Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-12 Thread Igoreso
Made a workaround.

1. Commented in CViewRender::DrawViewModels:
viewModelSetup.zNear = view.zNearViewmodel;
Note: this breaks viewmodels that weren't compiled for HL2.

2. In C_VGuiScreen::DrawModel, before g_pMatSystemSurface-DrawPanelIn3DSpace 
added
  CMatRenderContextPtr pRenderContext( materials );
  pRenderContext-DepthRange( 0.0f, 0.1f );
And after DrawScreenOverlay(); added
  pRenderContext-DepthRange( 0.0, 1.0 );


So, a question:
Is there a legit way of getting CViewSetup for C_VGuiScreen::DrawModel
(so I don't have to comment that one line)?


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Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-12 Thread Igoreso
Another workaround, now with stealing CViewSetup.
That's not a proper fix, but at least it works for now.
So if somebody have some fresh ideas - share them please :p
Note: don't use this workaround with previous one.

--

1. Add CViewSetup g_View; before void CViewRender::SetUpView().

2. Add g_View = m_View; at the end of CViewRender::SetUpView().

3. Before C_VGuiScreen::DrawModel add
#include view_shared.h
#include iviewrender.h
extern CViewSetup g_View;

4. Replace code between ComputePanelToWorld(); and return 1; with this:

CMatRenderContextPtr pRenderContext( materials );
pRenderContext-MatrixMode( MATERIAL_PROJECTION );
pRenderContext-PushMatrix();
CViewSetup viewModelSetup( g_View );
viewModelSetup.zNear = g_View.zNearViewmodel;
viewModelSetup.zFar = g_View.zFarViewmodel;
viewModelSetup.fov = g_View.fovViewmodel;
render-Push3DView( viewModelSetup, 0, NULL, view-GetFrustum() );
pRenderContext-DepthRange( 0.0f, 0.1f );

g_pMatSystemSurface-DrawPanelIn3DSpace( pPanel-GetVPanel(), 
m_PanelToWorld, 
m_nPixelWidth, m_nPixelHeight, m_flWidth, m_flHeight );

// Finally, a pass to set the z buffer...
DrawScreenOverlay();

pRenderContext-DepthRange( 0.0, 1.0 );
render-PopView( view-GetFrustum() );
pRenderContext-MatrixMode( MATERIAL_PROJECTION );
pRenderContext-PopMatrix();

--


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Re: [hlcoders] Wierd vgui screen on a weapon

2011-10-03 Thread Igoreso
 I remember having that problem, too, and I think the solution was
 to draw the vgui screen on a render target and use that render target as a 
 texture of the model.

Well, I was thinking about that too.
But I was thinking about resizing screen in-game, so using RT will
only be partial solution.


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[hlcoders] Wierd vgui screen on a weapon

2011-10-01 Thread Igoreso
Hi list! How's weekend going?

I've got a wierd problem with vgui screen on a weapon.
I first asked on a steam forums, but nobody got an idea.
http://goo.gl/gaKqp
So, any ideas? I'm using Orange Box sources.


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Re: [hlcoders] hlcoders Digest, Vol 6, Issue 5

2011-09-12 Thread Igoreso
Are you high?


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Re: [hlcoders] Switch from third person to third person shoulder

2011-09-08 Thread Igoreso
My guess would be to remove
if( m_SFRLocal.m_bAiming )
or replace it with something else.
Everything else seem ok.

 Hi, I'm trying to have the camera switch from third person to third
 person shoulder when the user holds the right mouse button. here are
 my methods on the client and server :

 Shared:
int buttonsChanged = m_afButtonPressed | m_afButtonReleased;

if( buttonsChanged  IN_ZOOM )
{
   if( m_nButtons  IN_ZOOM )
   {
  StartAiming();
   }
   else if( m_SFRLocal.m_bAiming )
   {
  StopAiming();
  m_nButtons = ~IN_ZOOM;
   }
}

 Client:
 void C_ASW_Player::StartAiming()
 {
ASWInput()-CAM_ToThirdPersonShoulder();
m_SFRLocal.m_fTimeNextAim = gpGlobals-curtime + 0.5f;
 }

 void C_ASW_Player::StopAiming()
 {
ASWInput()-CAM_ToThirdPerson();
m_SFRLocal.m_fTimeNextAim = gpGlobals-curtime + 0.1f;
 }


 Server:

 void CASW_Player::StartAiming()
 {
StartWalking();
m_SFRLocal.m_bAiming = true; //local player data
m_SFRLocal.m_fTimeNextAim = gpGlobals-curtime + 0.5f;
 }

 void CASW_Player::StopAiming()
 {
StopWalking();
m_SFRLocal.m_bAiming = false; //local player data
m_SFRLocal.m_fTimeNextAim = gpGlobals-curtime + 0.1f;
 }

  
 For some reasons the camera doesn't behave correctly and stays
 stuck in either third person or third person shoulder...


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Re: [hlcoders] Should I switch ASW SDK or stay with Source 2007

2011-08-02 Thread Igoreso
Meh. Just another conversation about Source SDK *not* being updated.
I think I'll write typical come on, Valve!. Yeah, perfect.

Come on, Valve!


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Re: [hlcoders] hlcoders Digest, Vol 4, Issue 4

2011-07-13 Thread Igoreso
Go cry to your UE3 daddy.


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Re: [hlcoders] View model transform @ mouselook

2011-03-03 Thread Igoreso
CBaseViewModel::CalcViewModelLag

 Thanks. Bob I know too well, it's sway I was looking for :)

 -Original Message-
 From: Garry Newman
 Sent: donderdag 3 maart 2011 11:06
 To: Discussion of Half-Life Programming
 Subject: Re: [hlcoders] View model transform @ mouselook

 It's called view bob and view sway. That should help you find it :)

 garry



 On Thu, Mar 3, 2011 at 9:56 AM, Maarten De Meyer maar...@off-limits.be 
 wrote:
 Hi list,

 As a fix for a previously posted issue we seriously scaled down all our view
 models. As a consequence i've had to change quite a few things in code ( eg
 muzzle flashes, sprint bob code,...) One thing still escapes me: when
 turning around quickly using the mouse, the view model gets distorted. I
 assume this is a voluntary effect in source somewhere to make looking around
 more dynamic. Problem is, with the new weapon scales this deformation is way
 too big so I'd need to modify it, and I have no idea where in the code this
 effect is applied.

 Anyone know where to look?

 Maarten
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Re: [hlcoders] CounterStrike application...

2010-12-03 Thread Igoreso
I guess he's trying to write client-side application that'll print the
amount of money to chat by key press. Plugins won't help with that
until its server-side.


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[hlcoders] Gravity Gun vs The use key pick-up

2010-11-22 Thread Igoreso
 Yea the MP version of the gravity gun predicts the props location on the
 client side which is nice and quick.

Is SP version same? If not, how do I make it so?

Because IMO props with physcannon or 'use' move a bit jerky when
player is turning around.


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Re: [hlcoders] Old-school motion blur on Orange box

2010-11-17 Thread Igoreso
 Have a look at worldspawn.h

Do you mean world.cpp and world.h? Only interesting thing there is
Spawn(), but I still don't know how to clean a material/texture used
in motion blur code.


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Re: [hlcoders] Old-school motion blur on Orange box

2010-11-16 Thread Igoreso
Ok guys, I figured out alt-tab issue (that's was my mistake lol) and I
have last question: How do I clean what was rendered in motion blur?
I need to do that because when I load new map I see old transparent
image over new one.

if ( ( fNextDrawTime - gpGlobals-curtime )  1.0f )
{
 fNextDrawTime = 0.0f;
 // need to clean motion blur stuff here
 return;
}


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[hlcoders] Old-school motion blur on Orange box

2010-11-16 Thread Igoreso
 You can add ff_motionblur 0 to your world spawn, and then trigger
 it back on with a short timmer so that you start with a fresh blur.

Well I'm not a mapper so I tried to switch mblur off by myself before
starting new map and then switch it on - using console of course.
Result? It didn't helped.
Not that it's impossible to do the cleaning with triggers, but it
would be nice to have easier code-based solution. Also that would give
ability to clean mblur with console command.


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Re: [hlcoders] Old-school motion blur on Orange box

2010-11-14 Thread Igoreso
 when i fixed that for an ep1 mod i was working on, it took an
 entire re-write of the code garry posted.

 I dont think that would work out of the box for an ep2 mod.

I can give it a try. If you don't mind of course.



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[hlcoders] Old-school motion blur on Orange box

2010-11-13 Thread Igoreso
Hey list.
I implemented this article
http://developer.valvesoftware.com/wiki/Adding_Motion_Blur
on HL2:Ep2 code (ok, I know, but I want non-faked motion blur).
But I got problems. Plenty of them.

1) VM is motion-blurred wrong. Or (if I alter code) it's not blurred
at all.
2) Blurring somehow works wrong when player is close to brushes or
props.
3) After I alt-tab'd the game it crashes with memory cannot be read
when I try to restore it. I added some pointers checks but that didn't
help.
4) Sometimes when I walk across the map and look in diffferent
directions motion blur and bloom can suddenly stop working. This is
completely unpredictable, but depends on some area (of coordinates and
angles), which seems to stay the same between game launches. Also that
thing was happening (before motion blur code) with bloom too.

Any ideas on that mess?

Screenshots
http://img221.imageshack.us/img221/3606/screenshot1jt.jpg
http://img264.imageshack.us/img264/1607/screenshot2ex.jpg
http://img594.imageshack.us/img594/7408/screenshot3pd.jpg
http://img408.imageshack.us/img408/1455/screenshot4w.jpg


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Re: [hlcoders] Is the list working right, or what.

2010-11-10 Thread Igoreso
 WHY AM I UNABLE TO POST TO THIS LIST, I’M SO UPSET. ):

Be cool instead.


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Re: [hlcoders] Remember June 2006?

2010-10-31 Thread Igoreso
I think main problem is that we have more than one engine branch.
As a result we have problems with mods, especially with source code.
Sorry if I added nothing new in the discussion.
This is my first post here btw.


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