h
  
   #include weapon_sdkbase.h with #include
  basehl2combatweapon_shared.h
  
   *In hl2_player.cpp
  
   comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
  
   e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
  
   *In sdk_playeranimatestate.cpp
  
   replaced:
  
   #include weapon_sdkbase.h with #include
  basehlcombatweapon_shared.h
  
   *In the entire project
  
   replaced:
  
   GetSDKWpnData with GetWpnData
  
   *In weapon_parse.cpp
  
   -=added:
  
   const char *pAnimEx = pKeyValuesData-GetString(
   PlayerAnimationExtension,
   mp5 ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
   m_szAnimExtension )
   );
  
   -=in the function=-
  
   void FileWeaponInfo_t: arse
  
   *In weapon_parse.h
  
   added:
  
   char m_szAnimExtension[16]; // string used to generate player
  animations
   with this weapon
  
   *In sdk_player.cpp , sdk_player.h
  
   commented function with CheatImpulseCommands
  
   *In c_sdk_player.cpp
  
   replaced:
  
   #include weapon_parse.h with #include basehlcombatweapon_shared.h
  
   *In c_sdk_player.h
  
   Find and replace first two C_BasePlayer:
  
   C_BasePlayer with C_BaseHLPlayer
  
   and added:
  
   #include c_basehlplayer.h
  
   *On the server side in sdk_player.h
  
   replaced:
  
   CBasePlayer with CHL2_Player
  
   and included:
  
   #include hl2_player.h
   ---
   We got a help from this coder, he walked us through to change the
  codes,
   now
   I cant seem to get him back.
   After this major change in the codes, i changed the player's
 animation
  to
   a
   9way blend, it seems to work, but not totally.
   The running animations dun work out totally, as in instead of
 running,
   they
   were like walking very small steps.
   And also the jump animations doesn't work anymore.
   Does anyone knows the problem? Is it that we missed out some codes?
   --
  
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Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
when i press W run forward, the weight is 0.24, so i guess thats where the
problem lies? how do i change the weights?

On 12/26/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 $weightlist in the .qc file has little to do with your problem right now..

 You're problem as you have described it seems to be that it's not playing
 the correct sequence. Like Marteen said, type in

 cl_showanimstate 1

 and look at what is being played...

 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, December 26, 2007 12:21 AM
 Subject: Re: [hlcoders] Player animation after major change in codes.


  --
  [ Picked text/plain from multipart/alternative ]
  so by using the command $weightlist in the .qc?
 
  On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
 
  use cl_showanimstate 1 ( or something similar, I've become too
 dependent
  on auto-completion :D ) when you're alone, on a local server, in
  thirdperson. On the top right you'll see the list of all animations
 that
  are being blended at the moment, plus, important, the weight they're
  being
  blended with. Verify e.g. that when you're running straight forward,
  you're playing the run forward animation with weight 1.0. If that's not
  the case, there's your bug already, it's probably badly set up pose
  parameters in the .qc. If it is playing with weight 1.0 and your run
  animation in max does not correspond to what the character is doing,
 you
  either have a problem during export or in the .qc, or you're in (a)
  really
  deep mess/ code-wise :)
 
   --
   [ Picked text/plain from multipart/alternative ]
   Not only the jump animation. The run animation is working, but not
   totally.
   The animation is supposed to be a run, but when WASD is pressed, the
   animation in game is just taking small steps.
  
   On 12/26/07, Minh [EMAIL PROTECTED] wrote:
  
   --
   [ Picked text/plain from multipart/alternative ]
   ok, I'm sorry but spewing out everything you've done since you were
  born
   doesn't make it any easier for us to decipher what the problem is...
  
   If the jumping stuff isn't working, try finding out what exactly
  happens
   when you press the jump key. Go to sdk_gamemovement.cpp and look for
 a
   function called  CheckJumpButton
   Investigage what that function is doing and maybe it will lead you
 to
   why
   your jump animatons aren't working.
  
  
  
   - Original Message -
   From: Alvin Ng [EMAIL PROTECTED]
   To: hlcoders@list.valvesoftware.com
   Sent: Tuesday, December 25, 2007 7:00 PM
   Subject: [hlcoders] Player animation after major change in codes.
  
  
--
[ Picked text/plain from multipart/alternative ]
On client side, added existing items in HL2 DLL Folder:
   
c_sdk_player.h
   
c_sdk_player.cpp
   
sdk_playeranimatestate.h
   
sdk_playeranimatestate.cpp
   
sdk_player_shared.cpp
   
On server side, added existing items in HL2 DLL Folder:
   
sdk_player.h
   
sdk_player.cpp
   
sdk_playeranimatestate.h
   
sdk_playeranimatestate.cpp
   
sdk_player_shared.cpp
   
   
  
 
 --
   
replaced:
   
#include sdk/sdk_player.h with #include
sdk/sdk_playeranimstate.h
   
*In sdk_playeranimatestate.h, sdk_player.cpp,
 sdk_player_shared.cpp
   
replaced:
   
WeaponSDKBase with BaseHLCombat Weapon
   
e.g. C_WeaponSDKBase
   
willl be
   
C_BaseHLCombat Weapon
   
replaced:
   
#include sdk_gamerules.h with #include hl2_gamerules.h
   
#include weapon_sdkbase.h with #include
   basehl2combatweapon_shared.h
   
*In hl2_player.cpp
   
comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
   
e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
   
*In sdk_playeranimatestate.cpp
   
replaced:
   
#include weapon_sdkbase.h with #include
   basehlcombatweapon_shared.h
   
*In the entire project
   
replaced:
   
GetSDKWpnData with GetWpnData
   
*In weapon_parse.cpp
   
-=added:
   
const char *pAnimEx = pKeyValuesData-GetString(
PlayerAnimationExtension,
mp5 ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
m_szAnimExtension )
);
   
-=in the function=-
   
void FileWeaponInfo_t: arse
   
*In weapon_parse.h
   
added:
   
char m_szAnimExtension[16]; // string used to generate player
   animations
with this weapon
   
*In sdk_player.cpp , sdk_player.h
   
commented function with CheatImpulseCommands
   
*In c_sdk_player.cpp
   
replaced:
   
#include weapon_parse.h with #include
basehlcombatweapon_shared.h
   
*In c_sdk_player.h
   
Find and replace first two C_BasePlayer:
   
C_BasePlayer with C_BaseHLPlayer
   
and added:
   
#include

Re: [hlcoders] Player animation after major change in codes.

2007-12-26 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
// Output .MDL
$modelname player/man/man.mdl

// Directory of .TGA
$cdmaterials models/player/man

//Model Properties
$origin 0 0 -35
$scale 0.9
$model man man_ref.smd
$surfaceprop flesh

 //-
 // Reference (this should be your ragdoll pose or delta)
 //-

  $sequence reference man_ref

 //-
 // Idles
 //-

  $sequence Idle man_ref loop fps 20 activity ACT_IDLE 1

 //---
 // jump
 //---

  $sequence jump man_jump fps 30 alignto Idle activity ACT_HOP -1
  $sequence jump2 man_jump fps 30 alignto Idle activity ACT_JUMP -1

 //-
 // Run
 //-

  $animation a_RunS runS startloop 0 LX LY alignto Idle rotateto -180
  $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
  $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
  $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
  $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
  $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
  $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
  $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
  $animation a_RunZero man_run loop

  $sequence Run {
   a_RunNW a_RunN a_RunNE
   a_RunW a_RunZero a_RunE
   a_RunSW a_RunS a_RunSE
   blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop
   ACT_RUN 1
   { event 7002 15 lfoot }
   { event 7002 4 rfoot }
  }
this is my .qc file. The blend is followed from the player_shared.qc

On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:

 At full forward you'd want your weight of the forward anim to be 1.0. It's
 not the weightlist, those modulate the weight per bone afterwards, the
 problem here is sooner.

 It's related to eg

 blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop

 in your qc. The next step in your debugging is seeing why the weight of
 the anim is 0.24. You should look at the move_x pose parameter. Similarly,
 you want it to be 1.0 when running forward. If it is at 1.0, then that
 means you should look at your .qc values and you're doing something wrong
 there. If it is not at 1.0, which I expect (it's probably at 0.24 itself),
 then you should indeed look at your runspeeds and how the move_x poseparam
 is computed. Either modify your move speed, or modify the calculation of
 the move_x parameter so it reflects what you want.

 hth,

 -- Maarten


  --
  [ Picked text/plain from multipart/alternative ]
  when i press W run forward, the weight is 0.24, so i guess thats where
  the
  problem lies? how do i change the weights?
 
  On 12/26/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  $weightlist in the .qc file has little to do with your problem right
  now..
 
  You're problem as you have described it seems to be that it's not
  playing
  the correct sequence. Like Marteen said, type in
 
  cl_showanimstate 1
 
  and look at what is being played...
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, December 26, 2007 12:21 AM
  Subject: Re: [hlcoders] Player animation after major change in codes.
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   so by using the command $weightlist in the .qc?
  
   On 12/26/07, Maarten De Meyer [EMAIL PROTECTED] wrote:
  
   use cl_showanimstate 1 ( or something similar, I've become too
  dependent
   on auto-completion :D ) when you're alone, on a local server, in
   thirdperson. On the top right you'll see the list of all animations
  that
   are being blended at the moment, plus, important, the weight they're
   being
   blended with. Verify e.g. that when you're running straight forward,
   you're playing the run forward animation with weight 1.0. If that's
  not
   the case, there's your bug already, it's probably badly set up pose
   parameters in the .qc. If it is playing with weight 1.0 and your run
   animation in max does not correspond to what the character is doing,
  you
   either have a problem during export or in the .qc, or you're in (a)
   really
   deep mess/ code-wise :)
  
--
[ Picked text/plain from multipart/alternative ]
Not only the jump animation. The run animation is working, but not
totally.
The animation is supposed to be a run, but when WASD is pressed,
  the
animation in game is just taking small steps.
   
On 12/26/07, Minh [EMAIL PROTECTED] wrote:
   
--
[ Picked text/plain from multipart/alternative ]
ok, I'm sorry but spewing out everything you've done since you
  were
   born
doesn't make it any easier for us to decipher what the problem
  is...
   
If the jumping stuff isn't working, try finding out what exactly
   happens
when you press the jump key. Go to sdk_gamemovement.cpp and look
  for
  a
function called  CheckJumpButton

[hlcoders] Player animation after major change in codes.

2007-12-25 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
On client side, added existing items in HL2 DLL Folder:

c_sdk_player.h

c_sdk_player.cpp

sdk_playeranimatestate.h

sdk_playeranimatestate.cpp

sdk_player_shared.cpp

On server side, added existing items in HL2 DLL Folder:

sdk_player.h

sdk_player.cpp

sdk_playeranimatestate.h

sdk_playeranimatestate.cpp

sdk_player_shared.cpp

--

replaced:

#include sdk/sdk_player.h with #include sdk/sdk_playeranimstate.h

*In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp

replaced:

WeaponSDKBase with BaseHLCombat Weapon

e.g. C_WeaponSDKBase

willl be

C_BaseHLCombat Weapon

replaced:

#include sdk_gamerules.h with #include hl2_gamerules.h

#include weapon_sdkbase.h with #include basehl2combatweapon_shared.h

*In hl2_player.cpp

comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );

e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );

*In sdk_playeranimatestate.cpp

replaced:

#include weapon_sdkbase.h with #include basehlcombatweapon_shared.h

*In the entire project

replaced:

GetSDKWpnData with GetWpnData

*In weapon_parse.cpp

-=added:

const char *pAnimEx = pKeyValuesData-GetString( PlayerAnimationExtension,
mp5 ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( m_szAnimExtension )
);

-=in the function=-

void FileWeaponInfo_t: arse

*In weapon_parse.h

added:

char m_szAnimExtension[16]; // string used to generate player animations
with this weapon

*In sdk_player.cpp , sdk_player.h

commented function with CheatImpulseCommands

*In c_sdk_player.cpp

replaced:

#include weapon_parse.h with #include basehlcombatweapon_shared.h

*In c_sdk_player.h

Find and replace first two C_BasePlayer:

C_BasePlayer with C_BaseHLPlayer

and added:

#include c_basehlplayer.h

*On the server side in sdk_player.h

replaced:

CBasePlayer with CHL2_Player

and included:

#include hl2_player.h
 ---
We got a help from this coder, he walked us through to change the codes, now
I cant seem to get him back.
After this major change in the codes, i changed the player's animation to a
9way blend, it seems to work, but not totally.
The running animations dun work out totally, as in instead of running, they
were like walking very small steps.
And also the jump animations doesn't work anymore.
Does anyone knows the problem? Is it that we missed out some codes?
--

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Re: [hlcoders] Player animation after major change in codes.

2007-12-25 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Not only the jump animation. The run animation is working, but not totally.
The animation is supposed to be a run, but when WASD is pressed, the
animation in game is just taking small steps.

On 12/26/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 ok, I'm sorry but spewing out everything you've done since you were born
 doesn't make it any easier for us to decipher what the problem is...

 If the jumping stuff isn't working, try finding out what exactly happens
 when you press the jump key. Go to sdk_gamemovement.cpp and look for a
 function called  CheckJumpButton
 Investigage what that function is doing and maybe it will lead you to why
 your jump animatons aren't working.



 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Tuesday, December 25, 2007 7:00 PM
 Subject: [hlcoders] Player animation after major change in codes.


  --
  [ Picked text/plain from multipart/alternative ]
  On client side, added existing items in HL2 DLL Folder:
 
  c_sdk_player.h
 
  c_sdk_player.cpp
 
  sdk_playeranimatestate.h
 
  sdk_playeranimatestate.cpp
 
  sdk_player_shared.cpp
 
  On server side, added existing items in HL2 DLL Folder:
 
  sdk_player.h
 
  sdk_player.cpp
 
  sdk_playeranimatestate.h
 
  sdk_playeranimatestate.cpp
 
  sdk_player_shared.cpp
 
 
 --
 
  replaced:
 
  #include sdk/sdk_player.h with #include sdk/sdk_playeranimstate.h
 
  *In sdk_playeranimatestate.h, sdk_player.cpp, sdk_player_shared.cpp
 
  replaced:
 
  WeaponSDKBase with BaseHLCombat Weapon
 
  e.g. C_WeaponSDKBase
 
  willl be
 
  C_BaseHLCombat Weapon
 
  replaced:
 
  #include sdk_gamerules.h with #include hl2_gamerules.h
 
  #include weapon_sdkbase.h with #include basehl2combatweapon_shared.h
 
  *In hl2_player.cpp
 
  comment LINK_ENTITY_TO_CLASS( player, CHL2_Player );
 
  e.g. // LINK_ENTITY_TO_CLASS( player, CHL2_Player );
 
  *In sdk_playeranimatestate.cpp
 
  replaced:
 
  #include weapon_sdkbase.h with #include basehlcombatweapon_shared.h
 
  *In the entire project
 
  replaced:
 
  GetSDKWpnData with GetWpnData
 
  *In weapon_parse.cpp
 
  -=added:
 
  const char *pAnimEx = pKeyValuesData-GetString(
  PlayerAnimationExtension,
  mp5 ); Q_strncpy( m_szAnimExtension, pAnimEx, sizeof(
  m_szAnimExtension )
  );
 
  -=in the function=-
 
  void FileWeaponInfo_t: arse
 
  *In weapon_parse.h
 
  added:
 
  char m_szAnimExtension[16]; // string used to generate player animations
  with this weapon
 
  *In sdk_player.cpp , sdk_player.h
 
  commented function with CheatImpulseCommands
 
  *In c_sdk_player.cpp
 
  replaced:
 
  #include weapon_parse.h with #include basehlcombatweapon_shared.h
 
  *In c_sdk_player.h
 
  Find and replace first two C_BasePlayer:
 
  C_BasePlayer with C_BaseHLPlayer
 
  and added:
 
  #include c_basehlplayer.h
 
  *On the server side in sdk_player.h
 
  replaced:
 
  CBasePlayer with CHL2_Player
 
  and included:
 
  #include hl2_player.h
  ---
  We got a help from this coder, he walked us through to change the codes,
  now
  I cant seem to get him back.
  After this major change in the codes, i changed the player's animation
 to
  a
  9way blend, it seems to work, but not totally.
  The running animations dun work out totally, as in instead of running,
  they
  were like walking very small steps.
  And also the jump animations doesn't work anymore.
  Does anyone knows the problem? Is it that we missed out some codes?
  --
 
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 

 --

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Re: [hlcoders] Replace Crowbar for HL2SP Mod.

2007-12-13 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
This appears after chose the weapons and press attack for some weapons like
the pistol, thats why i can replace by adding the act in my qc, but for crow
bar, this line doesnt appear in game, thats why I wasn't able to replace the
animation. I was thinking if the reason could be that there's another mdl
file / animation in game thats why the animations cant be played from my qc.

CBaseAnimatingOverlay::AddGesture: model models/player/man/man.mdl missing
activity ACT_GESTURE_RANGE_ATTACK_SMG


On 12/13/07, Alvin Ng [EMAIL PROTECTED] wrote:

 is ACT_RANGE_ATTACK_SMG1 for the crowbar? or u mean i need to change to
 $sequence attack1 attack1 ACT_MELEE_ATTACK_SWIN 1 fps 20.00

 Either I have no problem with my sequences... It works for my runs and
 also the pistol
 and handgun.


  On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote:
 
  Don't think your sequence is right. Mine looks like:
 
  $sequence attack1 attack1 ACT_RANGE_ATTACK_SMG1 1 fps 20.00
  $sequence [local name] [smd file] [Activity name] 1 fps [fps float]
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
  Sent: Thursday, December 13, 2007 3:22 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod.
 
  --
  [ Picked text/plain from multipart/alternative ]
  Ya I did.
 
 
  acttable_t CWeaponCrowbar::m_acttable[] =
 
  {
 
  { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
 
  { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
 
  { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
 
  };
 
  So i used the ACT_MELEE_ATTACK_SWING in
 
  $sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1
 
  But it still didnt work. (i turned on impulse 101 if it does matter.)
  
 
  ---
  On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote:
  
   Activities that are used are controlled by the weapons code in the act
 
   table
   which maps generic Activities to the ones for that weapon. Have you
  set
   this
   up?
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
   Sent: Thursday, December 13, 2007 2:09 PM
   To: hlcoders@list.valvesoftware.com
   Subject: [hlcoders] Replace Crowbar for HL2SP Mod.
  
   --
   [ Picked text/plain from multipart/alternative ]
   I am trying to replace the crowbar animation with a custom player
  model's
   animation.
  
   So far I tried many act_.
  
   But none of them worked for the crowbar.
   As in when the mouse is pressed, the model will play the animation
   -
  
   //For HL2SPCB = Crowbar
  
   $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1
  
   $sequence CBattackswing Attack1 fps 30 snap activity
   ACT_GESTURE_RANGE_ATTACK_SLAM 1
  
   //For HL2MP
  
   $sequence CBattack2 Attack1 fps 30 snap activity
   ACT_GESTURE_MELEE_ATTACK1
   1
  
   $sequence CBattackswing2 Attack1 fps 30 snap activity
   ACT_GESTURE_MELEE_ATTACK_SWING 1
  
   -
  
  
   It worked for the #HL2_Pistol
   which is
  
   $sequence pistolAttack Attack1 fps 30 snap activity
   ACT_GESTURE_RANGE_ATTACK_PISTOL 1
   $sequence pistolReload Attack2 fps 30 snap activity
   ACT_GESTURE_RELOAD_PISTOL 1
   --
  
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[hlcoders] Replace Crowbar for HL2SP Mod.

2007-12-12 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I am trying to replace the crowbar animation with a custom player model's
animation.

So far I tried many act_.

But none of them worked for the crowbar.
As in when the mouse is pressed, the model will play the animation
-

//For HL2SPCB = Crowbar

$sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1

$sequence CBattackswing Attack1 fps 30 snap activity
ACT_GESTURE_RANGE_ATTACK_SLAM 1

//For HL2MP

$sequence CBattack2 Attack1 fps 30 snap activity ACT_GESTURE_MELEE_ATTACK1
1

$sequence CBattackswing2 Attack1 fps 30 snap activity
ACT_GESTURE_MELEE_ATTACK_SWING 1

-


It worked for the #HL2_Pistol
which is

$sequence pistolAttack Attack1 fps 30 snap activity
ACT_GESTURE_RANGE_ATTACK_PISTOL 1
$sequence pistolReload Attack2 fps 30 snap activity
ACT_GESTURE_RELOAD_PISTOL 1
--

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Re: [hlcoders] Replace Crowbar for HL2SP Mod.

2007-12-12 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Ya I did.


acttable_t CWeaponCrowbar::m_acttable[] =

{

{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },

{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },

{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },

};

So i used the ACT_MELEE_ATTACK_SWING in

$sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1

But it still didnt work. (i turned on impulse 101 if it does matter.)
---
On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Activities that are used are controlled by the weapons code in the act
 table
 which maps generic Activities to the ones for that weapon. Have you set
 this
 up?

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
 Sent: Thursday, December 13, 2007 2:09 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] Replace Crowbar for HL2SP Mod.

 --
 [ Picked text/plain from multipart/alternative ]
 I am trying to replace the crowbar animation with a custom player model's
 animation.

 So far I tried many act_.

 But none of them worked for the crowbar.
 As in when the mouse is pressed, the model will play the animation
 -

 //For HL2SPCB = Crowbar

 $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1

 $sequence CBattackswing Attack1 fps 30 snap activity
 ACT_GESTURE_RANGE_ATTACK_SLAM 1

 //For HL2MP

 $sequence CBattack2 Attack1 fps 30 snap activity
 ACT_GESTURE_MELEE_ATTACK1
 1

 $sequence CBattackswing2 Attack1 fps 30 snap activity
 ACT_GESTURE_MELEE_ATTACK_SWING 1

 -


 It worked for the #HL2_Pistol
 which is

 $sequence pistolAttack Attack1 fps 30 snap activity
 ACT_GESTURE_RANGE_ATTACK_PISTOL 1
 $sequence pistolReload Attack2 fps 30 snap activity
 ACT_GESTURE_RELOAD_PISTOL 1
 --

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Re: [hlcoders] Replace Crowbar for HL2SP Mod.

2007-12-12 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
is ACT_RANGE_ATTACK_SMG1 for the crowbar? or u mean i need to change to
$sequence attack1 attack1 ACT_MELEE_ATTACK_SWIN 1 fps 20.00

Either I have no problem with my sequences... It works for my runs and also
the pistol
and handgun.


On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Don't think your sequence is right. Mine looks like:

 $sequence attack1 attack1 ACT_RANGE_ATTACK_SMG1 1 fps 20.00
 $sequence [local name] [smd file] [Activity name] 1 fps [fps float]

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
 Sent: Thursday, December 13, 2007 3:22 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Replace Crowbar for HL2SP Mod.

 --
 [ Picked text/plain from multipart/alternative ]
 Ya I did.


 acttable_t CWeaponCrowbar::m_acttable[] =

 {

 { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },

 { ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },

 { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },

 };

 So i used the ACT_MELEE_ATTACK_SWING in

 $sequence CBATT2 Attack1 fps 30 snap activity ACT_RANGE_ATTACK_SWING 1

 But it still didnt work. (i turned on impulse 101 if it does matter.)

 
 ---
 On 12/13/07, Mark Chandler [EMAIL PROTECTED] wrote:
 
  Activities that are used are controlled by the weapons code in the act
  table
  which maps generic Activities to the ones for that weapon. Have you set
  this
  up?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Alvin Ng
  Sent: Thursday, December 13, 2007 2:09 PM
  To: hlcoders@list.valvesoftware.com
  Subject: [hlcoders] Replace Crowbar for HL2SP Mod.
 
  --
  [ Picked text/plain from multipart/alternative ]
  I am trying to replace the crowbar animation with a custom player
 model's
  animation.
 
  So far I tried many act_.
 
  But none of them worked for the crowbar.
  As in when the mouse is pressed, the model will play the animation
  -
 
  //For HL2SPCB = Crowbar
 
  $sequence CBattack Attack1 fps 30 snap activity ACT_RANGE_ATTACK1 1
 
  $sequence CBattackswing Attack1 fps 30 snap activity
  ACT_GESTURE_RANGE_ATTACK_SLAM 1
 
  //For HL2MP
 
  $sequence CBattack2 Attack1 fps 30 snap activity
  ACT_GESTURE_MELEE_ATTACK1
  1
 
  $sequence CBattackswing2 Attack1 fps 30 snap activity
  ACT_GESTURE_MELEE_ATTACK_SWING 1
 
  -
 
 
  It worked for the #HL2_Pistol
  which is
 
  $sequence pistolAttack Attack1 fps 30 snap activity
  ACT_GESTURE_RANGE_ATTACK_PISTOL 1
  $sequence pistolReload Attack2 fps 30 snap activity
  ACT_GESTURE_RELOAD_PISTOL 1
  --
 
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[hlcoders] Player's Animation Activity List

2007-12-09 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Anyone knows where I can get a full working list for the activities for Half
Life 2 Single Player.

Like e.g.ACT_RUN
ACT_JUMP

so on

Because the one on the Valve wiki, alot of them doesnt work, like
e.g.ACT_HOP
 ACT_STRAFE_LEFT
 ACT_STRAFE_RIGHT

Thanks in advanced.
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
Can we like create a multiplayer mod, then copy that part of the anim codes
to put into the single player mod?


On 12/6/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 hmm. maybe singleplayer doesn't create an animstate machine for the
 player.
 I guess I can't help you then, sorry..

 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, December 05, 2007 11:54 PM
 Subject: Re: [hlcoders] 3rd person cam, player's animation


  --
  [ Picked text/plain from multipart/alternative ]
  found
  ,
 
  if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY 
  m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
 
  ,
 
  if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY )
 
  and so on which are about the same.
 
  I cant seem to find
 
  m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY,
  true );
  --
 
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-06 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I can see the jump and run animations, but when I press
A(left) D(right) S(back) it still plays the same running forward animation.
Plus for jumping, it only plays the jump animation when one of the WASD key
is pressed too.
if not it will just move the idle animation up and down.


On 12/6/07, Mark Chandler [EMAIL PROTECTED] wrote:

 Yeah sp is mp but with maxplayers set at 1

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Thursday, December 06, 2007 6:04 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] 3rd person cam, player's animation

 --
 [ Picked text/plain from multipart/alternative ]
 I'm sure that's possible. I've never tried it myself but I don't see why
 it
 wouldn't work.
 Heck, singleplayer is really just multiplayer but with 0 ping... I
 think

 I'm not gonna walk you through copying the code though.. so..good luck
 with
 that. .. uhmm, bye!

 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, December 06, 2007 12:17 AM
 Subject: Re: [hlcoders] 3rd person cam, player's animation


  --
  [ Picked text/plain from multipart/alternative ]
  Can we like create a multiplayer mod, then copy that part of the anim
  codes
  to put into the single player mod?
 
 
  On 12/6/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  hmm. maybe singleplayer doesn't create an animstate machine for the
  player.
  I guess I can't help you then, sorry..
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Sent: Wednesday, December 05, 2007 11:54 PM
  Subject: Re: [hlcoders] 3rd person cam, player's animation
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   found
   ,
  
   if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY 
   m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )
  
   ,
  
   if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY )
  
   and so on which are about the same.
  
   I cant seem to find
  
   m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY,
   true );
   --
  
   ___
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 archives,
   please visit:
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  --
 
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-05 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
found
,

if ( m_AnimConfig.m_LegAnimType != LEGANIM_9WAY 
m_AnimConfig.m_LegAnimType != LEGANIM_8WAY )

,

if ( m_AnimConfig.m_LegAnimType == LEGANIM_9WAY )

and so on which are about the same.

I cant seem to find

m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true );
--

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Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
return CalcSequenceIndex( %s%s, DEFAULT_RUN_NAME, pSuffix );
Is it under this?

But still, what do I change?

On 12/3/07, Alvin Ng [EMAIL PROTECTED] wrote:

 What do I change in there? Sorry I just started on this and I am not good
 at coding.. So I do not really know what to change, plus i cant seem to find
 anything whichs says change from 1 animation to 9

 On 12/3/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  Make sure you are specifying 8-way animation
  in  sdk_playeranimstate.cpp.
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com 
  Sent: Sunday, December 02, 2007 9:38 PM
  Subject: [hlcoders] 3rd person cam, player's animation
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   I am creating a mod with own models and animation and I am having a
   problem
   whereby the
   main player model doesn't play the the correct animations when the
  keys
   are
   pressed, like
  
   key W-Plays animation running forward
   key A -Plays animation shafting left
   key S -Plays animation running backwards
   key D -Plays animation shafting right
  
   Right now, the animations played for all four keys are the running
  forward
   animation.
   In the .qc file at the move_yaw the animations are working inside the
   hlmv.exe but not in the mod.
   --
  
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   please visit:
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
What do I change in there? Sorry I just started on this and I am not good at
coding.. So I do not really know what to change, plus i cant seem to find
anything whichs says change from 1 animation to 9

On 12/3/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Make sure you are specifying 8-way animation in  sdk_playeranimstate.cpp.

 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Sunday, December 02, 2007 9:38 PM
 Subject: [hlcoders] 3rd person cam, player's animation


  --
  [ Picked text/plain from multipart/alternative ]
  I am creating a mod with own models and animation and I am having a
  problem
  whereby the
  main player model doesn't play the the correct animations when the keys
  are
  pressed, like
 
  key W-Plays animation running forward
  key A -Plays animation shafting left
  key S -Plays animation running backwards
  key D -Plays animation shafting right
 
  Right now, the animations played for all four keys are the running
 forward
  animation.
  In the .qc file at the move_yaw the animations are working inside the
  hlmv.exe but not in the mod.
  --
 
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  please visit:
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Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
My .qc file has this
===-
$animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
$animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
$animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
$animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
$animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
$animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
$animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
$animation a_RunZero man_run loop
$sequence Run {
 a_RunS a_RunSE a_RunE
 a_RunNE a_RunN a_RunNW
 a_RunW a_RunSW a_RunS
 blendwidth 9 blend move_yaw -180 180 node running
 ACT_RUN 1
}

Then again, I am using halflife 2 single player mode.. not multiplayer...


On 12/3/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The reason you need to specify it as 8 WAY is because
 move_yaw pose parameter is an 8 way blended parameter.

 The 9 WAY method uses two pose paremeters.
 move_x
 move_y


 I believe the CS Source player models use move_x and move_y
 You should try to base your .qc file off the CS:Source player models.

 Oh, and the only difference between 9Way and 8WAY is that the 9WAY has an
 extra animation for when the player is stationary. In the code, working
 with
 9WAY animation is simpler because you just have to set the 'move_x' and
 'move_y' pose paremeter to '0' and the player is playing the idle
 animation.
 With 8WAY animation, you have to blend in a seperate idle sequence.. which

 is a bit more complicated..
 I recommend copying the CSSource method and using 9WAY.

 8WAY is an older method that was designed before 9WAY became the standard
 method for Source character animation.


 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com 
 Sent: Sunday, December 02, 2007 9:38 PM
 Subject: [hlcoders] 3rd person cam, player's animation


  --
  [ Picked text/plain from multipart/alternative ]
  I am creating a mod with own models and animation and I am having a
  problem
  whereby the
  main player model doesn't play the the correct animations when the keys
  are
  pressed, like
 
  key W-Plays animation running forward
  key A -Plays animation shafting left
  key S -Plays animation running backwards
  key D -Plays animation shafting right
 
  Right now, the animations played for all four keys are the running
 forward
  animation.
  In the .qc file at the move_yaw the animations are working inside the
  hlmv.exe but not in the mod.
  --
 
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  please visit:
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 --

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Re: [hlcoders] 3rd person cam, player's animation

2007-12-03 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I cant find that state in the codes fr hl2 single mode
Its for the main player...
ya.. a third person mod using halflife 2 single mode.


On 12/3/07, Minh [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 Yea, that's what a normal
 8-way animation looks like. You can remove the line containing a_RunZero
 since it's not even being used.
 The actual sequence, Run contains 8 movement directions, S, SE, E, NE,
 N,
 NW, W, SW.
 So as I said in my previous email, the Run sequence has to get blended
 (in
 code) with an idle sequence when the player is not moving.

 Anyways, just make sure your character has this line in it's class
 constructor:
 m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_8WAY, true
 );

 Is this for an NPC? or for a player? (ie. you're doing third person mod)



 - Original Message -
 From: Alvin Ng [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Monday, December 03, 2007 12:37 AM
 Subject: Re: [hlcoders] 3rd person cam, player's animation


  --
  [ Picked text/plain from multipart/alternative ]
  My .qc file has this
  ===-
  $animation a_RunSE runSE startloop 0 LX LY alignto Idle rotateto -135
  $animation a_RunE runE startloop 0 LX LY alignto Idle rotateto -90
  $animation a_RunNE runNE startloop 0 LX LY alignto Idle rotateto -45
  $animation a_RunN runN startloop 0 LX LY alignto Idle rotateto 0
  $animation a_RunNW runNW startloop 0 LX LY alignto Idle rotateto 45
  $animation a_RunW runW startloop 0 LX LY alignto Idle rotateto 90
  $animation a_RunSW runSW startloop 0 LX LY alignto Idle rotateto 135
  $animation a_RunZero man_run loop
  $sequence Run {
  a_RunS a_RunSE a_RunE
  a_RunNE a_RunN a_RunNW
  a_RunW a_RunSW a_RunS
  blendwidth 9 blend move_yaw -180 180 node running
  ACT_RUN 1
  }
  
  Then again, I am using halflife 2 single player mode.. not
 multiplayer...
 
 
  On 12/3/07, Minh [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  The reason you need to specify it as 8 WAY is because
  move_yaw pose parameter is an 8 way blended parameter.
 
  The 9 WAY method uses two pose paremeters.
  move_x
  move_y
 
 
  I believe the CS Source player models use move_x and move_y
  You should try to base your .qc file off the CS:Source player models.
 
  Oh, and the only difference between 9Way and 8WAY is that the 9WAY has
 an
  extra animation for when the player is stationary. In the code, working
  with
  9WAY animation is simpler because you just have to set the 'move_x' and
  'move_y' pose paremeter to '0' and the player is playing the idle
  animation.
  With 8WAY animation, you have to blend in a seperate idle sequence..
  which
 
  is a bit more complicated..
  I recommend copying the CSSource method and using 9WAY.
 
  8WAY is an older method that was designed before 9WAY became the
 standard
  method for Source character animation.
 
 
  - Original Message -
  From: Alvin Ng [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com 
  Sent: Sunday, December 02, 2007 9:38 PM
  Subject: [hlcoders] 3rd person cam, player's animation
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   I am creating a mod with own models and animation and I am having a
   problem
   whereby the
   main player model doesn't play the the correct animations when the
 keys
   are
   pressed, like
  
   key W-Plays animation running forward
   key A -Plays animation shafting left
   key S -Plays animation running backwards
   key D -Plays animation shafting right
  
   Right now, the animations played for all four keys are the running
  forward
   animation.
   In the .qc file at the move_yaw the animations are working inside the
   hlmv.exe but not in the mod.
   --
  
   ___
   To unsubscribe, edit your list preferences, or view the list
 archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
 
  --
 
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  please visit:
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[hlcoders] 3rd person cam, player's animation

2007-12-02 Thread Alvin Ng
--
[ Picked text/plain from multipart/alternative ]
I am creating a mod with own models and animation and I am having a problem
whereby the
main player model doesn't play the the correct animations when the keys are
pressed, like

key W-Plays animation running forward
key A -Plays animation shafting left
key S -Plays animation running backwards
key D -Plays animation shafting right

Right now, the animations played for all four keys are the running forward
animation.
In the .qc file at the move_yaw the animations are working inside the
hlmv.exe but not in the mod.
--

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