[hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread Imperio59

Hey,
Well thank you Chris Janes for the fix, which I applied to the default
bullet code in FireBullets on around line 158 of sdk_player_shared, and
which fixed the blood problem.
Here's the fixed code (all we did was move out the CTakeDamage
initialise and calculations and the DispatchTraceAttack out of the #ifdef...

//Imperio59: Fix for blood not being correctly predicted...
   CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage,
iDamageType );

#ifdef GAME_DLL
   ClearMultiDamage();
#endif
   CalculateBulletDamageForce( info, iBulletType, vecDir, tr.endpos );
   tr.m_pEnt-DispatchTraceAttack( info, vecDir, tr );
#ifdef GAME_DLL
   TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
   ApplyMultiDamage();
#endif

I'm gonna add this to the wiki list.
Enjoy!

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[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59

Yep, so it's a prediction problem. cl_predict 0 makes it so that the
sparks show up in any situation, same for the blood... I'm gonna try and
track it down, any ideas?

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[hlcoders] Re: Blood not spawning for attacker?

2006-06-26 Thread Imperio59

Ok, I spent a couple hours on the problem and managed a fix... I
basically put a warning in the sparks function, and it did not play when
you were the attacker... So instead of trying to fix weird PVS filter
bugs, I decided to switch the call to a DispatchEffect call instead of
the previous g_pEffects-Sparks() call. I made my own DispatchEffect
Callback function and event register and linked it all nicely, and now
it plays out fine.

I might try and do the same for the blood, if I have the patience, but
not right now, it's 4am and I'm going to BED! ;)
Imperio59 out.

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[hlcoders] Is there such a thing as a NULL model?

2005-11-26 Thread Imperio59

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?


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[hlcoders] Re: Tier0_s.dll error when debugging Source Mods ( was: Last update has broken Mod shaders and is causing crashes )

2005-09-30 Thread Imperio59

I've not had one single error in debugging my MOD so far... I don't know
if there was a code update recently because I haven't WinDiff'ed the
code bases in the last 2 months at least...
Here's my arguments:
-allowdebug -dev -game c:\program
files\steam\steamapps\SourceMods\Caliber +sv_lan 1 +map cal_test
Hope that help...


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[hlcoders] Applying textures to the world

2005-09-20 Thread Imperio59

Yea, the title makes it sound like i need to use a decal, but it's a bit
more complicated than that:
I want to show a texture applied to the world geometry, and have it move
around, and fit the terrain geometry and such...
I looked at the decal functions, but I'm thinking it might be too costly
to use that to apply a decal and delete it every frame (to move it's
position)...

It's basically like in World of Warcraft (if you've played it) where
area effects for the mage get a circle on the ground to show where the
spell will hit...
Any ideas besides decals?


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[hlcoders] Animated Materials, how are they handled engine-side?

2005-06-05 Thread Imperio59

Hey,
I'm looking for some info on materials, if anyone has tried this before:
I'm a meshbuilder to create a quad in the world and project my texture
on it. For now, the texture is not animated, but the animated art will
be done soon and i'm wondering this:
My call to this meshbuilder is in CViewRender::RenderView() (so it is
drawn every frame), and i use the same material pointer for both calls.
Will the engine automatically go through the frames without my doing
anything, or will i need to manually increment the frame count and do
the logic for that in my code, since the mesh is redrawn from scratch
every frame?

I think the engine will handle this for me, but i am not sure at all,
that's why i'm asking...

Also, is there a way to reset the frame count to 0, and to have 2
meshbuilders using the same animated material but have them each be at a
different frame number (they would operate independently)?


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[hlcoders] List of Materials is not being filled!

2005-06-01 Thread Imperio59

Continuing my endeavours to make a better NVG, i've been trying particle
effects all afternoon and decided that wasn't the way to go.

I always wanted to make the textures a certain color, bright, and
alpha'ed (sort of like Natural Selection's Alien flashlight). I
remembered from my HL1 days that SetRenderColor existed. That works to
an extent, the materials are still opaque, but there is a blue color
tint to it now (white parts became blue).

Since i've been messing around with the material system these days,
i'd figure i'd get pointers to all of the model's textures. Here's the
current code, in debug the array of material pointers stays null after
the call to GetModelMaterials.
pEntity is the entity i'm trying to change the color on, I run a sphere
query to fetch all players within PVS/3000 units of the local player and
get all other players in range:
IMaterial* pMaterial[64];
   for (i = 0; i  64; i++)
   {
   pMaterial[i] = NULL;
   }
   modelinfo-GetModelMaterials(
const_castmodel_t*(pEntity-GetModel()),
modelinfo-GetModelMaterialCount(const_castmodel_t*(pEntity-GetModel())),
pMaterial );
   for (i = 0; i  64; i++)
   {
   if (pMaterial[i])
   {
   pMaterial[i]-AlphaModulate(128);
   }
   }

I don't know enough about shaders to manage to apply one to the model
textures, plus some of them have proxies and such and i don't want to
mess that up, PLUS if people make custom models for my mod later on,
this has to be compatible with that...

So yea, how do i make the model transparent, Valve?
Thanks in Advance,
Imperio59


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[hlcoders] Re: List of Materials is not being filled!

2005-06-01 Thread Imperio59

Well scrap that, i figured i needed to change the render mode on the
player, i don't know why it didn't hit me before :p


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[hlcoders] Getting a FULLBRIGHT picture of the scene into my Frame Buffer

2005-05-30 Thread Imperio59

Ok,
The title may sound corny, but this is what i have so far (thanks root
for giving me msot of this code ;) ).
I'm trying to copy CSS's Nightvision, except i'm trying to make it light
DARK spots as well as brigthen existing lit-up spots.

Here's what i have so far, it brightens the scene but not enough for me:
This is in CViewRender::RenderView.
//Imperio59 NVG
   if ( C_BasePlayer::GetLocalPlayer() 
C_BasePlayer::GetLocalPlayer()-m_bNVG )
   {
   IMaterial *pMaterial = materials-FindMaterial(
effects/nightvision, TEXTURE_GROUP_CLIENT_EFFECTS, true );

   if ( pMaterial )
   {

   // This copies the contents of the framebuffer (drawn
during RenderView) into our nightvision texture.

   UpdateScreenEffectTexture( 0 );//_rt_FrameBufferFB

   materials-MatrixMode( MATERIAL_PROJECTION );
   materials-PushMatrix();
   materials-LoadIdentity();

   materials-MatrixMode( MATERIAL_VIEW );
   materials-PushMatrix();
   materials-LoadIdentity();

   materials-MatrixMode( MATERIAL_MODEL );
   materials-LoadIdentity();

   materials-DrawScreenSpaceQuad( pMaterial );
   materials-DrawScreenSpaceQuad( pMaterial );

   //Draw twice + a third time modulated.

   pMaterial-AlphaModulate(cl_nvg_brightness.GetFloat());
   materials-DrawScreenSpaceQuad( pMaterial );

   materials-MatrixMode( MATERIAL_PROJECTION );
   materials-PopMatrix();
   materials-MatrixMode( MATERIAL_VIEW );
   materials-PopMatrix();
   }
   }
   //END NVG

Except drawing twice + modulated doesn't make it brighter than drawing
ONCE! I think this is because of me just slapping a quad with the
texture on top of the scene, no matter how many times i do it it's still
the same texture. Right.

So what i wanted to do was get a fullbright image (i want to get an
image of what you see when mat_fullbright is 1) and slap that onto my
screen, alpha'ed of course, and with my green screenfade (to make it
look NVG-ish ;) )
I haven't been able to figure this out yet, i've tried calling
UpdateScreenEffectTexture( 0 ); before the call to RenderLights, at the
beginning of the frame, lots of places, with various unwanted results.

Can someone from valve explain to me where i need to stick this call so
i get my fullbright image, or somehow manage to unload the lightmaps
from all textures, get the image of the scene, then reload the lightmaps
(sounds like it's going to drag performance down).

I also thought of using a post-processing shader, but most cards don't
support them (am I wrong?) and you would need to turn on Shaders in the
options to have a working NVG, wich is not what i want.

Am i stuck with what i have now ( a semi-bright NVG wich brightens lit
up spots but not dark spots) or is there a way to do this right?

Imperio59


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[hlcoders] Using Dynamic Lights: AllocDLight vs AllocElight and hardware compatibility

2005-05-24 Thread Imperio59

Ok,
In the past few days people have been asking after seeing some of our
in-game videos about dynamic lights and their overuse. People were
worried that low-end or older machines would not be able to see the
lights, or that they would lag them.

I said that, being the good coder that I am, i would make an option to
disable dynamic lighting from my MOD itself, or make sure that it would
have alternatives for older machines.

But i am wondering now exactly how i can achieve this.

Making a convar that prevents creating any DLights in my code is a
simple thing to do, a matter of minutes really. But i was wondering
about the possibility of using ELights versus DLights, then i realised i
didn't really know what the difference was, and if one or the other
needed Dx9/Dx9 compatible cards to show up or not.

So my questions are:
What is the real difference between AllocDlight and AllocElight?
I remember trying both for muzzleflashing and that ELights didn't bounce
off walls, but I am not sure of that fact anymore.
What hardware is needed to run DLights and what hardware is needed to
run ELights?
Should i hard code in a convar to turn them off, or will the engine take
care of managing that for me already?
Will it affect performance if i call AllocDlight on a machine that can't
handle them, or will they just not be displayed?

Thanks
Imperio59



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[hlcoders] Render Targets and Cameras

2005-04-27 Thread Imperio59
Hey
I was wondering if anyone has messed around with cameras and Render Targets.
My goal is to have one camera entity follow a player, and be able to
show this direclty on another player's viewport (instead of on the hud).
This wouldn't be too hard except i want this to be able to happen for
each team (one camera max. per team). My plan is basically to make one
camera entity named _rt_Camera_team1 and _rt_Camera_team2 for example,
then draw the output texture on the HUD, based on the localplayer's
team, and have the right camera entity follow the right player, and all
should work fine, normally...
Except the entire view.cpp file is cryptic to me. I have done a little
bit of digging and figure that cameras / render targets are drawn in
DrawHighEndMonitors But the function has me baffled. It Gets a
camera texture (named _rt_Camera i think) to draw to, but then calls
ViewPort wich i still don't know what it does (the comment is Sets the
Viewport, thanks for the cool comments Valve ;) ). After that it
attempts to draw all cameras possible one by one (that's also a whole
cryptic function to me), then sets back the viewport to normal.
I'm trying to understand the whole thing, but comments aren't helping...
What exactly is the ViewPort function supposed to do? Does it set where
in the world space the next render calls will go to?
Is the way i'm trying to do my picture in picture system possible if i
rework the system to use named cameras/named render textures?
Basically i'm just trying to understand this whole view.cpp file, along
with the material system calls being used... I swear, more comments
wouldn't hurt in later versions.
Thanks In advance
Imperio59
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[hlcoders] Re: C_Embers::C_Embers() causing a rare assert.

2005-04-26 Thread Imperio59
Ok,
I took out my fix and ran it in the map that was crashing. I got a dmp
and a screen in a rar file uploaded to
http://membres.lycos.fr/imperio59/hl2/c_embers.rar
You might have to manually copy it and put a space after the url if it
doesn't work right away.
Hopefully someone from valve can use this, if you need anything else
(the map maybe?) tell me and i'll be happy to provide it for you.
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[hlcoders] RE: View vectors in a hud?

2005-04-22 Thread Imperio59
You can just use the local player's EyeAngles and figure out if pitch 
90, yaw  180, etc etc...
And get some sleep man , you sound tired ;)
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[hlcoders] Crash with my overhead icons, want to make sure i fixed it right.

2005-04-21 Thread Imperio59
Hey,
So this is a bit of a long shot, but here's the story:
I made a hud element that displays icons over your teams head. I have a
list of C_BasePlayer pointers, wich i update every OnTick by using a
SphereQuery to fetch all teammates around me in a certain radius. Now
this worked fine, until we ran some multiplayer test, and people started
crashing when others quit.
I ran a debugger and found out that my call to GetAttachment (to get the
position of an attachment over the head of the player model) was the
problem, for some reason, down the line, GetModel() was crashing the
whole thing.
I figure that it's trying to fetch the player model on a player that is
quitting/already gone, so that somehow causes the crash.
I added a few safety checks, for IsAlive(), !IsDormant(), but i'm not
sure if that's enough.
Does anyone know how to, client-side, make sure an entity is still fully
connected?
Is there any other safety check i should run on my player pointers?
I'm asking this because i don't have the manpower (yet) to run a server
just to crash it until i find the correct fix, especially since i would
have to re-upload the client.dll to each tester every time...
Thanks in advance
Imperio59
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[hlcoders] RE: Crash with my overhead icons, want to make sure i fixed it right.

2005-04-21 Thread Imperio59
Thanks a ton, i will switch my lookup method to use IClientNetworkable
instead of a sphere query, it probably is safer, since i never know
exactly if i can trust what's on the client anyways, it has given me a
hard time before :p
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[hlcoders] C_Embers::C_Embers() causing a rare assert.

2005-04-12 Thread Imperio59
Hey,
One of my mappers just sent me his new map, where he used hl2dm.fgd
instead of base.fgd (since i use source code only sdk as a base, this
could be the problem, but...) somehow, whenever i get close to his ember
particles, i get the assert from C_BaseEntity::GetAbsOrigin firing, wich
is this one:
Assert( s_bAbsQueriesValid );
I checked, and this apparently means the embers are being created during
the beginning of a frame for some weird reason, something wich
apparently shouldn't be happening. They are displaying and working fine,
but they still are calling GetAbsOrigin() at the wrong moment, and this
bothers me. I asked him to switch to base.fgd and we'll see if it fixes
that, but otherwise, can the valve folks tell me if they have an idea on
how/why this could be happening?
Thanks.
Imperio59
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[hlcoders] ModEvents.res File, Still necessary?

2005-03-21 Thread Imperio59
I remember reading that with the new interface to the gameevents, the
res file was not necessary anymore as the server sent info about the
even to the client automatically? Has anyone tried this?
Also, in my res file the default name is csstrikeevents, i couldn't
find that anywhere in the code so i'm guessing it's just like scheme
names, not implemented in yet? This is in Source Code only SDK.
Imperio59
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[hlcoders] Someone please help me understand Physics...

2005-03-17 Thread Imperio59
...in the HL2 DSK.
I've been trying to get a round model entity (based off CBaseAnimating)
to have collision based on the model, and not on the bounding box (it's
round, so a radial/spherical collision would work too!).
Setting my solid type to SOLId_VPHYSICS alone doesn't work, doing that +
calling VPhysicsInitStatic() works but uses the bounding box for
collision + if the entity gets shot the model disappears (?!!!).
Also, when i use the above method, after the entity gets shot and
dissapeared, if i set it to SOLID_NONE the game crashes (haven't been
able to trace it down precisely enough, but it calls a bad pointer
somewhere down the chain of my SetSolid call, I'm assuming it has to do
with the fact that i should be using a VPhysics function to make it
passable instead of the solid type...
I've been trying for a week now to get this entity working, no one seems
to be able to tell me anything and there are any examples in the SDK
that i could find of an entity derived from CBaseAnimating that
implements it's own physics collision, nor anything that implements
separate collision handling for traces and for collisions (behave
differently if you got it by a solid or by a raytrace...).
I know i'm supposed to create some sort of attached physics object with
my entity, but i just have no clue where to start looking, and after a
week, i'm frankly tired of browsing files without finding a SIMPLE
example anywhere... :(
So if anyone knows ANYHTING that can help me, the beginning of a lead, a
tutorial somewhere, the name of a function or an entity, please reply...
Thanks in advance
Imperio59
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[hlcoders] Re:Someone please help me understand Physics...

2005-03-17 Thread Imperio59
Did I ever tell you that i loved you Jay? :p
Now to find my modeller... *loads shotgun with plastic ammunition* ;)
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[hlcoders] MuzzleFlash Tracer bugs in Third Person only?!

2005-03-06 Thread Imperio59
Hi,
I currently have a problem on my local (sv_lan 1) server ONLY with the
muzzleflash and tracers. For whatever reason, when i switch to
thirdperson and shoot, my muzzle flash gets displayed at 3 different
position, the right position (my gun's world model muzzle
attachement), forward from the gun about 50 units, and at my feet. On
top of that, the tracers start from the second position (50 forward from
my gun's muzzle attachement).
I am at a loss to explain this, it is ONLY happening in third person,
the muzzleflash works fine when seen on other models in multiplayer
games as you can see in the video we put together for our mod at
www.calibermod.com . Yet, in third person, it's not working right. I've
ran through debug before and put a breakpoint in my dll where the actual
muzzle gets created, and it only gets called once per frame... What is
the mystery code producing the 2 additional muzzles and why are my
tracers and the right muzzle flash not being attached correctly in third
person on my own model?
This is the code I use in void C_BaseAnimating::ProcessMuzzleFlashEvent():
if ( m_Attachments.Count()  0 )
   {
   Vector attachOrigin;
   QAngle attachAngles;
   GetAttachment( LookupAttachment(muzzle), attachOrigin,
attachAngles );
   Vector forward, right, up;
   AngleVectors( attachAngles, forward, right, up );
   attachOrigin += ( (5.0 * forward) );  // make it be a little
bit ahead of the actual attachement.
   g_pEffects-MuzzleFlash( attachOrigin, attachAngles, 0.5,
MUZZLEFLASH_TYPE_DEFAULT );
   dlight_t *el = effects-CL_AllocDlight(
LIGHT_INDEX_MUZZLEFLASH + index );
   el-origin = attachOrigin;
   el-radius = random-RandomInt( 32, 64 );
   el-decay = el-radius / 0.05f;
   el-die = gpGlobals-curtime + 0.05f;
   el-color.r = 255;
   el-color.g = 192;
   el-color.b = 64;
   el-color.exponent = 5;
   }
Also, another question while we're at it, I have a networked entity
derived from CBaseAnimating wich i attach to my player and use
FollowEntity to get it to stay with him (a personal round shield.) The
shield itself is a model and gets rendered fine and so on, but it won't
animate. The model has a idle animation, wich i am trying to get to
loop/play without much success with the following code:
ResetSequence(LookupSequence(idle));
SetCycle( 0 );
In the function that creates my entity after it has been attached, the
animation is supposed to make it rotate but my model never rotates :/ I
just checked and the animation is set to loop itself, i should note that
it doesnt work wether or not i call SetCycle( 0 );.
Thanks in advance
Imperio59
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[hlcoders] Re: Animating reticles?

2005-03-01 Thread Imperio59
Simple, use an animated texture instead of a font for your crosshair 
(file type instead of font type in weapon script file, after the 
selection icon definitions), then use a certain frame based on how large 
the reticle needs to be, or you could have different textures for each 
frame, but that'd be cumbersome and less practical :)

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[hlcoders] RE: SDK Code update.

2005-02-18 Thread Imperio59
I already use a CVs but i am far from being an expert at doing it, i
will try to do the branch thing after i back up my code just in case.
I was pissed earlier and i'm better now, sorry if I sounded harsh.
I would love that tutorial, because right now i have no idea how to
start on doing this, i use tortoiseCVS...
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[hlcoders] RE: Adding a Label as Part of a HUD element.

2005-02-18 Thread Imperio59
Ok that apparently was the problem, I re-arranged my calls to
SizeToContents and it works fine.
For that SetWrap, I moved it to unprotected in the vgui_controls lib,
just 'cause i felt like doing it, and it doesn't seem to be causing
problems, there didn't seem to be any other way to set the wrap, s... ;)
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[hlcoders] RE: Because forks are fun!

2005-02-18 Thread Imperio59
In theory, Source isn't even related to Quake, since it is a new engine
built from the ground up by Valve. It is not even related to HL1,
besides the actual look and feel and class design that mimics HL1's, but
is totally different under the hood ;)
I'll take this opportunity while we're discussing engines to ask Valve a
question:
Is Source DX7 compatible only so it can someday be ported to X-BOX?
(Question from one of my mod members)
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[hlcoders] Adding a Label as Part of a HUD element.

2005-02-17 Thread Imperio59
I created my own Hints Hud element, and was displaying text up until now
with surface()-DrawSetText() and associated function. But, it doesn't
have text wrapping, and since i'm too lazy to code that in there and
figured VGUI2 already had elements that implemented wrapping, i decided
instead to add a Label that would overlap my entire hints box.
I looked around for examples and only found a few, i have a vgui::Label
* m_pTextLabel as a private member of my hud element and do the following:
In the constructor:
m_pTextLabel = vgui::SETUP_PANEL(new vgui::Label(this,HintsLabel,));
   m_pTextLabel-SetScheme(scheme);
m_pTextLabel-SetFont(vgui::scheme()-GetIScheme(scheme)-GetFont(DefaultBig));
   m_pTextLabel-SetWrap(true);
   m_pTextLabel-SetKeyBoardInputEnabled(false);
   m_pTextLabel-SetMouseInputEnabled(false);
   m_pTextLabel-SetPos(5,5);
   m_pTextLabel-SetSize(GetWide()-10,GetTall()-10);
   m_pTextLabel-SetPaintBackgroundEnabled( false );
   m_pTextLabel-SetPaintBorderEnabled( false );
   m_pTextLabel-SizeToContents();
   m_pTextLabel-SetContentAlignment( vgui::Label::a_west );
In Reset() (where i handle some scheme stuff, that doesn't work atm ;) ):
   m_pTextLabel-SetScheme(scheme);
   m_pTextLabel-InvalidateLayout(false,true);
In Paint():
   m_pTextLabel-SetFgColor(textCol);
   m_pTextLabel-SetBgColor(c);
   m_pTextLabel-SetText(m_pWText);
Where textCol is my text color, c the bg color (with correct alpha value
for fading over time) and m_pWText is the widechar string that i fetch
from localize with my custom message sent by the server at appropriate
times etc...
I should metnion the DrawSetText() version works fine so there's no
problems with the string or anything, on top of that it sets the correct
string in debug on the Label, the only problem is, it doesn't draw it ;)
I'm sure the problem is something simple, any ideas?
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[hlcoders] VGUI is trapping the keyboard code!!!

2005-02-16 Thread Imperio59
Hi,
I added a OnKeyCodePressed function to the scoreboard to intercept the
jump key events and toggle the mouse on and off when the user presses
the jump key (keycode is getched with
gameuifuncs-GetVGUI2KeyCodeForBind( jump ); )
All worked fine and dandy till i realised that this effectively prevents
any movement while my scoreboard is up (mouse mode or no mouse mode).
I poked around and found that the client.dll needs to tell the engine
wether or not to handle the key event (for such things as chatting).
This is also fine but i don't see the code for this in the vgui2.lib
project.
So my question is simple, how do i make it so my panel doesn't trap
the code and so that it gets processed on the server even when the
scoreboard is up?
Here's the function: (m_iJumpKey is the ID of the key corresponding to
the jump bind.)
void CClientScoreBoardDialog::OnKeyCodePressed(KeyCode code)
{
   if (m_iJumpKey != KEY_NONE  m_iJumpKey == code )
   {
   if (m_bInMouseMode)
   SetMouseInputEnabled(false);
   else
   SetMouseInputEnabled(true);
   m_bInMouseMode = !m_bInMouseMode;
   }
   else
   {
   BaseClass::OnKeyCodePressed( code );
   }
}
The BaseClass (vgui::Panel) only handles the escape key...
I wouldn't mind using say right click mouse to toggle, but to capture
that event i need to SetMouseInputEnabled(true); wich pops up the cursor
anyways and doesn't help me at all...
Thanks in advance...
Imperio59.

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[hlcoders] Custom Schemes (Late Reply)

2005-02-15 Thread Imperio59
Yea so i ran into trouble with putting in custom schemes that would
change every time you switched teams and then i got bogged down into
adding weapons and putting models in game for my mod so i didn't have
time to take another swing at the problem again until now.
What I am trying to do:
Every time the scoreboard is displayed, the scheme gets selected based
on wich team you are on, and the scoreboard gets that scheme applied to
it, so the scoreboard will match the color scheme of the team you are
on! So far so good, the theory is fine, and i've put in functions to get
the name of your scheme based on your team.
Now here's the problem: The schemes don't actually get applied at all.
Alfred explained to me the way i should do it, so here's what i have now
(that still doesn't work):
In the constructor, i am loading all of my custom .res files. I ran
debug on it and the ClientScheme is number 2, and the TEAM A scheme is
number 3.
Now in Reset(), i fetch the right scheme number, and do:
   SetScheme(scheme);
   InvalidateLayout(false,true);
   m_pPlayerList-SetScheme(scheme);
   m_pPlayerList-InvalidateLayout(false,true);
So the scheme will get set and reloaded on both the panel itself and the
Player List.
Nothing changes! I have put in muting in my scoreboard, so i can
actually select elements with my mouse, and the SelectedItemBgColor
doesn't change based on whichever team you are on. I put spies on the
classes (the player list and the scoreboard itself) and nothing changes
at all.
I put a breakpoint in ApplySchemeSettings() (wich i stopped calling
manually) and it gets called perfectly fine every time (looking at the
call stack, it gets called from inside SetScheme, all good).
So, I'm all out of ideas. It calls SetScheme with the right number, the
schemes are loaded right, i put in the right code (normally)...
Alfred, anyone else, help?
Imperio59
PS: Should setting the scheme on a parent panel also set it on all
childs or do i have to do it manually, I am specifically thinking of the
scoreboard title wich is created dynamically from the .res file.
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[hlcoders] MuzzleFlash Update?

2005-02-11 Thread Imperio59
I've got muzzle flashing to work partially in my MOD, there are still
problems with it not following the pitch angle of the player, only the
yaw, wich ends up making a muzzleflash at roughly middlfe point of the
player's model and never going up or down to actually attach where the
attachement point is.
That and it only fires every once in a while. I am deirectly calling the
muzzleflash like so:
FireEvent(pPlayer-GetAbsOrigin(),pPlayer-GetAbsAngles(),AE_MUZZLEFLASH,SHOTGUN
muzzle);
Anyone got a bugfix?
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Re: [hlcoders] Re: [OT] [OT] Safe way of setting weapon damages?

2005-02-10 Thread Imperio59
I might not hard code it (to prevent attracting people i'd rather not
mess with my MOD's dlls) but i will probably put in a check in code to
display a message if the script files' values differ from the hardcoded
values.
After all, i don't really care if they want a special uber-cool SMG to
kill you in 1/2 of a shot, all i want is that the blame goes to the
server admin went people start yelling, not to the mod team.
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[hlcoders] Safe way of setting weapon damages?

2005-02-08 Thread Imperio59
Currently it seems weapon damage info is loaded from a script file, is
there a way to hard code this? I would rather avoid server admins from
being able to modify the damage values and hence the balance of the MOD.
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[hlcoders] Custom Schemes (again)

2005-02-04 Thread Imperio59
Hi,
I've been recently working on getting multiple schemes to work into my
MOD. Basically every time you switch teams, i reload the scheme you have
with the one corresponding to your team, so your VGUI's skin changes
to fit your team.
I've ran into quite a few problems, but right now the one i'm working on
has me boggled and if anyone has any ideas on how to fix it I'd
appreciate the help:
I'm trying to get my scoreboard title to show up in red. The Scheme res
file says that all the Label.something elements have my custom colors,
namely the text is supposed to show up in red and not in orange. When i
first join my game i start in a game room type of place where you have
no weapons and must walk into a certain area to join a team. In that
area i am using the default scheme. When you join a team it reloads the
scheme based on your team.
I've been using ApplySchemeSettings and basically the Scoreboard class
reloads it's scheme every time it is Reset(). I've made up a function in
the C_BasePlayer class that returns the right name for the scheme called
GetSchemeName(bool withExtension). Here's the code in Reset():
char szSchemeName[128];
   C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
   vgui::HScheme scheme;
   if (pPlayer) {
   strcpy(szSchemeName,resource/);
   strcat(szSchemeName,pPlayer-GetSchemeName(true));
   scheme = vgui::scheme()-LoadSchemeFromFile(
szSchemeName,pPlayer-GetSchemeName(false) );
   }
   else {
   strcpy(szSchemeName,resource/ClientScheme.res);
   scheme = vgui::scheme()-LoadSchemeFromFile( szSchemeName,
ClientScheme );
   }
   // set the scheme before any child control is created
   SetScheme(scheme);
   ApplySchemeSettings(vgui::scheme()-GetIScheme( scheme ));
   m_pPlayerList-SetScheme(scheme);
   m_pPlayerList-SetVerticalScrollbar(true);
   //Warning(CClientScoreBoardDialog::Reset()\n);
Here i realise i am not telling the Title Label to update it's scheme,
but i thought VGUI would do that automatically... This is what disturbs
me, why isn't it propagating on it's own the Scheme settings...
Anyways, i added this code:
vgui::Label* pTitle = (vgui::Label*)(FindChildByName(ServerName));
   if (pTitle)
   pTitle-SetScheme(scheme);
   else
   Warning(Couldn't Find Child Named \ServerName\ in
CClientScoreBoardDialog::Reset()\n);
The code produces no warning, yet the text color doesn't change for the
title Label. I am at a loss as to why this is happening, the Label
function ApplySchemeSettings() is protected... So i decided to
un-protect it and see what would happen when i called it along with
SetScheme.. Turns out the linker gives me an error (wich was
predictable) about unresolved external...
So Valve, anyone else, how do i get this title to change it's scheme?

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[hlcoders] Re: Custom Schemes (again)

2005-02-04 Thread Imperio59
So i am now loading all my schemes in the CBaseViewport Constructor like so:
   vgui::HScheme scheme;
vgui::scheme()-LoadSchemeFromFile(resource/VaminScheme.res,VaminScheme);
vgui::scheme()-LoadSchemeFromFile(resource/AbsentisScheme.res,AbsentisScheme);
vgui::scheme()-LoadSchemeFromFile(resource/OrderScheme.res,OrderScheme);
   scheme =
vgui::scheme()-LoadSchemeFromFile(resource/ClientScheme.res,
ClientScheme);
Then in my Scoreboard's reset i have:
   C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
   vgui::HScheme scheme;
   if (pPlayer) {
   scheme = vgui::scheme()-GetScheme( pPlayer-GetSchemeName(false) );
   }
   else {
   scheme = vgui::scheme()-GetScheme( ClientScheme );
   }
   // set the scheme before any child control is created
   SetScheme(scheme);
   InvalidateLayout(false,true);
   vgui::Label* pTitle = (vgui::Label*)(FindChildByName(ServerName));
   if (pTitle) {
   pTitle-SetScheme(scheme);
   pTitle-InvalidateLayout(false,true);
   }
   m_pPlayerList-SetScheme(scheme);
   m_pPlayerList-InvalidateLayout(false,true);
And the colors are still default HL2 orange... I can't figure out what's
wrong with my code, in debug the HScheme scheme var is set correctly to
a low number (usually 3, 4 or 5 depending on my team), the functions get
called right, but the colors just won't change :(
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[hlcoders] Adding Multiple VGUI Schemes.

2005-01-21 Thread Imperio59
I'm running into trouble with adding additional client schemes,
essentially i'm trying to have one scheme per team to modify completely
the look and feel of the VGUI elements every time you change teams.
I made my own function to get the Scheme name based on wich team you
currently are on, and made a new file called MyTeamScheme.res and put it
in /resource/. In that scheme file i have a font named DefaultBig wich
is also present in ClientScheme.res, however when it tries to load my
own scheme file, it can't find the font anymore...
How do i set up my new schemes so they will work propely and how do i
name theme, because everywhere the call is SetScheme(ClientScheme) but
the name tag is commented out in ClientScheme.res with a comment that
says this is currently overriden in code...
A. Where is it overriden (engine? SDK? VGUI code?) and
B. How do i make this work? Is there another way to do this besides
making one file per team?
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[hlcoders] Request more info about DrawPrintText!!!

2005-01-17 Thread Imperio59
I've just spent 4 hours debugging this and after making it work i still
have no clue why i was facing this behaviour with this function. Here's
a description of the problem:
I made a new Hud element to display hints about my mod. Everything goes
along okay, the element displays and fades nicely after 5 seconds like i
want it to, now comes the part where i add the text in it!
And that's where the trouble starts. Basically, i have an Array of Wide
Chars to hold the Localized string that i find. My message Function
receives the number of the hint, converts this all to a nice token
string in ASCII like so: #Cal_Hints_1 and then looks it up and fills
my array with the string!
So far so good, the array is filled, then i call Paint(). And every time
it would not show up! Here's the snippet from Paint():
   // Get our scheme and font information
   vgui::HScheme scheme = vgui::scheme()-GetScheme( ClientScheme );
   vgui::HFont hFont = vgui::scheme()-GetIScheme(scheme)-GetFont(
Default );
   // Draw our text
   surface()-DrawSetTextFont( hFont ); // set the font
   surface()-DrawSetTextColor( 255, 255, 255, flAlpha ); // white
   surface()-DrawSetTextPos( 0, 0 ); // x,y position
   int length = wcslen(m_pWText);
   surface()-DrawPrintText( m_pWText , length );
In debug when i have a spy on the array all looks fine, except the array
doesn't get printed.
This is what i have in Reset():
   memset(m_pWText,0,sizeof(m_pWText));
And if i comment that out, miraculously, the text gets displayed.
That is the only thing i changed, i moved it to the constructor and to
the message function and that's it, and now it all works fine!
Please someone tell me i'm not mad and DrawPrintText somehow calls Reset
without my knowledge...?
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[hlcoders] Re: Request more info about DrawPrintText!!!

2005-01-17 Thread Imperio59
I just realized that it might've been calling Reset() as part of the
whole vgui painting process... Is it?
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[hlcoders] Re: HL2 Modding - What you need and where to start

2004-12-06 Thread Imperio59
I agree that the documentation is a bit lacking, but they can't on the
other hand put together a 300 page document describing every bit and
piece of the SDK. It would take too much time and a good programmer
would be able to figure it out anyways by reading the code.
I think what we are indeed missing is a tutorial on file organisation.
Valve has not said anything yet on how to deploy a MOD to a target
user's machine. Do we create our own folder? Do we create a folder
inside the hl2/ dir, how do we get the mod to show up in steam, etc...
As for the code, basically you have base classes (the regular named
classes) and your own classes for your mod (usually have SDK in the
name and are contained in file starting by sdk_). As omega said (either
here or on wavelength, can't remember), basically you modify these files
and add onto them to make your own mod. The HL2_DLL folder is to give
you the example of an actual game done with the SDK, nothing more.
After that there's neat little pages like these :
http://www.t-computers.co.uk/sniperumm/ that have popped up to help you.
They basically turn the class hierarchy into a more human-readable
format with graphs, etc... They can be helpful but they can also be
confusing, it's up to each person to see wether it helps them or hinders
their progression.
All i can say is i felt a bit like i did at first when i opened the HL1
SDK for the first time: confused!
Lots of files, lots of new names reffering to things unknown to me,
etc... Knowing the HL1 SDK's naming scheme helped a lot, but there's
still new stuff you need to learn, and especially the new class
hierarchy and where your functions are. I find myself thinking alot like
Where did they put InstallGameRules in this thing or Hmm now they
have a class for a sphere find instead of just a function... . I say
the best way is still to dig in, there's no head or tails to the SDK,
just possible entry points. Start with gamerules maybe, or network code,
or weapons, they're all good starting points :)
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[hlcoders] Re: false claim of real-time radiosity support in Source Engine

2004-11-29 Thread Imperio59
I'd like to point out that the Map compiling tools include Vrad wich
is a Radiosity calculator that precomputes all light effects on maps. So
yes, light isn't rendered in real time, but the map llightning is
precomputed to something that looks pretty darn close to real.
I'm more annoyed by the Shadows myself, you can only have one shadow at
a time and there are tons of restrictions on them, as well as errors...
There's a level in HL2 where you use a huge crane to lift a container to
get a drawbridge down. There are crates inside the container, and when
you lift the container, both the container and the crates inside project
shadows, when the crates inside shouldn't... ;)
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[hlcoders] Re:The CS Bomb Design

2004-11-12 Thread Imperio59
Indeed, he said CS:S, the title mislead me :(
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[hlcoders] Re: The CS Bomb Design

2004-11-11 Thread Imperio59
It makes use of something called bodygroups. Check out the CS models .qc
(i think that's the right format) after you decompile them in milkshape,
should have something like $bodygroup somewhere in there. Check out
http://articles.thewavelength.net/170/ for more info on setting up that
qc file...
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[hlcoders] Credit Card Fraud and Compression (2 topics in one mail! :p )

2004-11-08 Thread Imperio59
About the CC fraud, I've never bought anything on steam before and my CC
works everywhere on the web. I can understand you guys are worried about
the fraud and the money it drains but maybe you should loosen your
restrictions, just a bit...
HL1 was very (still is) very good for P2P networks. Steam kinda
stopped People downloading HL1 instead of buying it because they had to
have a login to play online. I still see people here in college who ask
around for hacked copies of HL1, if they ask me i usually explain to
them that i paid for my game and they can go to hell if they want me to
copy it for them...
As for compression and kkrieger... Have you seen how long it takes for
that game to unpack? almost 1-2 minutes on most machines... Plus the
graphics are horrible and the gameplay is basic to say the least. Such
demos may be nice in german programmer symposiums but they are not
commercial grade games. HL2 is a modern application, today most PCs wich
can run HL2 also have enough disk space to install it.
I hope there is an option to keep the DVD in the drive while playing and
only partially install those 4 gigs though, because as a modder, i can
see that my 40Gb HDD is not gonna cut it, i already have plans to buy an
additional 120gb Drive just to be able to mod for HL2...
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[hlcoders] RE: Source SDK released

2004-11-05 Thread Imperio59
So, if we decided not to buy t3h Kiddie MOD game (aka CS:S) then we
have to wait until nov 16th the earliest to start coding?
Please tell me this is only the hammer and model tools and not the code
yet, or i'm gonna shoot myself...
I'm already paying 160 bucks for HL2 ( 50 bucks the game, 30 bucks
international shipping to my island, and the price itself in local taxes
and customs fees) just to get it early enough to get a head start for my
MOD, but that's not enough, if i want it now, i have to buy a Source
game, but since there's only one out, i have to buy... a MOD.
I loose my faith in Valve more and more everyday...
*Looks at his OpenGL engine.*
*Pets his OpenGL engine*
We don't need them precious, you and me and we can rule the world!
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[hlcoders] RE: Strech Sprites

2004-09-28 Thread Imperio59
If you want to do a filling Health bar actually, you should use
EnableScissor and DisableScissor, as well as DrawAdditive to draw the
sprite without it's transparent Background...
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[hlcoders] Re: hlcoders digest, Vol 1 #1428 - 1 msg

2004-09-24 Thread Imperio59
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Today's Topics:
  1. CS Damage system (Freecode)
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Message: 1
Date: Fri, 24 Sep 2004 01:35:40 -0400
From: Freecode [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: [hlcoders] CS Damage system
Reply-To: [EMAIL PROTECTED]
He i was wondering how the damage is done depending on the distnace
between attacker and victim in CS. Maybe some calculations or info on
this will be helpfull.

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End of hlcoders Digest

I suppose it's based on the Length2D of a vector... You could just make
a vector between the 2 players and print the Length2D values in console
to get a rough idea of what the numerical values are, then divide the
Length2D by a value of your choosing and tweak it to balance things out...
But i'm not 100% sure CS bullets do less damage depending on the
distance between the 2 players, although i'm sure they do ballistics
calculations (such as bullets go through thin enough walls of certain
types or materials, etc)
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Re: [hlcoders] Half-Life 2, physic and gameplay brainstorm

2004-08-21 Thread Imperio59
Personally, i have already planned some gameplay additions to our MOD's
basic gameplay wich is the classics: CTF, SD, Team DM...
The additions would be player controlled drone planes with a camera
mounted on the front to be able to recon without having to go there.
The possible additions of  Player controlled air defenses for
Battlefield-type maps, with homing missiles and plane countermesures...
Vehicles, vehicles and moe vehicles! Everything ranging from blackhawk
helicopters for troup transport to maybe space battles to tanks and
buggys and motorcycles, parachutes, all that stuff.
Military MODs would be awesome to do with HL2, tons of possibilities to
simulate an entire battlefield: Airplanes, artillery, scouts to plot
artillery targets, helicopters, infantry (of course), tanks,  boats,
airplane carriers...
How about an underwater MOD? Maybe fish battles ;)
In tactical MODs with urban warfare, you could simulate footsteps,
creaking stairs, sounds of the wind. You could have drills that made
holes into the wall to plant cameras (in a SWAT-like rescue mission for
example...)
The possibilities are endless, and i think that compared to HL1, we will
have much more room to do as we please with HL2's engine...
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[hlcoders] Re: Hey Eric

2004-07-02 Thread Imperio59
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DOD 1.2 has been released through steams, and CS updates are also being released 
through steam, so it's already being done :)
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