Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?
Thanks for sharing the fix On Tue, Nov 8, 2011 at 6:02 PM, Psy_Commando psycomma...@gmail.com wrote: Alright, I found the problem. The main source is in server/player_command.cpp in the void CPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) function : float pitch = move-m_vecAngles[ PITCH ]; if ( pitch 180.0f ) { pitch -= 360.0f; } pitch = clamp( pitch, -90, 90 ); move-m_vecAngles[ PITCH ] = pitch; player-SetBodyPitch( pitch ); player-SetLocalAngles( move-m_vecAngles ); // - This is the problem I made the same lazy fix they did in the hl2mp code : void CHL2MP_Player::PostThink( void ) { ... QAngle angles = GetLocalAngles(); angles[PITCH] = 0; SetLocalAngles( angles ); ... } And in addition I override the FinishMove method in my server/asw_playermove.cpp file, and copied the old code from CPlayerMove::FinishMove and removed the problematic line. //PsyCommando : Rewrote this here to remove the bit of code that made the player hitboxes move with the camera pitch !!!; void CASW_PlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { VPROF( CPlayerMove::FinishMove ); player-m_flMaxspeed= move-m_flClientMaxSpeed; player-SetAbsOrigin( move-GetAbsOrigin() ); player-SetAbsVelocity( move-m_vecVelocity ); player-SetPreviouslyPredictedOrigin( move-GetAbsOrigin() ); player-m_Local.m_nOldButtons= move-m_nButtons; // Convert final pitch to body pitch float pitch = move-m_vecAngles[ PITCH ]; if ( pitch 180.0f ) { pitch -= 360.0f; } pitch = clamp( pitch, -90, 90 ); move-m_vecAngles[ PITCH ] = pitch; player-SetBodyPitch( pitch ); //player-SetLocalAngles( move-m_vecAngles ); //- this was the source of headaches - psycommando // The class had better not have changed during the move!! if ( player-m_hConstraintEntity ) Assert( move-m_vecConstraintCenter == player-m_hConstraintEntity.Get()-GetAbsOrigin() ); else Assert( move-m_vecConstraintCenter == player-m_vecConstraintCenter ); Assert( move-m_flConstraintRadius == player-m_flConstraintRadius ); Assert( move-m_flConstraintWidth == player-m_flConstraintWidth ); Assert( move-m_flConstraintSpeedFactor == player-m_flConstraintSpeedFactor ); Assert( move-m_bConstraintPastRadius == player-m_bConstraintPastRadius ); } On Mon, Nov 7, 2011 at 4:17 PM, Psy_Commando psycomma...@gmail.comwrote: Thanks, but I was pretty much expecting that the viewangles were affected to the player's entity somewhere. I'm not sure where to look though. I noticed that setting third person platformer to 1 stops the problem, until you set it back to 0. On Mon, Nov 7, 2011 at 5:17 AM, Saul Rennison saul.renni...@gmail.comwrote: Looks like your hitboxes are using pitch from m_angViewAngles, or that you have a SetAbsAngles(m_angViewAngles) somewhere. Kind regards, *Saul Rennison* On 7 November 2011 02:06, Psy_Commando psycomma...@gmail.com wrote: Hello, I've been looking around for info on why it does this : http://www.youtube.com/watch?v=yP3ZGKfCehQ Basically the hitboxes are moving with the camera on the y axis and the hitboxes get out of sync when I strafe. I use a modified Alien Swarm player (not the marine npc), with the hl2mp animstates. Anybody, has an idea where I should look, or how to fix this ? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Remember June 2006?
The thing i am most upset about is there is still no create a mod option for source 2009 based games. I wish valve would include full hl2:dm code and update it as it patches like alien swarm. Can we at least get an ETA for 2009 sdk? On Fri, Oct 29, 2010 at 4:41 AM, Jed j...@wunderboy.org wrote: I like Valve but yeah, I've been vocal about my growing dislike of the SDK for a while. Heck some numpty quotes me on the wiki page... :( As a third-party SDK tool developer I've been smacking my head into the desk with all the different versions for a while and it's a nightmare keeping up with it. I'm getting to the point where I might just stop because it feels like a colossal waste of my free time that I could be using for something more rewarding. As for the mod I'm working on - if I'd know using the Source SDK would of been this much of a pain I'd of chosen something else from the beginning. I reckon trying to keep up with SDK changes has put at least 2 years onto our development time. So much for the release soon and release often advice Valve pushed. - Jed On 28 October 2010 21:14, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Mike Durand introduced himself as a new employee at Valve, that's hired to focus on the Source SDK, and updating it. I quote My full time job is to make sure that you have everything they need to build your games. Date: Tue, 25 Jul 2006 19:13:13 -0700 From: Mike Durand mdur...@valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Upcoming SDK Release Reply-To: hlcoders@list.valvesoftware.com Given the recent traffic on the list, it seems like a good time to introduce myself to everyone here, and talk about what I do at Valve. I started work here in June and have been given the task of working directly with the MOD community. This means that my primary responsibilities are to package and release the SDK, make it easier to use, and work with MOD makers on problems that they can't solve with the help of other members of the community. My full time job is to make sure that you have everything they need to build your games. I'll be hanging out on this list, as well as the VDC, but you can also feel free to contact me directly with any questions you have at mdur...@valvesoftware.com. So now that the introduction is out of the way here's the part that you really care about: an SDK update is coming out very soon. Right now we are testing it in-house and getting ready for its beta release. It will be available later this week unless we encounter serious problems during testing. I'll let people know either way, whether it is going to be this week or next. Once I get all of the details together, I'll send the info on what is coming in this SDK release to this list. -Mike That's four years ago. It pretty much went down hill since the Orange Box code was released. I remember in 2003 when Gabe Newell promoted Steam in several different interviews, saying how Steam would make publishing updates to the end user way easier for them, yes its easier for them, but over the years its just getting harder and harder for us working with the Source SDK. I see a lot of people ditching the Source Engine over the UDK, and I'm starting to see why. I'm a big fan of Valve games, and I've defended the Source SDK and the Source engine many times. I didn't really recognize too much in the articles that's popped up lately, such as these, and honestly I was a little offended. http://www.halflife2.net/2010/08/16/sdk-soul-destroying-kit/ http://www.planetphillip.com/posts/valve-you-should-be-ashamed-of-yourselves/ Yeah we're getting the SDK for free, and the tools are great to work with. Except for one little thing. Most of them don't work properly. I love how they're still using command line apps, so e.g. I can call my compile scripts directly from context menus. What I really miss is not having to spend 10 minutes on making the SDK or tools run before I can actually test whatever I've changed or made. I'm setting the bar low, and not expecting any response from anyone at Valve, that way I won't be more disappointed. I guess I just needed to get it off my chest. I hope to hear from other people on this list, that feels the same way, or want to share their opinion on this matter. For those that find it annoying to receive these kind of messages, feel free to mute the conversation. - ScarT ___ 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] Alien Swarm
Agreed, would love it if valve ported it over.. :) Probably should just get started doing it myself.. On Mon, Jul 19, 2010 at 5:33 PM, Stephen Swires stephen.swi...@gmail.comwrote: Got the source code, it's a shame they didn't port over the SDK template to the Alien Swarm codebase. On Mon, Jul 19, 2010 at 3:06 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: No. Sent from my HTC Desire LOL Den 19/07/2010 13.53 skrev Adam Buckland adamjbuckl...@gmail.com: Anyone from Valve reading this.. *hint* *wink* *nudge* :P Sent from my iPhone On 19 Jul 2010, at 11:29, Byron Mallett byrona...@gmail.com wrote: Only problem is that the so... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Stephen Swires ___ 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] Faceposer for Source 2009 no longer working?
Hopefully this will be fixed on next SDK update. I also wish they would update SDK launcher GUI to look more like the current verison of steam, as well as add the particle editor to the quick launch bar. On Tue, Jul 13, 2010 at 10:27 AM, Colm Sloan colmsl...@gmail.com wrote: Confirmed. This is happening to me too. Any progress since? ___ 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] Cannonfodder's MDL compiler sources?
I hope he isnt deceased, anyone know his real name or tried to contact him in any other fashion? Even if he has stopped working, if he released his source code it would really help the community out On Fri, May 1, 2009 at 1:07 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: I found one function, which I believe is pretty much what needs to be reverse engineer to have it working correctly.Question is just how :( /ScarT 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com Please do, it would be a great help to have a new up to date (And open source please/) decmopiler. On Fri, May 1, 2009 at 9:53 AM, Jed j...@wunderboy.org wrote: I had some code for reading Source MDL meshes somewhere. Need to dig around on my hard disk and see if I can find it. - Jed 2009/5/1 Tobias Kammersgaard tobias.kammersga...@gmail.com: The mesh output is incorrect as hell right now, so other applications like XSI and 3ds Max can't load the SMD files without crashing. That's why I'm loading it in Milkshape3D. /ScarT 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com @Jed: Sounds like he has the weightmap figured out, just not the mesh. @Tobias: Doesn't look like Milkshake supports modifiers like Max does, but have you tried importing without a weightmap? Or importing into 3ds max and disabling the skin modifier? On Fri, May 1, 2009 at 9:30 AM, Jorge Rodriguez bs.v...@gmail.com wrote: DuctTape looks awesome, just what I need. How can I get in on this? If you are mostly done and need someone to help you finish, I'm your man. We really need a tool like this. You mentioned there's an SVN somewhere, where is it? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Cannonfodder's MDL compiler sources?
Anyone live in that area where it wouldn't be long distance? On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger h...@mr-green.nl wrote: I suppose you could call him. Just say you really need it and not force him. Just ask him gently :) . Regards, Ywa Dan L wrote: Osborne, Larry la...@osborne.net 5112 Shelter Cove Austin, TX 78730 US (512) 651-9568 Anyone tried that email? and would it be mega-creepy if someone( liek me lol) called him? ___ 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] Cannonfodder's MDL compiler sources?
Osborne, Larry la...@osborne.net 5112 Shelter Cove Austin, TX 78730 US (512) 651-9568 Anyone tried that email? and would it be mega-creepy if someone( liek me lol) called him? On Fri, May 1, 2009 at 5:10 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Also,http://www.whois.net/whois/chaosincarnate.net http://www.whois.net/whois/chaosincarnate.net /ScarT 2009/5/1 Tobias Kammersgaard tobias.kammersga...@gmail.com Someone is still paying for his hosting. /ScarT 2009/5/1 Dan L djl4...@gmail.com I hope he isnt deceased, anyone know his real name or tried to contact him in any other fashion? Even if he has stopped working, if he released his source code it would really help the community out On Fri, May 1, 2009 at 1:07 PM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: I found one function, which I believe is pretty much what needs to be reverse engineer to have it working correctly.Question is just how :( /ScarT 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com Please do, it would be a great help to have a new up to date (And open source please/) decmopiler. On Fri, May 1, 2009 at 9:53 AM, Jed j...@wunderboy.org wrote: I had some code for reading Source MDL meshes somewhere. Need to dig around on my hard disk and see if I can find it. - Jed 2009/5/1 Tobias Kammersgaard tobias.kammersga...@gmail.com: The mesh output is incorrect as hell right now, so other applications like XSI and 3ds Max can't load the SMD files without crashing. That's why I'm loading it in Milkshape3D. /ScarT 2009/5/1 Matt Hoffman lord.matt.hoff...@gmail.com @Jed: Sounds like he has the weightmap figured out, just not the mesh. @Tobias: Doesn't look like Milkshake supports modifiers like Max does, but have you tried importing without a weightmap? Or importing into 3ds max and disabling the skin modifier? On Fri, May 1, 2009 at 9:30 AM, Jorge Rodriguez bs.v...@gmail.com wrote: DuctTape looks awesome, just what I need. How can I get in on this? If you are mostly done and need someone to help you finish, I'm your man. We really need a tool like this. You mentioned there's an SVN somewhere, where is it? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ 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] Cannonfodder's MDL compiler sources?
what would you write this letter on? and his address doesn't have an @, how is it supposed to know which host to goto? On Fri, May 1, 2009 at 5:45 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote: What's a pen? Or a letter? On Fri, May 1, 2009 at 2:41 PM, Jed j...@wunderboy.org wrote: You know, you could always pick up a pen and write him a letter. Less intrusive than a call and its still his choice whether to answer or not. - Jed 2009/5/1 Dan L djl4...@gmail.com: Anyone live in that area where it wouldn't be long distance? On Fri, May 1, 2009 at 5:25 PM, Jarno Veuger h...@mr-green.nl wrote: I suppose you could call him. Just say you really need it and not force him. Just ask him gently :) . Regards, Ywa Dan L wrote: Osborne, Larry la...@osborne.net 5112 Shelter Cove Austin, TX 78730 US (512) 651-9568 Anyone tried that email? and would it be mega-creepy if someone( liek me lol) called him? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] subject: detecting entities in an area
think theres a UTIL-command for like, return in area, maybe just for NPC though Dan911 On Fri, Apr 3, 2009 at 3:36 PM, Andrew Ritchie gotta...@gmail.com wrote: add a filter entity that only passes on weapon_crowbars and then tie it to a logic counter or whatever they are. most of your problem could be solved through mapping afaik On Fri, Apr 3, 2009 at 8:29 PM, Matt Hoffman lord.matt.hoff...@gmail.com wrote: Are you using a trigger? If so, what are the flags. On Fri, Apr 3, 2009 at 11:32 AM, deadpeacht...@netscape.net wrote: I am trying to make a brush entity that detects a how many of a specific entity (ie weapon_crowbar) are? inside of it. part of my problem is that I cant seem to get it to detect anything inside of it at all. 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
Re: [hlcoders] Orange Box SDK Beta (Not L4D)
The option to create a new single player mod when using the OB version is not an option, duno if this is just me. Also, love the template thing, would totally use it if i was making a MP game. PS: First post, and thanks for the great SDK valve Dan Project Flemoid On Tue, Mar 17, 2009 at 8:25 PM, Tony Sergi to...@valvesoftware.com wrote: Yeah I'm fixing that, also just discovered that the ep2 localization does't work in pub steam :x so now I'm trying to fix that too. -Tony -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] On Behalf Of Walter Gray Sent: March-17-09 7:29 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Orange Box SDK Beta (Not L4D) Upon Creating a basic singleplayer mod and compiling for the first time, I ran across this error : e:\projects\goldenfistob\src\game\server\hl2\grenade_frag.cpp(409) : error C2039: 'HandleInteraction' : is not a member of 'CBaseGrenade' Just another bug to clean for the final release. ___ 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