Re: [hlcoders] L4D Glow Effects
We used a particle effect to create something similar, it's not quite as clean as the L4D outlines and it has some issues with regards to vis leafs. -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders- boun...@list.valvesoftware.com] On Behalf Of Jonathan Murphy Sent: 24 November 2009 22:41 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] L4D Glow Effects I might be incorrect but didn't The Hidden mod have a similar shader effect? Maybe download and check it out? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] New Content Authoring Tools In Tonight's Update
Quick question about the material editor - is there a way of changing the preview model? A sphere isn't much use in a lot of cases! I may have missed it, I only gave it a quick look but nothing jumped out at me as doing the job. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Mike Durand Sent: 10 June 2008 01:38 To: Discussion of Half-Life Programming Subject: [hlcoders] New Content Authoring Tools In Tonight's Update Hi All- Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for the particle editor, the commentary editor, and the materials editor. I'm still working on an SDK update that includes a convenient way to launch the tools as well as some example particles and commentary files, but in the interim you can run any of the three games with '-tools' in the launch options and access the new tools. More documentation is on the way, but here is some general information to help get you started checking out the tools: 1. These three tools run in the same process as the engine and you can switch between the tools. 2. The F10 button changes context between playing the game in the 'Engine Viewport' window and editing content via the current tool. 3. In the lower left corner is an input field that allows the user to dispatch console commands to the game while working with the tools. 4. Particle systems are defined in .pcf files that are located in the 'particles' subdirectory beneath the game directory. You should extract some of the TF2, Portal, or Ep2 particle files from the game caches if you would like to see some examples. The SDK update will include example particles. 5. Commentary node information is stored in text files in the games' 'maps' subdirectory and the established naming convention is map_name_commentary.txt. Again, you can extract these files from our shipping games to check out the editor ahead of the SDK update and example nodes. 6. The material editor is a GUI front-end and preview tool that provides a more convenient way of tweaking materials settings. You can extract VMT files from our shipping games or those from your own mods to check it out. I'm sure that there will be lots of questions and I'll do my best to answer them quickly. I'm looking update the SDK either tomorrow or Wednesday which will give you guys some more examples as well as make launching the engine tools more consistent with our other tools. -Best, Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Scale down mouse input?
Yeah, the crossbow does just this when you zoom in (as does any zoom afaik) Take a look at the zoom_sensitivity_ratio cvar in c_baseplayer.cpp (ep1) or view.cpp (ob), it's doing (pretty much) exactly what you want (obviously, just use your own value in place of the cvar) Jed. -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Garry Newman Sent: 03 May 2008 17:38 To: [EMAIL PROTECTED]; Discussion of Half-Life Programming Subject: Re: [hlcoders] Scale down mouse input? Doesn't the crossbow do something like this, less sensitive when zoomed in? garry ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Getting OB scratch SDK running with no errors / bugs?
Ran the game, tried to load map. Black screen... seems like its taking forever to load. Went to console to see some network problem. The map never loads... just get a black screen with the main menu on top of it. Anyone have luck running the OB scratch SDK? Any of this sound familiar? Yes I've got the OB scratch SDK running and plenty of that lot sounds familiar. Anyone have a solution to get it running?? Not without a bit more information (ie, what's the network problem it reports?) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Loading screen art
I used a custom proxy to load a suitable image on my loading panels, rather than changing anything in the UI code itself - you could probably use something like this, or a procedural material to display dynamic text too. The meat of the proxy is as follows: #define DEFAULT_NAME vgui/loading/default bool CLevelLoadingProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { bool found = false; m_pBaseTextureVar = pMaterial-FindVar( $basetexture, found ); if ( !found ) return false; m_pDefaultTexture = materials-FindTexture( DEFAULT_NAME, TEXTURE_GROUP_VGUI ); if ( IsErrorTexture( m_pDefaultTexture ) ) return false; m_pDefaultTexture-IncrementReferenceCount(); return true; } void CLevelLoadingProxy::OnBind( void *pC_BaseEntity ) { if ( !m_pBaseTextureVar ) return; ITexture *texture = NULL; char loadingimage[ 512 ]; const char *mapname = engine-GetLevelName(); Q_snprintf( loadingimage, sizeof( loadingimage ), vgui/loading/%s, mapname ); texture = materials-FindTexture( loadingimage, TEXTURE_GROUP_VGUI, false ); if ( !IsErrorTexture( texture ) ) { m_pBaseTextureVar-SetTextureValue( texture ); return; } if ( m_pDefaultTexture ) { m_pBaseTextureVar-SetTextureValue( m_pDefaultTexture ); return; } } As you can see, I get the name of the current map (there must be a way of doing this that returns the map name at an earlier point in the loading process, possibly CSDKModeManager::LevelInit) and use that to load the relevant loading image. If there isn't a suitable image, it shows a default image instead that's just pleasantly generic. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of dave daveslastname Sent: 10 February 2008 02:34 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Loading screen art -- [ Picked text/plain from multipart/alternative ] Yep, I was wondering this as well. Changing the RES file and adding images, text and changing panel sizes is not hard. But making those changes and images specific to whatever map is being loaded appears... very difficult to say the least. You'd think this would be something easily editable in Source, for the sole purpose of letting players know what's coming up next and maybe show a map briefing or something (we all know players don't read the mission briefings when they can just click past it), but I guess not. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] OrangeBox SDK Port Problem
Are your dlls being copied to your bin folder correctly? The first release had a broken solution in that respect. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale Dunlap Sent: 27 January 2008 12:15 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] OrangeBox SDK Port Problem -- [ Picked text/plain from multipart/alternative ] Its been a while since I've used this I hope everyone is as helpful as they were years ago :) I recently downloaded and began to port my existing mod code into the Orange Box Beta SDK. Now when the mod starts, I get Could not load library client. and quits. When I run this in debug mode, it breaks into the debugger and has the following in the call stack: engine.dll!20184ec7() [Frames below may be incorrect and/or missing, no symbols loaded for engine.dll] FileSystem_Steam.dll!CreateInterface() + 0x780b bytes FileSystem_Steam.dll!0d141e93() FileSystem_Steam.dll!0d135d7d() FileSystem_Steam.dll!0d135dc6() MaterialSystem.dll!CreateInterface() + 0xa571 bytes engine.dll!F() + 0xa0f31 bytes 0001() From what I'm guessing... it is attempting to create an interface into the client DLL and then failing. Can someone help me out by giving me some common causes of this? I know Could not load library client is a pretty vague message, but I hope the call stack helps. I've changed my SteamAppID to 420 (like the create-a-mod ScratchSDK's gameinfo.txt is). I've checked user messages and mod events too to make sure that I am catching all of mine. It almost seems as if it is a simple missing file or something. I've always hated tracking these down :( Perhaps someone can point me in the right direction. Thanks. -Mazor -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] datacache crash
This issue has just recently sprung up - whenever I make a change to the mods code base the mod refuses to load a map, it just crashes out with the datacache.dll error, if I revert the change and try again, the mod works fine again. I thought it might be the specific change I was making when the issue started, but I've since tried others and the same thing is happening, so it's apparently anything in the codebase causing the issue. I'm not having issues with other mods / games run via steam, just this one and only when I make a change to the code base (which can be as little as setting a pointer to null in a constructor). I've searched the net for the issue and have tried the various folk remedies out there to no avail - does anyone else have any ideas? I'm developing a small pile of mdmps from the crash too - all of which just point into datacache.dll! Cheers, Ging ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] datacache crash
The map works fine across multiple versions of the mod (it's just a test map that's as basic as possible) - I think I've tracked the cause of the issue down to some particle code (I'm updating the code base and bringing across code from the previous version before then refactoring it). I can have the particle files in the solution and they compile just fine but as soon as they're used in another class they cause the engine to crash through datacache.dll - I'll have to just try re-writing the particle code tomorrow and see if that resolves the issue. Not touching OB for now - the cause of the crash does appear to be purely using the particle class in another entity, so I'll dig further into that. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cory de La Torre Sent: 26 January 2008 23:06 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] datacache crash -- [ Picked text/plain from multipart/alternative ] This is a problem with your map, as I've experienced this too, how does your compile log look for all the maps, because oddly this shouldn't happen. Did you recompile them under OB? Or what exactly have you edited on them? On Jan 26, 2008 5:49 AM, Chris Janes [EMAIL PROTECTED] wrote: This issue has just recently sprung up - whenever I make a change to the mods code base the mod refuses to load a map, it just crashes out with the datacache.dll error, if I revert the change and try again, the mod works fine again. I thought it might be the specific change I was making when the issue started, but I've since tried others and the same thing is happening, so it's apparently anything in the codebase causing the issue. I'm not having issues with other mods / games run via steam, just this one and only when I make a change to the code base (which can be as little as setting a pointer to null in a constructor). I've searched the net for the issue and have tried the various folk remedies out there to no avail - does anyone else have any ideas? I'm developing a small pile of mdmps from the crash too - all of which just point into datacache.dll! Cheers, Ging ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Gear Dev -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animated Decals on Models
I think the mod you're talking about was Caliber - last I knew the coder that did the shield stuff had moved on (Imperio59) and it seems the mod itself is dead, their domain just points to an advert filled holding page now, so I don't think it'll be easy to track any of their team down to get info from. It's possible that their shield was more than just a sphere mesh with a pretty refraction shader applied to it, they may have done some fancy shader writing to get the ripple or something in the code. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ryan Sheffer Sent: 12 January 2008 20:41 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animated Decals on Models -- [ Picked text/plain from multipart/alternative ] What we are looking for is either a way around this issue above or an alternative. I remember a mod awhile back that had sphere shields around robot players, and when the shields were struck by a bullet they would make a very nice ripple effect. We are trying to basically accomplish the same thing, but so far with bad results. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Enemy AI to attack you...
If the weapon is setup with an acttable, you won't need NPC_TranslateActivity (well, in the majority of cases anyhow). But glad it got you on the right track - I spent a couple of days confused as to why my NPC wouldn't walk when others would! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 22 October 2007 06:01 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Enemy AI to attack you... -- [ Picked text/plain from multipart/alternative ] Thanks for the help, it was the NPC_TranslateActivity, I didn't have a ACT_RANGE_ATTACK1 Setup, And also, the weapon wasn't setup for NPC's either, so i had to do that as well. So thanks, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] hudlayout.res
hud_reloadscheme will do it. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Hiott Sent: 22 October 2007 20:40 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] hudlayout.res -- [ Picked text/plain from multipart/alternative ] Hey, Is there a way to reload hudlayout.res while the game is in progress so I can make changes and see the results without having to reload the game? Thanks, John -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] hudlayout.res
My sending the reply triggered the send / receive that brought in Tonys reply - I saw it said the same thing as I'd said but it was a tad late by then! At least, that's my excuse! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Leighton Sent: 22 October 2007 23:55 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] hudlayout.res Sometimes gmail, hotmail and other providers hold email back for a while... dunno why. Or they're too lazy to read replies. Damn coders. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] lol, when i saw all the replied within 20 and 30 minutes of mine i was like wtf. am i the only person that reads replies before replying? :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Enemy AI to attack you...
You might also want to double check that the animation activities are correct (not just the events) - developer 2 will give you a lot more NPC debug info, if a schedule is failing you should be able to figure out why. I had an issue with an NPC recently not moving and it was due to a problem with the activity name (the NPC didn't have a weapon, so it didn't have an acttable to convert ACT_WALK into something it understood) - I added NPC_TranslateActivity to the NPC class and that resolved the issue. On 10/21/07, Michael Kramer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I'm building my NPC from scratch, and i'm having trouble getting enemy NPC's to attack me, or other NPC's. This is a From Scratch Mod, but the AI has been enabled, and relationships setup, It has the assault behavior, and has all the capabilities to attack, but it just stands in place...and looks at me. And rotates as i walk around it. Any help would be greatly appreciated. -Michael Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Advice: Laser Beam Sight in Multiplayer
Take a look at the RPG - the beam on that is visible to other players and uses attachment points on the weapon to provide an accurate position, it's also really easy to make purely client side (I haven't looked at the code since I pulled it out and made a separate class out of it) - in fact, it may be just that already. All you'd need to do would be to extend the little beam it currently projects out into the world to the end of your traceline. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Hough Sent: 17 October 2007 23:07 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Advice: Laser Beam Sight in Multiplayer -- [ Picked text/plain from multipart/alternative ] All, I'm looking for some advice on how to best structure my code and was hoping that someone could provide some feedback. snipped Any advice that any of you can give would be helpful. While we could just sludge through the code ourselves and hack something in, learning how to write efficient code in this SDK is of high value to us and for that we thought your insight might be helpful. :) -Richard Brackhar Hough -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Compiling under Visual Studio 2008
Want to write up how you got it going? What was the issue that was causing the crash? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 18 October 2007 03:16 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Compiling under Visual Studio 2008 -- [ Picked text/plain from multipart/alternative ] Woot, Successfully compiled, linked, and running with visual studio 2008, so i guess you can ignore this now, -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Advice: Laser Beam Sight in Multiplayer
It has a small beam that pokes out from the weapon - it's also visible on the world model (as seen on the following: http://www.chrisjanes.com/wp-content/uploads/2006/01/fn2000.jpg). I'd have thought all you'd need would be some tweaking of that (extending the range, stopping the fade out etc) and you'd be pretty much good to go. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Richard Hough Sent: 18 October 2007 03:47 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Advice: Laser Beam Sight in Multiplayer -- [ Picked text/plain from multipart/alternative ] Thanks for all the advice so far guys, it's quite helpful! Keep it coming! :D Quick question about the RPG though - I thought the RPG implementation was a painted dot ala the sniper rifle in TF2, not a full on beam everyone could see? -Richard ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Map Backgrounds
I wouldn't recommend using map backgrounds for a multiplayer mod - the startup time it incurs is excessive, players just don't want to wait that long to get into an mp game! However, look at InstallGameRules in sdk_client.cpp - if you give your background map a specific prefix or name, you can check for there and make the game use a specific gamerule class. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daniel Menard Sent: 06 October 2007 21:57 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Map Backgrounds -- [ Picked text/plain from multipart/alternative ] Hey, I need a little help with background maps... is there some standard way of implementing these in a multiplayer game. Ours seems to start a server when we try to load the background map. How can we revert the gamerules back to singleplayer when a background map is loaded? Thanks, Dan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux Class table problem
Indeed - just this last week, I had an issue with SVN conflicts on the .so file from a remote test server. After a couple of full rebuilds, I finally thought to take a look at the bin directory, cleared out all the files and got them all down again via SVN, fixed it up nicely. Otherwise, make sure that your project files are up to date on the linux system so that everything is being included properly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mulchman Sent: 20 August 2007 23:58 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Linux Class table problem Do you use any version control software? If yes and it's SVN make sure you don't have some lingering .r*'s somewhere... we had some hidden conflicted files in some stats directory for a while and I kept wondering why gdb was showing crashes in code that shouldn't have been compiled in the first place. Another problem we had at one time was the server.so being compiled wasn't the same one we were copying (somewhere a copy had been introduced into our scripts). Anyway. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SteamId
string_t steamId = pPlayer-GetNetworkIDString(); should do the job. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: 31 May 2007 15:34 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SteamId Is there any easy way to get clients steam id when you load up the game. Im looking into locking my mod for beta testing because we had huge problems last time with leaks. I have managed to encrypt the list of ids using md5 just need to find a way to get the clients steamed. Mark ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux oddness
A full reinstall of the system has sorted the issue, not sure what's happened, but I've re-written the Makefile to ensure everything points to the right place and it now starts the build properly, but of course, that's not the end of the troubles! I'm not getting a series of undefined references to V_* calls (V_FixSlashes, v_strncpy, V_strnchr etc) in what appears to be all the vcpm o files during linking. It's finding the so files from the srcds bin folder (or at least, it's not complaining about them not being there). I'm forever bemused by the ability of the linux compile process to stump me... At least it's always a learning experience! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ondrej Hošek Sent: 21 April 2007 10:37 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness Could you give us the commandline that leads to the error? (The call to GCC should be shown by 'make' before you the errors.) It might help with diagnosing the problem. Additionally, please make sure that /usr/lib/gcc/i486-linux-gnu/3.4.6/lib{stdc++,gcc_eh}.a aren't symbolic links pointing to files that don't exist. ('ls -l' can tell.) ~~ Ondra Chris Janes wrote: I'm always quite careful setting the LD_LIBRARY_PATH since my first attempts at compiling in linux. As I said, the Makefile hasn't changed (and I've double checked the locations to be sure), so CPP_LIB is pointing to the right place. I'll have to dig further through any logs I can find to see if it might be something else causing the issue, suppose it might be something odd about the vcproj file. As it stands though, I think I'll have a reasonable bit to write about getting it going via Fedora Core 6 on VMWare for the Wiki. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: 21 April 2007 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness Only two things that came to mind which caused me problems was a) is LD_LIBRARY_PATH set correctly and b) have you got the paths set as CPP_LIB in the Makefile. I had one other problem where i thought I had a No such file error but on closer inspection of the message it was caused by an erronous semicolon in the Visual Studio .vcproj file that was causing the Linux makefile to have a bogus line. It looked like another error until I looked into it more. On 21/04/07, Chris Janes [EMAIL PROTECTED] wrote: I'm not convinced I need to upgrade the system - I'm running a suitable version of gcc, my only issue is that it claims to not find files that I know for a fact are present on the system in the locations specified in the makefile. But I need to sort this out fairly rapidly, so I'm going to do it via a VM for now until I can get that machines config sorted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Louka Outrebon Sent: 20 April 2007 20:20 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness -- [ Picked text/plain from multipart/alternative ] I think you need to update your system. http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox checkout this guide, it's very handy. On 4/19/07, Chris Janes [EMAIL PROTECTED] wrote: I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libgcc_eh.a: No such file or directory I've done an slocate and both files are in the location listed in the Makefile, so I'm not entirely sure why it's throwing the error in the first place. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux oddness
These are separate from running it under VMWare, all of these issues stem from my FC3 box. I decided to resolve the issues with my normal box rather than go through setting up a temporary solution with VMWare (though it was an interesting learning experience running FC6 through VMWare). -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: 21 April 2007 13:43 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness As it stands though, I think I'll have a reasonable bit to write about getting it going via Fedora Core 6 on VMWare for the Wiki. Well I'm running FC6 under VMWare and haven't had any of the problems you've described. :( ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux oddness
I'm not convinced I need to upgrade the system - I'm running a suitable version of gcc, my only issue is that it claims to not find files that I know for a fact are present on the system in the locations specified in the makefile. But I need to sort this out fairly rapidly, so I'm going to do it via a VM for now until I can get that machines config sorted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Louka Outrebon Sent: 20 April 2007 20:20 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness -- [ Picked text/plain from multipart/alternative ] I think you need to update your system. http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox checkout this guide, it's very handy. On 4/19/07, Chris Janes [EMAIL PROTECTED] wrote: I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libgcc_eh.a: No such file or directory I've done an slocate and both files are in the location listed in the Makefile, so I'm not entirely sure why it's throwing the error in the first place. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Linux oddness
I'm always quite careful setting the LD_LIBRARY_PATH since my first attempts at compiling in linux. As I said, the Makefile hasn't changed (and I've double checked the locations to be sure), so CPP_LIB is pointing to the right place. I'll have to dig further through any logs I can find to see if it might be something else causing the issue, suppose it might be something odd about the vcproj file. As it stands though, I think I'll have a reasonable bit to write about getting it going via Fedora Core 6 on VMWare for the Wiki. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jed Sent: 21 April 2007 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness Only two things that came to mind which caused me problems was a) is LD_LIBRARY_PATH set correctly and b) have you got the paths set as CPP_LIB in the Makefile. I had one other problem where i thought I had a No such file error but on closer inspection of the message it was caused by an erronous semicolon in the Visual Studio .vcproj file that was causing the Linux makefile to have a bogus line. It looked like another error until I looked into it more. On 21/04/07, Chris Janes [EMAIL PROTECTED] wrote: I'm not convinced I need to upgrade the system - I'm running a suitable version of gcc, my only issue is that it claims to not find files that I know for a fact are present on the system in the locations specified in the makefile. But I need to sort this out fairly rapidly, so I'm going to do it via a VM for now until I can get that machines config sorted. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Louka Outrebon Sent: 20 April 2007 20:20 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux oddness -- [ Picked text/plain from multipart/alternative ] I think you need to update your system. http://developer.valvesoftware.com/wiki/User:Wunderboy/sandbox checkout this guide, it's very handy. On 4/19/07, Chris Janes [EMAIL PROTECTED] wrote: I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libgcc_eh.a: No such file or directory I've done an slocate and both files are in the location listed in the Makefile, so I'm not entirely sure why it's throwing the error in the first place. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux oddness
I've got a head scratcher with my linux compile process - I've not made any changes to the linux box I build on, nor to the Makefile since I last compiled with it, but it's spitting out the following after vcpm has run: gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libstdc++.a: No such file or directory gcc: /usr/lib/gcc/i486-linux-gnu/3.4.6/libgcc_eh.a: No such file or directory I've done an slocate and both files are in the location listed in the Makefile, so I'm not entirely sure why it's throwing the error in the first place. Any ideas? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] My mod disapeared.
You could just hand craft the entry in the GameConfig.txt - found in \Steam\SteamApps\Username\sourcesdk\bin - copy an existing entry (for say, HL2) and enter the information for your mod (the majority is either the same or really easy to figure out). That's part of what Vconfig does - you'll then be able to find the mod under the drop down list in the SDK menu. It's not the easiest method, but it's pretty much a guaranteed way of fixing this sort of issue. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Greg Lindquist Sent: 06 December 2006 17:12 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] My mod disapeared. -- [ Picked text/plain from multipart/alternative ] I was under the impression that there was a away to reinstall the entire SDK - if I do that, would that ruin my mod? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problems with latest hl2dm sdk update:
The quick and easy way to resolve this is to change the SteamAppId from 215 to 320 in your mods GameInfo.txt - while it will enforce the requirement of having HL2DM, I can't think of many ways of owning an HL2 game that doesn't include DM, it's also a bit easier than shipping a bunch of redundant textures. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Restrepo Sent: 27 October 2006 14:22 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Problems with latest hl2dm sdk update: -- [ Picked text/plain from multipart/alternative ] Im experiencing the same issues as enriched btw, i could recreate all the problems when compiling a HL2DM mod -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK Bug Tracking Web Page
Who's to say which VDC users are 'more experienced'? What if a person isn't a member of the VDC, is a member of the list and wishes to submit a bug? Basically, you can't limit membership to the bug tracker in that sort of way! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: 06 September 2006 09:26 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK Bug Tracking Web Page -- [ Picked text/plain from multipart/alternative ] What about letting only the more experienced users on the VDC add bugs to bugzilla and the other users just use the wiki-pages. This would prevent that bugs are added that are not confirmed or just aren't undocumented well. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] virtual function
C_WeaponFrag is the client side implementation of the class - you'll want to either put your new function in the shared baseweapon code or in C_BaseWeapon. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Wursteisen David Sent: 10 August 2006 20:51 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] virtual function Hi, This is for a noob question (I think :P) I try to add a virtual function to CBaseCombatWeapon So I add this into the declaration of this class : virtual int GetHudDisplay() const { return Clip1(); } and, in my weapon, which is derivated from class CWeaponFrag: public CBaseHLCombatWeapon { public : // something int GetHudDiplay() const; }; (CWeaponFrag - CBaseHLCombatWeapon - CBaseCombatWeapon ) When I debug this : C_BaseCombatWeapon *weapon = player-GetActiveWeapon(); weapon-GetHudDisplay(); the debugger say that weapon is a C_WeaponFrag (so a CWeaponFrag, isn't it ?) but the weapon use the function from CBaseCombatWeapon and not CWeaponFrag, as I want. but why ? There is something that I don't understand... thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Re: Portal
Given a 'true' implementation of a portal system (as described at flipcode (http://www.flipcode.com/articles/portals_issue09.shtml) and wikipedia (http://en.wikipedia.org/wiki/Portal_rendering) ) the portals themselves resolve the PVS issue by extending the view frustrum for clipping / rendering purposes. I'd be hoping that the Portal team have in fact gone as far as to add the tech to the core engine rather than spend over a year doing a hack job of it (Narbacular Drop shows they know how to do it, it's 'just' a case of integrating it into Source) - as has been discussed (and demonstrated with the Gmod SWEP) it's possible to do in the current engine with a bit of work and some smoke and mirrors, it just doesn't form a 'true' portal implementation. I guess we'll either have to wait for an official word from valve about it, to save us all going mad figuring it out - or for Portal to be released so we can poke around ourselves and figure it out. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: 01 August 2006 22:20 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Re: Portal Aaron Schiff wrote: -- [ Picked text/plain from multipart/alternative ] Another problem we haven't thought of is the PVS...they obviously have to add much more to the PVS code to make sure all of the entities on other side of the portal are rendered too PVS should be handled with respect to the remote camera used by the portal. What's visible to that camera (from the camera's point of view) gets rendered to the texture used as the material displayed as the portal. -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Fundamental Source engine question (OT)
You'll have to keep us updated on how things are going Adam, well, until NDA's and the like kick in and you vanish into a web of obscurity. My team and I recently won a years worth of free office space from a local business incubator to help us get up and running, so hopefully we'll be in a similar position shortly! Slightly back on topic, it'd be interesting to find out whether or not Source has paid for itself yet in terms of game sales and engine licenses. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: 21 July 2006 01:37 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Fundamental Source engine question This has gone way OT, but I’ll add my few cents I have worked out a budget of just over 10K (AUD) a month for 10 people, plus business start up costs, and we plan on reaching about 3 million from VC (Venture capital) to stay afloat. (At the moment we have a lot less then that) We (Nigredo Studios) are spending 3 months making a demo/prototype, and then will pitch that to publishers so that we can stay a float for the planed 18 months cycle. I worked out the total dev length to be around 18 months; working within the shared office space we let opening hours. (They are software developers them self). Looking at game engine offers, Source, and UE3, where the best on the market, that offered what we where after, but because Epic are a pain in the arse to deal with (They don’t answer your email), I contacted valve, and we have a very lose agreement. Adam ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Rendering Model over VGUI
Are you running in debug or release mode? I get a black background in debug, but not in release (I have no idea why though) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aaron Schiff Sent: 18 July 2006 22:27 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Rendering Model over VGUI -- [ Picked text/plain from multipart/alternative ] I've been working on this and it all works right, except I end up with a black background. How do I make it transparent? -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Vac
A number of admins on the hidden forums found that rolling back their srcds files allowed them to run secured servers - though I'm not sure if VAC is running in a complete sense or if it's just indicating a false secure status in the server browser, I can provide a link to 'rolled back' linux files if anyone wants them for testing. Could someone at valve comment on the official situation regarding VAC and third party mods? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Charles Solar Sent: 12 July 2006 02:25 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Vac -- [ Picked text/plain from multipart/alternative ] Well thats what I thought too, but then I created a new mod from scratch, and copied the dods's dlls into it. Then I started it and presto, no vac either... Which is what led me to beleive that it has to be configured valve side like the steam stats. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Blood not spawning for attacker?
We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone). Assuming that you're using fairly standard melee weapon code, be sure that the call to tr.m_pEnt-DispatchTraceAttack in Hit is called on both client and server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Subject: [hlcoders] Blood not spawning for attacker? Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] How to Create a Model Attached to the Player using only code.
Unless I'm grossly mistaken, this will spawn the box, but won't attach it to the player - I may be misreading the original request, but I thought it was more about spawning the box, attaching it to the player then detaching it when the player died. So Michaels code is a good start, but a bit more information is required to get the box moving with the player and falling away when the player dies. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 08 June 2006 05:01 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] How to Create a Model Attached to the Player using only code. -- [ Picked text/plain from multipart/alternative ] ahh, that formatted all weird, I will send it again: Somewhere in player.cpp (or sdk_player.cpp, or hl2_player.cpp) you need to add a class like this: snipped code -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Writing VTFs
It's not quite the same as writing TGAs - VTFs are more like DDS files than TGAs in how they store image data. You could look at VTFlib (http://developer.valvesoftware.com/wiki/VTFLib) which should be able to point you in the right direction for writing VTFs. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: 01 April 2006 11:24 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Writing VTFs Just wondering if anyone had done this yet before I started messing. Is it available anywhere in the code? All I could find was writing TGAs. At the moment I can write TGAs fine (following the save game icon example). I'm kinda thinking that the actual data of TGAs and VTFs aren't going to be that different, if the image format is the same. There's some really useful information here http://developer.valvesoftware.com/wiki/VTF Including the struct for the header.. So would saving a VTF just be the same as a TGA but with a different header? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] filesystem_steam.dll cant load
Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan Hybrid Media Artist ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Meetup at GDC?
I'll be there for the IGF finals, should be interesting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tim Holt Sent: 10 March 2006 18:55 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Meetup at GDC? How many listers will be at GDC this year? I'm attending to go to the Serious Games Summit (and the conference as a whole). Anyone else? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animation issues
Yeah, that's why I was fairly sure it wasn't the model - I've seen people discuss it before. I'm just curious as to why it's happening on the melee weapon, which has a good 1/2 second delay before it can fire again... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason Houston Sent: 24 February 2006 13:28 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animation issues -- [ Picked text/plain from multipart/alternative ] It's nothing to do with the model, the blank SDK does it(that's what you are using isn't it?). When I was stuffing about with that SDK, I ported some old HL1 models from my first mod to it, the shotgun had the wierd animation skipping problem still. Maybe something in the blank SDK doesn't like having animations play too fast? -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Animation issues
I'm experiencing some weird blending issues - from what I've read in the past I'm not the only one that has odd blending when the shotgun reloads (it's does a couple fine, but then skips several sets of the animation, the gun remains motionless, the sound plays but the hand doesn't move). I've got a similar issue with a melee attack, I've put in a 1/2 second delay between attacks to make sure it wasn't just trying to blend between the two animations too quickly but from a standing start there's no guarantee that the animation will play correctly. Has anyone else had similar problems and figured out a work around / fix for it? I've linked two videos showing the problems (because, as they say, a picture's worth a 1000 words) http://www.hidden-source.com/downloads/melee.avi http://www.hidden-source.com/downloads/shotgun.avi On an aside - I've just been told about a material exploit using mat_texture_limit, setting it to a high value (over 10k) makes certain textures (such as player model textures) appear black. Anyone got any ideas about how I can combat this? (it's not a cvar that's obvious in the sdk code) Cheers, Ging ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Animation issues
Yup, the qc file references all smds correctly - even then, it's not an on / off thing, sometimes it'll do the right animation 5 times in a row, then randomly refuse to play it. It starts to play, you can see the hands twitch but it doesn't continue on with the animation. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: 23 February 2006 23:54 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Animation issues -- [ Picked text/plain from multipart/alternative ] When you are compiling the models, the smd's..do they have names such as Fire.smd Fire01.smd Fire02.smd and so on. Now, are you sure that the file has animations set to these? Otherwise, it would play lets say, Fire.Smd's animation which is the correct, while the modelor left fire 01 blank, so on the next time it plays the animation it is now nothing.. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Aura effect
I'm trying to create an effect similar to the Auspex vision in Bloodlines (see image links) I've figured out that the basic effect is create by attaching particle emitters to the bone hierachy of the character models, this isn't an issue. The problem I'm having is figuring out how to make it render in a similar way, where the character model occludes the sprites but nothing else does. It may be that it required engine alterations, in which case I'll just make do with something not quite as pretty, but if anyone can suggest any ideas I'd be much obliged! Image links : Http://www.hidden-source.com/downloads/aura1.jpg ( shows the basic aura ) Http://www.hidden-source.com/downloads/aura2.jpg ( shows the aura through a wall ) Cheers, Ging ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Round Timer/Map Reset
Where are you storing the scores? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gus Sent: 02 February 2006 19:28 To: hlcoders Subject: [hlcoders] Round Timer/Map Reset Hey y'all, am having trouble with my round timer/map reset..was working before but now is has a glitch or something. Was wondering anyone out there can help me get this going.the problem is that the team scores are erased at each map reset, I need the scores to stay for every round.anyway here's the code am using.. snip code -- Best regards. Gus [EMAIL PROTECTED] 2006-02-02 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
Cheers for that - it's how I figured it'd go... But it does however mean going through and making any calls to pl.v_angles safe by using .Get() with them. A minor niggle but there's nothing else to be done (well, apart from running the risk of a crash on linux servers). Looking at it, you might also be able to use GetAnimEyeAngles() from C_SDKPlayer - m_angEyeAngles is a networked copy of the v_angle so should work just as well. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ben Everett Sent: 31 January 2006 03:45 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] First Person Spectator Hah, thanks for giving me a reason to hunt this one down. The Forsaken testers have been after me a while to fix it... anyways... here you go. A fix. Step 1: In PlayerState.h around line 34 change: QAngle v_angle; To CNetworkQAngle(v_angle); Step 2: In player.cpp around line 6484 add in after sending the dead flag: SendPropQAngles (SENDINFO(v_angle), 13), Step 3: In c_baseplayer.cpp around line 85 add in after receiving the dead flag: RecvPropQAngles (RECVINFO(v_angle)), Enjoy! P.S. The cause of this is in baseplayer_shared when calling EyeAngles. It returns pl.v_angle which is initialized to a zero-vector. By enabling it to be sent over the network this resolves the issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Spectator
I spent a week or so trading emails with Martin Otten about this - nothing came of it, it's something about pl.v_angle not being sent across to the client (which stops you from getting the correct player eye angles). Quite why this is true, yet all the spectator stuff is done client side is beyond me. Sorry it's not a fix, but it might point you in the right direction at least - I've not got time to pick it up again right now. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: 30 January 2006 01:27 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] First Person Spectator -- [ Picked text/plain from multipart/alternative ] Anyone that has fixed the first person spectator bug remember offhand what it was needed fixed? The bug I'm referring to specifically is the spectator bug that causes the camera not to rotate with the player you are spectating(first person spectator mode), it stays looking in one direction, even though the player is rotating normally. Hope that makes sense. Anyone that fixed this remember what they changed? Thanks J -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Weapons research
Not sure where the cs information came from, but http://world.guns.ru/main-e.htm is a good resource for weapons, http://www.securityarms.com is useful for images. It's also worth visiting the sites of the manufacturers of the weapons, they tend to list a fair amount of information. Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of DrBob Sent: 16 December 2005 18:38 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Weapons research With regards to the weapons used in Counter-Strike: Source, where did you guys at Valve get the schematics and information? I've had a quick Google, and all I can find is piecemeal. Alfred? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Is there such a thing as a NULL model?
For early versions of hidden we just commented out the world model from the weapon script - it threw an error in the console, but didn't crash and the model was invisible (no error model either). Might be a good place to start looking. If that doesn't work for you, could you not maybe set the models alpha to 0? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Sent: 26 November 2005 20:20 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Is there such a thing as a NULL model? Hi, I'm faced with a problem right now, and i've been trying a few solutions but to no avail so far... I'm trying to create a weapon that has a first person view model, but no third person model at all (the character model will display the animation). I've tried SetModel(NULL); or putting as the world model name in the script file, both those crash me... I've tried putting a bunch of AddEffect(EF_NODRAW) everywhere in my weapon class, no luck there, i've had a modeller make me an empty model, and that also crashes... Anyone got a simple solution for me to fix this problem? -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.362 / Virus Database: 267.13.8/183 - Release Date: 25/11/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Problems with observer targets
I've setup a custom entity to create security camera style spectator positions; at initialspawn, I create a vector of ehandles to store them. Then in FindNextObserverTarget, I loop through this vector and compare against the existing observer target, if I find it, I return the next item in the vector (or previous, depending on order). There are checks for out of bounds, these work nicely. The new observer target gets set successfully, but when it comes to calculating the view on the client, GetObserverTarget returns an invalid pointer. I'm a bit wary of networked entities, I've double checked the VDN for any further information that might help but it's proving elusive if it's there. Anyone got any ideas about how / why this is happening? Cheers, Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Just a few questions!
A google search won't reveal the best way of using the already present crc code in the sdk, I'd rather not reinvent the wheel as it were! I'm not sure what you mean by not got any real entities there... The entities are present in the map and in the global entity list, it just seems that it gives up looping through the entity list and drops some of the players at the same spawn point. Yeah, we'll keep trying to find a way round it, TWL and VERC have proven generally useless with regards to shader fallback questions. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam amckern Mckern Sent: 06 May 2005 06:47 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Just a few questions! @1 Try doing a google search for crc's or try cplusplus.net forums (very helpful) @2 This is also common on NS HL1, its becuase the code refrences the loction of spawns, but has not got any real entitys there (correct me if i'm wrong UWE) @3 Try TWL, or VERC ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Just a few questions!
Just a couple of things that have me thrown at the moment! I need to secure some material files against modification, obviously, we can do things like mark them as read only and set them as hidden files, however, we'd like to put in crc checks against the clients versions - I know there's a checksum_crc.cpp but I've not the slightest idea how to use it or even if I can - I've looked at the code and nothing obvious jumps out - any chance of some documentation for it? I've got a majorly weird spawn bug - standard spawning code, with slight modification to provide for different entity names however, during spawn it's common to find players trapped within each other, as if there are insufficent spawn spots. I've been scratching my head over it and really can't think of much else to try - the only thought our team has come up with is to put in a slight delay between player spawns at the start of a round to see if that helps at all. Any ideas on how I might go about fixing that up would be much obliged as it's been the bane of the teams existence for a while now. Finally, a semi-art, semi-code question, is there any reason that HL2 doesn't support alpha transparent vertex lit models? We've tried it as part of a shader fallback and they come out as bright white models with vertices that stretch out to infinity. We can do it with unlit models, but that makes them bright as day in dark areas. I'll happily post up code if you reckon it'll help at all, cheers for any ideas or thoughts! Chris ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Shader fallbacks
My mod team has managed to create fallback shaders for our refraction effect for every level *except* for dx8 at low shader settings - I'd have thought that at the least, dx8 low would fall back to dx 7 / 6, but that doesn't happen! Any ideas how we should go about setting this up? Cheers, Ging ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Player Rendering effects
I've got a similar system going in my mod, except we use a material with the refract shader - a possibility would be to use the playerspeed material proxy to affect the refraction level, though that wouldn't allow a way of getting the model back into full visibility again (something I want to look into for a player death). However, be warned, the refract shader requires a number of fallbacks (it looks different between dx 8 and 9, doesn't work at all on dx8 low shaders or dx6/7). One of my artists is currently trying to figure out a way of getting dx8 on low shaders to at least fall back to dx6, rather than displaying a pure white material! Ging -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of British_Bomber Sent: 21 February 2005 09:51 To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Player Rendering effects I am currently trying to implement a way of making a specific class in my mod become more and more translucent the less they move, and if they stop completely for a period of time they become completely invisible. I have the majority of this working, it's simple enough, but I am having an issue with creating a translucent player. The final effect which is a complete no draw is in, and so is the starting point, solid. It's the middle, transitional period I have had the problems with. If you have seen the E3 demo where the translucent character is standing in the flame you will get an idea of what I am trying to acheive. Unfortunatly I havent been able to figure out exactly how to get them to appear like that. I have tried changing the player's keyvalue renderamt, and also the players rendermode. Is this the right way to go about it or do I have to change the player's material dynamically somehow? I know it's probably some simple soloution that I missed at 3am, but it's just eluding me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders