Re: [hlcoders] Player hitbox rotating on the y axis and getting out of sync on strafe ?

2011-11-10 Thread Dan L
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?

2010-10-29 Thread Dan L
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

2010-07-20 Thread Dan L
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?

2010-07-14 Thread Dan L
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?

2009-05-01 Thread Dan L
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?

2009-05-01 Thread Dan L
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?

2009-05-01 Thread Dan L
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?

2009-05-01 Thread Dan L
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

2009-04-04 Thread Dan L
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)

2009-03-17 Thread Dan L
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