Re: [hlcoders] HTTP-Request?
You'll need a library that will do it for you. I used Boost's Asio: http://www.boost.org/doc/libs/1_43_0/doc/html/boost_asio.html You call one of its functions with a url, and it will return a string of the HTML content of the page. To make it easier, you can retrieve a steam account's info in XML format which you can then send to an XML parser to handle it for you. On Mon, Jun 28, 2010 at 4:11 PM, Ash Dookun ashvin_doo...@hotmail.com wrote: hey forum. I'm creating a css plugin. How should i go about sending a http request. then reading the result. So i take the steam id pass it to the webpage some how? then read the information that PHP script has processed? ___ 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] Source Engine 2!!!
I believe he was referring to your claim about voxels being the first thing used in 3d. Vector graphics (lines/edges) were the first things used in 3d with games like Battlezone and Star Wars at the arcades.. If you think voxels are so great, what did you think about Kevin Silverman's voxlap engine? http://voxelstein3d.sourceforge.net/ On Fri, Jun 18, 2010 at 2:23 PM, Joel R. joelru...@gmail.com wrote: Please enlighten me then, Marek. Voxels can be better the smaller they are, and in a few years will be better suited when we have more powerful computers. Many are still struggling to even play TF2 with their current machines. So yes, I'm retarded because I thought ahead of your small mind. On Fri, Jun 18, 2010 at 2:06 PM, Adam Buckland adamjbuckl...@gmail.comwrote: That's the plan. He's hoping to do something similar to id tech 5's megatexture technology for geometry. It's called sparse voxel octree technology Basically(from what I understand), the idea is to make the voxels very very small to allow for high fidelity, but to only load the depth of the octree that could be seen at the current resolution, therefore allowing for incredibly detailed models, that only stream the small details if they could be seen at the current resolution. This is a big step up from LOD where the programmer basically has to guess where to swap the models out (and they need to be separate models) On 18 June 2010 18:42, Harry Jeffery harry101jeff...@googlemail.com wrote: I believe John Carmack is hoping to use voxels in id Tech 6. That engine's only 10 years away so who knows, this could be the future but we wont find out until we get there. On 18 June 2010 17:26, Harry Pidcock haz...@tpg.com.au wrote: Ray traced polygon rendering is quite an expensive task on a CPU. But real time point cloud rendering can be done on it quite well. http://www.youtube.com/watch?v=Q-ATtrImCx4 Yes its a bit cheesy, but that's because Bruce Dell doesn't have a marketing budget. This video is rendered in real time on a single core CPU, although it is only rendering at like 800x600, if the algorithm had some parallelism, maybe even have it developed for GPUs/hardware specialization. Then it would certainly be able to render large amounts of detail at a higher resolution. Although it doesn't have any advanced shading, it is still quite interesting to see such a complex static environment drawn with a single CPU thread. Of course there are huge computational and memory issues with bone animation, shading, transparency etc. So don't think you will see this in the next 5 - 10years. -- From: Jonathan Murphy nuclearfri...@gmail.com Sent: Saturday, June 19, 2010 12:31 AM To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Source Engine 2!!! Katrina, you might be interested in reading up on Real Time Raytracing, which is an alternative to rasterisation (GPU) based rendering and is/has been extensively researched and even implemented. http://en.m.wikipedia.org/wiki/Ray_tracing_(graphics)http://en.m.wikipedia.org/wiki/Ray_tracing_%28graphics%29 http://en.m.wikipedia.org/wiki/Quake_Wars:_Ray_Traced At the moment though it seems GPUs are going to stay very mainstream. On Saturday, June 19, 2010, joshua simmons simmons...@gmail.com wrote: Oh yeah I understand. There is only very rudmentry 3d support, in no way capable of supporting any game. My point was more on the radical rate at which they are evolving in comparison. Even the purely reverse engineered open source NVIDIA driver is out doing the proprietary one in terms of 2d. Now I of course realise there is a big jump from that to capable 3d, but considering (iirc) amd have developers working on the open source driver, I see it as mainly a matter of time before it becomes a viable alternative. On 18 Jun 2010 22:01, Bob Somers magicbob...@gmail.com wrote: Katrina, I'm not giving lectures on computer graphics here. Google has all the information you asked for. If you'd like, I can also recommend some graphics textbooks which would clear things up. Also, saying a Linux system running on a 100 MHz machine is comparable to Windows running on a 2 GHz machine is a ridiculous overstatement. They are not that radically different. If you're so convinced you can make the words best software renderer, by all means go do it. I'm sure at the very least you can wave your SIGGRAPH paper in our faces when you're done. Josh, I'm not sure you can call it better Linux support if their 3D support is... well... really bad. They may have opened up their hardware spec so that the free drivers can get rolling (I have tried the new drivers in Fedora 13 and they are quite good so far), but the free drivers are at least a year behind their Windows counterpart in terms
Re: [hlcoders] How to start?
Set a small goal for yourself and stick to it. I'd recommend creating a new entity and familiarize yourself with how to basic entities. Then make the entity an area that can be captured by players standing in it, and then make multiple ones in a map and have the game end when a team captures all of the areas, ie capture the flag. That's how I got started. On Sat, Feb 20, 2010 at 12:47 PM, kielor ru.kie...@gmail.com wrote: Hi, I'm kinda newbie to game coding, but I have good experience in Pawn/C++/PHP coding... The problem is that I don't know where to start exploring Source SDK.. The Valve Developer Community is very good site, but there's not so much info in general, but mostly some specific tutorials.. I'd like some help or advices on how to start? I'm planning to port a GoldSrc Counter-Strike modification to Source game, I know what I want to do and if it's necessary I can tell it. + Also I had some experience in HLSDK(movement only). There I was looking for some movement formulas. - Cheers, Alexandr. ___ 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] Quake Style Movement
I think what you want is for friction to not take effect immediately when a player lands. Save the time a player lands or gets a valid ground entity. Subtract this from the current time and multiply it by a factor you want. This will give the player a small period of time they can jump again and not be slowed down after landing from a previous jump. On Sat, Nov 14, 2009 at 3:51 PM, Harry Jeffery harry101jeff...@googlemail.com wrote: That's what I've been doing. It's similar in some parts but completely different in others. My changes have made circle jumps entirely possible but sustaining and building speed is impossible. Lowering friction + removing speed clamps + tweaking accelerate values hasn't worked so far. I've tried porting more movement code with no effect. 2009/11/14 Tom Edwards t_edwa...@btinternet.com: Why not take a look at the Quake 3 source code? Harry Jeffery wrote: Reducing friction didn't really work at all. Just made me slide all over the place. 2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com: Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery harry101jeff...@googlemail.com wrote: Has anyone here got any experience with the quake 3 movement physics? I'm trying to swap out the bhopping in source engine with strafe jumping from the quake series but the two codebases deviate quite a lot. I've tried adding checks here and there, removing all speed clamps, changing gravity, changing movement vars etc. but nothing I do gets me anywhere near the desired result. So, could anyone here help me out with this problem? Cheers, Harry ___ 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] How safe is it to travel into The Void
#define MAX_COORD_FLOAT (16384.0f) Anything outside of the coordinates 16384 to -16384 is not going to function properly, and anything outside of this range is going to be clamped to the proper range when networked. Go ahead and play in the void all you want like it's some magical world, but remember that in the end, it's still restricted to the underlying programming. On Sun, Sep 20, 2009 at 2:50 PM, Joshua Scarsbrook jscarsbr...@gmail.com wrote: well thanks for the help but i have been into the void with no ill effects once i was done i exited normaly, using garrysmod and entiry debugging, and a overly complex watching station, i was able to get a prop and a entiry to travel down to over -100 z units. Damian Pursey wrote: ^Wow, I just tried that, that's something. Either way, as much as I know about the void, I know it's smart to avoid it. In one map I made, I used a big giant room with black texture on the inside, and invisible on the outside (I don't know if that was necessary or not), then I made another room about 1 unit away from that with a sky texture. Then I used a light_environment and lit the map as if it had a black skybox. I'm not sure what you're trying to accomplish, but it might help. On Sun, Sep 20, 2009 at 7:57 AM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: In portal, I once made a portal into the void using Hammer. That was interesting. ___ 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] Engine Memory Leak
MP3s don't appear to be cached. In my mod, we played the same MP3 sound effect over and over, and it eventually caused the client to crash with an out of memory error. When memory gets full, the console reports that the MP3 can't be found on disk. Then, if something tries to allocate memory or the level changes, it crashes. Playing the MP3 sound effect in my mod used up about 100 K at a time. I think it's probably related to how big the MP3 file is. Run your mod in a window with task manager open, and watch how memory changes for HL2. That's how I found the source of the leak. Memory should be stable while your mod is running. Perform all of the actions that might normally occur in your mod while watching memory. See if you can find an action that consistently causes memory to increase. On Sun, Jul 12, 2009 at 8:57 AM, Brent Lewiscoder0...@hotmail.com wrote: Have you produced an out of memory error by playing the same mp3 again and again? Just curious if maybe it's being cached. Date: Sun, 12 Jul 2009 13:25:19 +0200 From: arne.sikst...@gmail.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Engine Memory Leak How bad is it? How much memory is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Engine Memory Leak
I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the memory. Thus, if you play an MP3 over and over, it will eventually cause HL2 to run out of memory. When playing a wave file, no memory is allocated via EmitSound. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Detecting Memory Leaks
How does Glowcode interface with the DLLs? Alfred suggested I use Memory Validator, but it requires your DLLs to be compiled with Run Time Library: Multi-threaded DLL. The SDK dlls need to be compiled with Run Time Library: Multi-threaded otherwise there are linker errors in some of the static libraries which don't have their source included in the SDK. I'm curious how Glowcode works where Memory Validator fails. I followed a tutorial once on manually adding memory tracking, and it worked all right. It turned out very slow, but it works if you have the patience: http://www.flipcode.com/archives/How_To_Find_Memory_Leaks.shtml /tier0/memoverride.cpp is where all of the new and delete operators are already overridden where you add the tracking code. When I used it, all it did though was confirm my suspicions that my memory leak wasn't happening in my code. On Sun, Jul 5, 2009 at 7:16 PM, Minhminh...@telus.net wrote: I was wondering what tools you guys use to track memory leaks. I've tried using a program called Glowcode and it's not terribly helpful as it doesn't exactly pin point the offending areas of code. I looked at a program called DevPartner which my friend really recommends but it costs $2000.. and when I try signing up for a trial version, the idiots never get back to me. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] client/serv protocol version mismatch - Invalid steam key size
Orangebox uses protocol version 14. Teamfortress 2 and probably DoD uses 15. Check that your windows client is running off of sourcetest/SourceSDK 2007. On Sat, Jun 27, 2009 at 10:40 PM, atomyat...@jackinpoint.net wrote: hey, when connecting to a linux ded server using a windows client I'm not able to connect cause of Invalid steam key size. I figured out that the engine/protocol version doesnt match, windows uses 15, and linux 14. Anyone know howto get an engine*.so that uses protocol version 15? Or howto downgrade the windows ones? Or there's something other i'm doing wrong. updated linux stuff via: ./steam -command update -game orangebox -verify_all thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Changing the texture sampling?
Is this using the 3d vgui screen method? I remember placing a vgui screen in the world, and its contents weren't filtered for me at all when I wanted them to be. On Tue, Jun 9, 2009 at 8:41 PM, Jan Frederick Eickj.f.e...@gmx.de wrote: Hi there! I'm having a weird problem. For my project I'm using the bink video output capabilities of the source sdk. I want to display stereoscopic video footage on a Samsung 3d DLP screen. So I rendered a 1920 * 1080 stereoscopic video, converted it to .bik and tested it with the windows bink player. Everything works fine - the shutter glasses seperate the picture. Then I tried to play the video in my half life mod (console playvideo) and the shutter glasses were not able to seperate the picture. Something has happened. As it turns out - the video playback in the source engine appears to be smoother than the video playback with the usual bink player. Due to this smoothness (or slightly blurriness) the stereoscopic effect gets lost :-( So the interesting stuff happens in the vgui_video.cpp - void VideoPanel::Paint( void ) - a QUAD is constructed where a material gets rendered onto it. [code] [...] // Draw the polys to draw this out CMatRenderContextPtr pRenderContext( materials ); [...] pRenderContext-Bind( m_pMaterial, NULL ); [...] meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); [...] pMesh-Draw(); [...] [/code] m_pMaterial is a pointer to a bink material which is of type imaterial. My question is - is there any way to disable the smoothing of the texture? I know there is a vtf-var (TEXTUREFLAGS_POINTSAMPLE) which enables point sampling for textures. Perhaps there's any way to tell the material to change the texture sampling. Does anybody have a clue for me? Any ideas how i get sharp bink rendering? ;-) greets Ike ___ 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] Unknown Command NewGame
There have been times for me when I screwed something up in the code so badly that the dll wouldn't load and would instead load the game's original dll. I can't say exactly how it's done, but I've done it before. On Tue, May 19, 2009 at 2:55 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote: If you are relying on anything external, you can use Dependency Walker ( http://www.dependencywalker.com/ ) to identity these modules. Oh and mine Client.dll is called Client.dll with a capital C and it works fine. A quick scan of my SourceMod folder revealed that while client.dll is most used, Client.dll is used a lot too. It really shouldn't be a problem on a Windows system, but I am not sure. - Original Message - From: Tobias Kammersgaard tobias.kammersga...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, May 19, 2009 9:30 PM Subject: Re: [hlcoders] Unknown Command NewGame Is it called client.dll or Client.dll? This caused errors one time for me, I think. Even though it shouldn't. /ScarT 2009/5/19 Walter Gray chrysal...@gmail.com yep, that's in. The wierdest thing is that it IS finding the server.dll. The only thing I can think of is that it is finding the client.dll, but failing to load it because it has a dependency on an external .dll that it's not finding (we added a dependency on binkw32.dll) Jonas 'Sortie' Termansen wrote: Hmm, weird. Perhaps your gameinfo.txt is broken, do you have the search path: Game |gameinfo_path|. That might be the cause, while it's highly unlikely. - Original Message - From: Walter Gray chrysal...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, May 19, 2009 8:37 PM Subject: Re: [hlcoders] Unknown Command NewGame I'm another member of the team she's on, so I should clarify that the problem she's having is actually that the client.dll is being loaded from source sdk base/sourcetest instead of ModDir which is why the NewGame command isn't being found. Removing sourcetest from the gameconfig.txt search paths just causes the game to crash with a could not load library error. Unfortunately I don't know why or how to resolve the issue. Jonas 'Sortie' Termansen wrote: If it doesn't work on some other computer than your own, then you probably forgot to copy a few important files to the other computer. Make sure you have all the scripts, cfg/*.* files and whatever is required to run it. It sounds like you are missing a console command entry in your .dlls, or the NewGame command actually doesn't exist in your mod, and you have a script that overrides that command, but you forgot to include it, or whatever. - Original Message - From: Corey Elizabeth Brennan galacti...@gmail.com To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com Sent: Tuesday, May 19, 2009 5:10 AM Subject: [hlcoders] Unknown Command NewGame HLCoders, When I try to put my newly finished Sourcemod on a different computer than one of the ones it was developed on, it doesn't work, complaining, Unknown Command NewGame. I've tried re-installing various ways, adding Bink DLLs to various places, and installing the Source SDK, none of which seems to resolve it. I'm out of ideas. Any help is greatly appreciated. Thanks! -Corey ___ 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
Re: [hlcoders] Multipassenger Vehicles for OBMP?
Adding passengers to vehicles is a simple case of attaching them via SetParent. On Tue, May 5, 2009 at 11:10 PM, Minh minh...@telus.net wrote: I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the driver variables for each passenger. It was fairly trivial to do. Getting that to work is the least of your concerns as using vehicles in multiplayer in the standard SDK is fairly choppy. Matt Hoffman wrote: I've spent the last... day or two or three trying to get Peachfuzz's old code working, seen here: http://www.chatbear.com/board.plm?a=viewthreadt=573,1125931904,10177id=901881b=4991v=flatold However... This is old code. As in four year old code now (well ~3 by the code date for OB SDK) and A LOT has changed. So much, I'm not even sure what has changed. Using WinMerge results in no results as so much has changed. Now that I've kinda given up on implementing that code, I've begin to think of an alternative. I noticed that Valve had already implemented some Passenger stuff, for Alyx in Ep2. Could the stuff done for Alyx easily be mirrored/replaced for a player? I would want to allow either AI or Human Passengers to use the vehicle, so I would have to mirror the NPC Passenger stuff. What all would be missing from said passenger stuff that NPC's don't need that players do? I presume the view calculations stuff, but that seems fairly simple to mirror across/derive from the base for the passenger, as well as the driver. Can anyone provide some input as to this matter? (Also when is the Invalid Steam key size going to be fixed? :) ___ 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] Please update the demo editor!
My boss got the information from Valve via the telephone. On Fri, May 1, 2009 at 9:07 AM, Tobias Kammersgaard tobias.kammersga...@gmail.com wrote: Where did you get this information? That's like saying Valve will never update the Source engine again, because they never wrote it anywhere. /ScarT 2009/5/1 Justin Krenz kre...@gmail.com It's not going to happen. Valve has no plans to update the editor. On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote: I first of all hope I am posting in the right section. If I am, then I beg of you Valve, update your demo smoother! Please! There are still so many undeveloped things in it, like the reverse controls. What would be even more nice is a preview of camera positions, and a timeline editor. ___ 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] Please update the demo editor!
It's not going to happen. Valve has no plans to update the editor. On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote: I first of all hope I am posting in the right section. If I am, then I beg of you Valve, update your demo smoother! Please! There are still so many undeveloped things in it, like the reverse controls. What would be even more nice is a preview of camera positions, and a timeline editor. ___ 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] mod randomly stops drawing viewmodels of weapons.
I was able to record a demo of this happening in Smashball. I traced it back to EF_NODRAW being set on the client entity for some unknown reason. The client code sets EF_NODRAW on the weapon model on weapon switch but then removes it when it switches to the new weapon. Yet, when this bug is occurring, EF_NODRAW doesn't want to turn off. I set the client to remove EF_NODRAW every frame, but it keeps getting turned on after this bug starts. I can only assume the server is responsible for erroneously turning it on and keeping it on somehow. I also checked and the viewmodel was not dormant on the client. What's really weird is that if I play the demo to where the view model disappears and then I reset the demo to some point in the past, the view model doesn't reappear. It's still being set to EF_NODRAW. What I did to fix it for now in Smashball is to go into the C_BaseViewModel's ShouldDraw function and comment out the return BaseClass::ShouldDraw(); line, replacing it with return true. In Smashball, there's never a time when I need to turn EF_NODRAW on for a viewmodel, and hiding a viewmodel is done elsewhere in the code anyway. On Fri, Jan 23, 2009 at 3:39 PM, Jed j...@wunderboy.org wrote: Funny you should mention this. It just started to happen occasionally in our mod about the same time the stuck HL2.exe thing started happening as well. 2009/1/23 Yorg Kuijs yorg.ku...@home.nl: Hey list, weird issue some testers of my mod have been having, I only got this like once a long time ago, I also seen it happen several times in the mod Smashball so I know I'm not the only one who has this bug. at random times it stops drawing the viewmodels for some players, they can still use their weapons but simply can't see what they're holding! After respawn or round changes it sometimes works again, only to randomly stop drawing viewmodels again. I've asked them to check the command for drawing viewmodel's but that's on(I think it's also a cheat so it can't be turned off anyway...) I looked at the wavelength(which is flooded with spam on the forums...) and steam forums, no info on it. Anybody here know what's causing it? If I had any idea what triggers it then I could track it and hopefully fix it, but it apperently happens randomly, sometimes when they get flashed, sometimes when they're throwing a grenade, sometimes when they're simply walking around, the problem seems so random and there's only like 2 or 3 testers who get it often, for the rest of us it's a really rare bug. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Possible Crash
While working on my current mod (Smashball - www.smashball.tv), I came across a rare server crash in physics.cpp: line 454 (int CCollisionEvent::ShouldCollide function). This function tries to determine if two entities should collide. The physics system has the physics objects for each object along with a pointer to the CBaseEntity that owns the physics objects. Once-in-awhile this function would crash the server, and it appeared that one of the CBaseEntity pointers was dangling/no longer pointing to a valid CBaseEntity. I was watching the server console when one of these crashes occurred, and the last line indicated a player had disconnected. I didn't plan on trying to track down the reason soon due to the rarity of the crash, but tonight, I think I may have found the source of the crash. In hl2mp_player.cpp, the UpdateOnRemove function calls UTIL_RemoveImmediate( m_hRagdoll ) to immediately delete the player's ragdoll. Is this safe to do? I suppose normally the ragdoll doesn't have an associated physics entity on the server, but in Smashball, players do have server ragdolls to sync up the player's position with their ragdoll when they get up from being knocked out. I'm thinking that UTIL_RemoveImmediate deletes the ragdoll entity immediately, but the physics object is left around with the pointer to the entity until the end of the frame. Is that possible? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Possible Crash
UTIL_Remove does exactly what you say. It removes the entity on the beginning of the next frame. It adds it to a list of things to delete, and that list is checked at a certain point of the frame when everything is supposed to be done with it. UTIL_RemoveImmediate is the bad one. It doesn't wait at all. It deletes the entity right there which leaves the possibility that other stuff still needs it while the frame is still being calculated. On Mon, Dec 22, 2008 at 9:05 PM, Michael Chang flux.black...@gmail.com wrote: I've had something similar happen once, although not directly associated with ragdolls. If I had to guess, it's something to do with using UTIL_Remove in an unsafe location in code, possibly during the an object's post-frame where something might be expected of an object after which it has been supposedly removed cleanly. To this day I haven't found the right answer yet, but I've had some success in preventing UTIL_Remove crashes by setting my own deleteMe flag, then running UTIL_Remove on the beggining of the next think or pre-think iteration. It's just a shot in the dark, but I hope that may be something to go on. ~M While working on my current mod (Smashball - www.smashball.tv), I came across a rare server crash in physics.cpp: line 454 (int CCollisionEvent::ShouldCollide function). This function tries to determine if two entities should collide. The physics system has the physics objects for each object along with a pointer to the CBaseEntity that owns the physics objects. Once-in-awhile this function would crash the server, and it appeared that one of the CBaseEntity pointers was dangling/no longer pointing to a valid CBaseEntity. I was watching the server console when one of these crashes occurred, and the last line indicated a player had disconnected. I didn't plan on trying to track down the reason soon due to the rarity of the crash, but tonight, I think I may have found the source of the crash. In hl2mp_player.cpp, the UpdateOnRemove function calls UTIL_RemoveImmediate( m_hRagdoll ) to immediately delete the player's ragdoll. Is this safe to do? I suppose normally the ragdoll doesn't have an associated physics entity on the server, but in Smashball, players do have server ragdolls to sync up the player's position with their ragdoll when they get up from being knocked out. I'm thinking that UTIL_RemoveImmediate deletes the ragdoll entity immediately, but the physics object is left around with the pointer to the entity until the end of the frame. Is that possible? ___ 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] weapon animation prediction problems, client-side
You checked cl_predictionlist 1 to see that the weapon was being predicted? The time is supposed to go back on the client. It stores all predicted values over a period of time. When it goes back in time, it restores the values to what they were at that time. If you have a value that is important and needs to be restored when going back in time, it needs to be put in the prediction table. I would check that your variables have been put in the prediction table and setup correctly. I can't be anymore specific because I don't understand what you're doing in terms of animation. You need to do all animations on the server otherwise the player hitboxes aren't going to match up. I also wouldn't expect fakelag of 300 to look right even when the code is working perfectly fine. That's what a player with 600 ping plays like. On Tue, Dec 16, 2008 at 3:38 AM, Michael Chang flux.black...@gmail.com wrote: Hi all This has been brought up before and I don't think the details of fixing it has ever been fully disclosed. I think I'm running exactly into this problem as described by Tony Sergi from 2007 http://www.opensubscriber.com/message/hlcoders@list.valvesoftware.com/6392737.html Hey guys, I'm having a bit of a prediction issue with weapon code. Basically what's happening is, when you're lagged out (real, or net_fakelag) the client seems to be calling ItemPostFrame multiple times a frame, instead of just once. This is causing my weapons to fire a random amount of times more, on the client, than they should. Has anyone else encountered this? gpGlobals-curtime as per usual is being tested, and when I DevMsg the fire sequence, the multiple fire times are indeed using the exact same time. I would like to fix this, as quickly as possible without a gross hack. Thanks -- -omega -- . Yahn's answer was a big clue, to test if it's the first time you're predicting this thing on client, and if so.. do whatever you're supposed to do.. otherwise ignore the method. This is the way prediction works, the client resimulates all of the CUserCmds since the last ack'd one. For debugging this stuff, it's best to turn cl_pred_optimize to 0 and you'll always do the full reprediction every frame. When you trigger client side only effects in weapons, you should only do them the first time a CUserCmd is predicted. You should use something like this: #if defined( CLIENT_DLL ) // during prediction play footstep sounds only once if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif To deal with such cases. Yahn Ofcourse this applies to client-side-only stuff that should play once, like client-side-only animation. This applies to us because we've decided to make all player-animations client-side-only for local players. Without further-ado, here's my problem, demonstrated in video-form. http://www.ghost-hack.com/berimbau/prediction_problem.avi In the video, the first two times I swing I had 0 lag (listen server). Next third and fourth time I swing, I turned on net_fakelag 300. You see the problem We have a weapon controlling the player animation. The weapon fires 3 times, resets itself (wait time), and then fires 3 times again, etc while holding IN_ATTACK. The following print-out reveals the bizarre problem. (Swingcount controls the player animation as well as the m_flNextPrimaryAttack.) Client predicts the attack message: client is attacking at 99.284996 client has enough stamina true with swingcount: 0 client incrementing swingcount to... 1 client stance: 0, direction: 0, swingcount: 1 client time: 99.284996, firerate: 0.30 Server gets it, and things are good server is attacking at 99.284996 server has enough stamina true with swingcount: 0 server incrementing swingcount to... 1 server stance: 0, direction: 0, swingcount: 1 server time: 99.284996, firerate: 0.30 client is attacking at 99.584999 Did client get the message yet? Swingcount is still 1! client has enough stamina true with swingcount: 0 client incrementing swingcount to... 1 client stance: 0, direction: 0, swingcount: 1 client time: 99.584999, firerate: 0.30 Already something here goes terribly wrong. Even though swingcount updates (networked) with the msg client incrementing swingcount to ..., the client weapon re-simulates itself using ItemPostFrame 0.3 seconds later. server is attacking at 99.584999 server has enough stamina true with swingcount: 1 server incrementing swingcount to... 2 server stance: 0, direction: 0, swingcount: 2 server time: 99.584999, firerate: 0.30 We get a notification here from the server. So far the client is one swing count behind, which gets corrected in the following: client is attacking at 99.584999 client has enough stamina true with swingcount: 1 client incrementing swingcount to... 2 client stance: 0, direction: 0, swingcount: 2 client time: 99.584999, firerate: 0.30
Re: [hlcoders] Steam Community Group members
That's very helpful to know. On Thu, Oct 23, 2008 at 5:07 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This isn't possible from the Steam API AFAIK. You're better off using the XML from the steam community pages. IE: http://steamcommunity.com/id/voogru?xml=1 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of frikazoyd Sent: Thursday, October 23, 2008 3:31 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Steam Community Group members Hi, I noticed in the isteamfriends.h API there is some code to grab Steam Community Group info for the local player. Is there a way to check whether anybody on the server is a member of a particular community group? I don't see any promising function names in the CSteamID class. Thanks, frikazoyd ___ 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] Two quick questions.
If you put anything else in steam.inf like the version number, it will indeed cause the wrong version of the sdk base to run. You must only put appID=218 to get it to function correctly. I think a proper fix would be to include such a steam.inf in the source sdk base 2007.gcf file like how the original sdk base now includes one. On Mon, Oct 20, 2008 at 12:51 AM, Tony Sergi [EMAIL PROTECTED] wrote: Still need to look into this, but I was doing some tests the other day, and if you do this; then the server browser for clients will indeed list them, but it tries to launch source sdk base (instead of source sdk base 2007) if you click on it; and then if you launch the mod and look in the server browser, you don't see any servers that have the steam.inf. We need a proper linux dedicated server install for mods. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 10:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Two quick questions. Do you have a steam.inf file in your mod directory with appID=218 as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. ___ 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] Static prop skins = more draw calls?
I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses the same texture file, but each one has a proxy that will change the texture's color. IE, the player's shirt is tinted with one color while the pants are tinted with another color. Is that causing an extra draw call even though the same texture is used? On Sun, Oct 19, 2008 at 11:34 AM, Jay Stelly [EMAIL PROTECTED] wrote: The engine will load all of the skins for any models used in the level. Unused skins are not optimized out. For an individual prop performance with/without skins should be the same. You'll still have the same number of batches (usually 1) for a static prop with skins. If you place larger numbers of instances of the props, the engine will have to switch textures between instances. That will cost some performance but it most likely won't add up to very much. The original version of Source that shipped with HL2 did not handle this as well as the current version, so it may be more of an issue if your mod is still using that version as opposed to the orange box version. (L4D is even more optimal on this, for what that's worth). But I'd expect the difference here to be probably 10% of you static prop bar in showbudget even with large numbers of instances. If the other skins also had different shaders (not just texture changes) then that would cost a bit more, but I don't have any data for that so you'll have to do the experiment and measure it. The best thing you can do for performance on static props is get down to one batch. So use a single material on the whole model. After that the performance differences of other choices should be small. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Sunday, October 19, 2008 6:15 AM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Static prop skins = more draw calls? If by multiple skins you mean multiple materials on the same model, then yeah, it would definitively be less expensive to have a single material. If by multiple skins you mean different skins that you can switch between, then I'd say no, it's exactly the same.. because all it's really doing there is using a different material. garry On Sun, Oct 19, 2008 at 12:54 PM, Robert Briscoe [EMAIL PROTECTED] wrote: Hi guys, I've been building some props recently which have a variety of multiple skins, such as barrels with different colours and trees with different foliage etc. But I'm concerned as to how Source handles props with multiple skins, If I have a prop with 5 skins, will that mean, in turn, that the prop will also have 5 draw calls (one for each skin)? Im wondering which is the optimal way to approach it, either five different props or one object with 5 different skins... Thanks! Robert Briscoe Send instant messages to your online friends http://uk.messenger.yahoo.com ___ 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] Two quick questions.
Do you have a steam.inf file in your mod directory with appID=218 as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. On Sun, Oct 19, 2008 at 6:10 PM, A.Oliver [EMAIL PROTECTED] wrote: Hi, very quick :) - Dedicated servers for my OB HL2MP based mod aren't listed in steam server list, only when you check in-game browser. I'm using steam app 218. Ep1 version never had such issue. Anything I can do to fix that? - I tried to use SetBodygroup in a viewmodel, but it didn't worked. I used it extensively in player models and always did fine, but this time I tried to set a body group when weapon is deployed (in server and/or client) and had no effect. The body groups appear correctly set in HLMV, I'm pretty sure of that. - Just a thought, not a question. Do I need to bribe someone to be shown in steam store? There are many mods there, some even dead. I sent a mail to Valve with the info asked, no reply but I guess that's normal unless you tell me other thing. Thank you. ___ 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] Static prop skins = more draw calls?
From my little knowledge of engine design, the engine itself should be able to group similar textured triangles together into a single batch until the most efficient batch size is reached at which point it starts a new batch. If you reduce a prop to as few triangles as possible, then that's still fewer triangles to draw. If we just guess and say the most efficient batch size is 1000 triangles, then with 50 objects x 250 triangles, you have 12,500 triangles to draw or 13 batches. Compare that to 50 x 50 = 2500 or 3 batches. Either way, you're still going to be sending fewer triangles to the video card if you add LODs for the prop. That's pretty much the jist of why it's faster. On Sun, Oct 19, 2008 at 9:20 PM, Minh [EMAIL PROTECTED] wrote: on the topic of batches.. I was one under the impression that it's not worth LOD'ing your model if it's less than 250 polygons, since anything below 250 will equal 1 batch. But when I had fifty instances of an object with 250 polygons.. and then I reduced the object down to 50 polygons.. I saw a frame rate increase. Can anyone clarify ? I just want to know if it's worth LOD'ing my props below 250... Jay Stelly wrote: Each vmt change is a new batch. So yes, that will be 3 draw calls minimum. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 1:44 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Static prop skins = more draw calls? I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses the same texture file, but each one has a proxy that will change the texture's color. IE, the player's shirt is tinted with one color while the pants are tinted with another color. Is that causing an extra draw call even though the same texture is used? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] DrawSetTextureRGBA and Hardware Filtering
Does a texture made with DrawSetTextureRGBA not support hardware filtering at all? There's a bool in the function to enable hardware filtering, but alternating between the two doesn't change my texture from being scaled via pixel doubling. It ends up looking like shit if I don't use a multiple of 2 of the original size. An image file on the other hand uses hardware filtering just fine. What's the deal? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Weapon Variables and Replication Issues
You need to network the heat variable and add it to the weapon's prediction table. The client code is run multiple times because the client's time is rewound to some time in the past when it receives a server update. The prediction table remembers the variable's previous values, so when the client code is rerun in the past, the previous values are used. Both the server and client code for the weapon need to match for this to work otherwise prediction errors will show up. Don't use IsFirstTimePredicted unless you really know what you're doing. On Sun, Sep 14, 2008 at 11:37 AM, Garry Newman [EMAIL PROTECTED] wrote: There's a function on the weapon like IsFirstTimePredicted, you'll probably want to use that on your clientside increment to prevent it adding to it multiple times. Can't really explain why your server var isn't changing without seeing your code (my best guess would be that you aren't changing it). garry On Sun, Sep 14, 2008 at 5:18 PM, Idrox Gedrono [EMAIL PROTECTED] wrote: Hi there, this is my first time sending anything in to the mailing list, though I've been subscribed for a while. The last couple days, I've been tearing through the code of a mod I'm working on, but I've come across an issue that brings my progress to a screeching halt. The basic idea is that there is a heat system in place for the main weapon of the game; fire too quickly and it overheats, making it useless. I have put the code that handles this inside the PrimaryFire code of the weapon, so it checks for overheating before firing, and if it does fire, it does all of the heat increasing, et cetera. The way I handle heat is using a single time variable. The time inside the variable represents the point in time where all heat will have faded from the weapon. If at any moment this time is farther out than, say, a second, the weapon says 'too much heat, so no functionality'. There are two problems that I've come across here. To debug this, I've made a simple console output whenever you fire that lists gpGlobals-curtime and the cooldown-time variable. I've found that for every time the server outputs these variables, the client outputs them two or even three times, producing only one actual firing effect, but increasing the cooldown-time variable by the appropriate multiple, overheating the weapon much faster. On top of that, the server does not actually modify the cooldown-time; every time it's output, it always says 0.00, though it outputs gpGlobals-curtime correctly, and is in sync with the client's output of curtime. As far as I can tell, I have everything set up correctly for replication Clarification: The weapon, though it uses heat to limit the firing rate (by the player having to limit her firing speed so it doesn't overheat), does still have a normal refire rate of half a second. Sorry if it was a bit longwinded, and I hope someone can help :). -Kohan _ See how Windows connects the people, information, and fun that are part of your life. http://clk.atdmt.com/MRT/go/msnnkwxp1020093175mrt/direct/01/ ___ 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] Question about CUtlVector.
If you run your server from the debugger, then you can get a full memory dump with heap when the crash occurs. That's a lot more help than a vague mini dump. On Tue, Sep 9, 2008 at 2:57 PM, botman [EMAIL PROTECTED] wrote: A.Oliver wrote: Hi, my mod is suffering random crashes each certain amount of time and the mini dumps don't point to any useful piece of code. Well, the call stack traces parts of the code I never modified and I had a similar experience previously which confirmed such call stacks are trash basically. Here is: server.dll!CNetworkVarBaseint,CBaseEntity::NetworkVar_m_nNextThinkTick::Set(const int val=-1) Line 204 C++ server.dll!CBaseEntity::SetNextThink(int nContextIndex=-1, float thinkTime=-1.#QNAN00) Line 1037 + 0x34 bytes C++ server.dll!CBaseEntity::PhysicsRunSpecificThink(int nContextIndex=1147464990, void (void)* thinkFunc=0x0dc282f0) Line 2092 C++ server.dll!CBaseEntity::PhysicsRunThink(CBaseEntity::thinkmethods_t thinkMethod=THINK_FIRE_ALL_FUNCTIONS) Line 1890 C++ server.dll!Physics_SimulateEntity(CBaseEntity * pEntity=0x0adcf000) Line 2009 + 0x9 bytes C++ server.dll!Physics_RunThinkFunctions(bool simulating=true) Line 2060 + 0x9 bytes C++ server.dll!CServerGameDLL::GameFrame(bool simulating=) Line 1076 + 0xa bytes C++ So it seems there is a leak somewhere, and I'd say it has to do with a few CUtlVector I use in CBasePlayer to store info. None of these stores pointers, but I'm confused about what to do when that player is removed. Such arrays require any special treatment as it happens when they store pointers? I'm looking for similar cases in the code and I couldn't conclude anything. So should I do something to deallocate the memory they in CBasePlayer destructor, or something else? BTW, such server crashes happens always immediately after a player has been killed. It has been running in Ep1 engine (HL2MP based) until I ported it to OB, only took 3 days but I ported this bug as well... I have a question regarding some default entities not working properly in OB, but that'd go better in another post I guess. These crashes are becoming a nightmare, they are dragging down the whole development.If you need more info please let me know, and sorry if I'm asking something basic. This, thinkTime=-1.#QNAN00 looks bad to me. Are you passing in a bad floating point value (possibly dividing by zero)? -- Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Altering the Vanishing Point
I don't think you understand what a vanishing point is. Torben Schou wrote: Does anyone know if it's possible to alter the position of the vanishing point? I ask, as I want to make the view look natural if you're head was off centre from the middle of the screen. For example, if your head was to the right, the vanishing point would located further left. As a starting point, I saw that there was an OffCenter variable in the CViewSetup, but setting this to true just screwed up the rendering. Worth mentioning is that I'm using the Episode 1 version of the Source engine. I've also asked this question on the Steam forums: http://forums.steampowered.com/forums/showthread.php?t=694407 Feel free to reply to either. Anyone got any ideas? Thanks Get the name you always wanted with the new y7mail email address. www.yahoo7.com.au/mail ___ 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] Death Notices not displaying with OB HL2MP Mod
Do you have a mod_textures.txt file in /scripts/ that links the death name to the font and character to display? Daniel Soltyka wrote: Hey list, I have a question regarding the display of death notices. Within a basic OB MP mod, I receive no graphic death notices. At first I figured it was just a missing hud element in HudLayout.res and that I would fix it later, but I realized that the entry had been in the res file the whole time, they just have never displayed. The console is correctly printing the notice, just nothing on the hud. The modname_english file is loaded and ClientScheme.res is pointing to the correct fonts which are also being loaded. We started this discussion on the steampowered forums and it seems this issue is affecting most of us, but none of us have found a fix. One of the posted indicated that paint() in hud_deathnotice.cpp fails because it doesn't manage to load any of the icons Has anyone else experienced this, or perhaps found a fix? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Death Notices not displaying with OB HL2MP Mod
Have you stepped through hud_deathnotice.cpp's FireGameEvent code when it receives an event to figure out where the problem is? Daniel Soltyka wrote: Sure do. The events in there match the death events being used codewise as well. Daniel Soltyka [EMAIL PROTECTED] Sent from my iPhone On May 25, 2008, at 7:13 PM, Justin Krenz [EMAIL PROTECTED] wrote: Do you have a mod_textures.txt file in /scripts/ that links the death name to the font and character to display? Daniel Soltyka wrote: Hey list, I have a question regarding the display of death notices. Within a basic OB MP mod, I receive no graphic death notices. At first I figured it was just a missing hud element in HudLayout.res and that I would fix it later, but I realized that the entry had been in the res file the whole time, they just have never displayed. The console is correctly printing the notice, just nothing on the hud. The modname_english file is loaded and ClientScheme.res is pointing to the correct fonts which are also being loaded. We started this discussion on the steampowered forums and it seems this issue is affecting most of us, but none of us have found a fix. One of the posted indicated that paint() in hud_deathnotice.cpp fails because it doesn't manage to load any of the icons Has anyone else experienced this, or perhaps found a fix? ___ 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 Code Update
I don't care about the lack of features like the particle editor, but Valve really needs to fix the VAC connection issues and inability to compile a Linux server with the OB SDK. Those things are definitely holding mod teams back. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fwd: Client timed out
Yes, others have noticed it. I haven't seen Valve comment on it yet. Devin Dawson wrote: -- Forwarded message -- From: Devin Dawson [EMAIL PROTECTED] Date: Fri, May 2, 2008 at 12:00 PM Subject: Client timed out To: hlcoders@list.valvesoftware.com Hello, has anyone else noticed the Disconnect: Client timed out. message in an Orange Box *release* build while VAC is enabled? It's really annoying me. Adding -insecure to the startup line fixes this issue obviously, but is this going to be fixed sometime by Valve? Is it a problem with VAC by any chance? I'm going to continue trying various things, but if anyone has found anything that VAC doesn't like, please let me know. Thanks, - Dev ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Starting mod from steam server browser doesn't work
List the contents of your gameinfo.txt. Maarten De Meyer wrote: Hi list/valve! I'm gonna repost a problem I posted earlier since I really need a fix for this before we release. Basically, double-clicking on a server in the steam client's server browser doesn't work when not ingame. More details: If you doubleclick on a server of our mod when you're in windows, it says 'launching HL2' instead of 'launching Off Limits'. Next, it starts up the mod, which then crashes with a 'OnGameRulesCreationStringChanged: missing gamerules class 'COffLGameRules' on the client'. If you first start up the game through the 'my games' list, and then use the serverbrowser or the console when you're already ingame, there's no problem connecting. Yes, my gamerules class is included in the client project, and no, I can't find a crash in a client global ( I've started the game in debug and joined it without any more info ). Does anyone have an idea why this might happen only in this case, and a way I could even try to debug this problem? Thanks a lot, -- Maarten ___ 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] Advanced SDK, know exploits/crashes?
My mod was recently hit with a loser crashing all servers. He was using the respawn_entities command which was changed to a FCVAR_CHEAT command in the latest SDK. Mark Gornall wrote: Hi, I released my Source mod last week and I've got a bunch of bugs to fix, but there are reports of people crashing servers, somehow, as soon as they join. My guess is they're typing something into console. Is there any known ways to crash the Advanced SDK? Are there some commands I should be blocking off? (I noticed some of the mp_ commands that ship with the sdk don't have fcvar_replicated so they can be abused if your not careful - especially if you cutpaste them like I did to make new ones!). If you don't want to post a reply here could you email me directly please? I'd like to lock this down as it seems a few rotten apples are deliberately trying to ruin the game (as usual...). If you need any more info about me, please email me (I realise how delicate this subject can get on this list!) Thanks, Mark. www.iosoccer.com ___ 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] Advanced SDK, know exploits/crashes?
I never heard about it until he told one of my testers he was doing it who then reported it to me. The hilarious part is that he claimed he was crashing all of the other servers so that it would get his server more players. Tony omega Sergi wrote: Lol, he came into wavelength on IRC and was telling me about it, and I'm like you're an idiot for exploiting it, if you knew it was an exploit. he says he told you a long time ago and you didn't fix it, but regardless, you don't do something like that if you know it's there..unless you WANT to get banned.. -Tony On Sat, Apr 5, 2008 at 3:51 PM, Justin Krenz [EMAIL PROTECTED] wrote: My mod was recently hit with a loser crashing all servers. He was using the respawn_entities command which was changed to a FCVAR_CHEAT command in the latest SDK. Mark Gornall wrote: Hi, I released my Source mod last week and I've got a bunch of bugs to fix, but there are reports of people crashing servers, somehow, as soon as they join. My guess is they're typing something into console. Is there any known ways to crash the Advanced SDK? Are there some commands I should be blocking off? (I noticed some of the mp_ commands that ship with the sdk don't have fcvar_replicated so they can be abused if your not careful - especially if you cutpaste them like I did to make new ones!). If you don't want to post a reply here could you email me directly please? I'd like to lock this down as it seems a few rotten apples are deliberately trying to ruin the game (as usual...). If you need any more info about me, please email me (I realise how delicate this subject can get on this list!) Thanks, Mark. www.iosoccer.com ___ 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] SDK Update - No More Beta
Does this mean VAC will work now? Mike Durand wrote: Hi All- The Source SDK has been updated to address some crashes and is no longer in beta. Here are the release notes: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update - No More Beta
I'm not talking about if VAC detects cheaters nor did I want to start rants about it. In the last SDK version, running a server with VAC enabled would kick each player after they had been on the server for roughly a minute. Does this still happen? Tom Leighton wrote: Valve really need to add some extra methods to VAC to detect other cheats. For instance, an anti-cheat that is being developed for another game (That i had a small hand in) actively injects a dll into other applications, and then hooks the CreateProcess (Other process starting API's), so that it can then inject that dll and hook all the API related ot hacking. No need for Bans, simply stop the applications working (And have a whitelist of apps like xfire, etc). It would work in theory, but in practise im not sure. Adrian Lewis wrote: Yeh whats the deal with that? I've been seeing more evident cheaters and more cheating tools coming out for source games. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: 24 March 2008 20:48 To: Discussion of Half-Life Programming Subject: Re: [hlcoders] SDK Update - No More Beta Vac only works half the time anyway.. http://www.youtube.com/results?search_query=css+hacksearch_type= I can always tell when Vac has been upgraded because I suddenly become the best player on any sever I join :) On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote: Does this mean VAC will work now? Mike Durand wrote: Hi All- The Source SDK has been updated to address some crashes and is no longer in beta. Here are the release notes: ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] OrangeBox and VAC
I'm unable to run my OrangeBox mod with VAC enabled. I used TF 2's gameinfo.txt and changed the appid to 218, but a server will disconnect the player as if the player is running without VAC (ie, using a debug version). If I turn off VAC on the server with -insecure, then the client disconnects with a message saying that the VAC servers can't be contacted. Now, if I change the gameinfo.txt on the client to read what episode 1 used (Game sourcetest in the search path instead of the TF 2 paths), then I can manage to run the client without any problems as long as the server is running with -insecure. With VAC enabled, it does the same thing as before. Is anyone able to run with VAC enabled and players not being kicked? If so, please post your gameinfo.txt. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Source SDK Base OrangeBox
Does 218 work now? Matt Stafford wrote: -- [ Picked text/plain from multipart/alternative ] I'm not even running with a Steam.inf file, and I'm using AppID 218. On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey So since we can use appid 218 now, I was wondering what we should put in the steam.inf file? I tried PatchVersion=1.0.0.1 ProductName=sourcetest appID=218 And it shows the mod name correctly in steam friends, but ingame it says the server is out of date and needs to be updated. So I guess what I really want to know is what patch version to use. Thanks. -- ~Ryan -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Matt Stafford (Wraiyth) http://www.wraiyth.com -- ___ 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] CUtlVector*... Memory management?
I found a good site that details EA's own version of STL and why game companies don't use STL. http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Why doesn't Valve use the STL, anyways? I've always wondered. I really like the STL (and Boost). Is there some important consideration I missed about their usage with the Source SDK? Regards, Paul ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlVector*... Memory management?
An EA employee posted it on another forum in reply to a similar question about game companies not using STL. Nate Nichols wrote: That is a really interesting article. How did you find it? Also, they do have some performance benchmarks buried at the bottom: http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20 Nate ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] vgui panels on models
I also tried getting a vgui panel to appear on a weapon view model and gave up quickly and used an animated texture instead. I think the problem has something to do with having to link your vgui class name with the text file which lists all vgui panels that can be used with the vgui entity. You might try asking the Fortress Forever team how they managed to put the ammo counter on their weapon. Mark Chandler wrote: Tried it in map and it works fine on a vgui_screen. Just wont show on the watch. http://lodle.net/test.jpg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, November 29, 2007 6:38 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] vgui panels on models Hi guys, Been messing around with vgui panels and im trying to get one to show on a model (of a watch). Now I followed the tutorial at wavelength (http://articles.thewavelength.net/675/) mind you it's a tad old and it didn't compile. Going back over the code I saw you had to add a define for it to include the code in (VGUI_CONTROL_PANELS) but it didn't like it for the client (so I assumed the server creates a temp entity for it then sends all info to the player). Now this is done and its calling the panels think function but there is no panel on the screen. I checked the mount points in model viewer and they are where they are meant to be and everything else looks correct. Any ideas on how to fix it? Think the code base is the advanced but im not to sure. Mark [lodle] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server only installs
What is the point of having sounds (.wavs) on a server only install? I notice when you download hl2dm for srcds, it downloads all sounds but no vtf materials. Is this solely for sv_pure? I've always left out the sounds out of my mod's server only install file, but is there a reason to include sounds with it? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server only installs
Can you be more specific? What calculations? Mike Durand wrote: I had this same question when I was helping with getting the TF2 dedicated server going a few months ago. The reason *is* so that the server can use the length of the .wav file in its calculations. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Garry Newman Sent: Tuesday, November 20, 2007 2:56 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Server only installs I always assumed it used the length of the sound to time things.. but now I come to think of it I can't really think of anywhere it does that. I'd put my money on sv_pure now though. garry On Nov 20, 2007 10:15 PM, Justin Krenz [EMAIL PROTECTED] wrote: What is the point of having sounds (.wavs) on a server only install? I notice when you download hl2dm for srcds, it downloads all sounds but no vtf materials. Is this solely for sv_pure? I've always left out the sounds out of my mod's server only install file, but is there a reason to include sounds with it? ___ 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] Your version does not match the Servers.
You need to create a steam.inf file in your mod's directory on the server, and it needs to have only appID=215 in it. Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] I'm receiving this error when trying to connect to a server via Steam Server Browser, however, I can connect if I use the console command: connect IP:PORT . The server uses HldsUpdateTool method of creating a server using the HL2MP as game. I do not get this error if I use Source Dedicated Server through Steam however. The forums state some fixes that worked for Valve games, however they don't work at all for 3rd Party HL2 Mods. Source Dedicated Server and HldsUpdateTool both show different server versions. HL2MP (HldsUpdateTool): Protocol version 7 Exe version 1.0.0.12 (hl2dm) Exe build: 18:49:39 Sep 5 2007 (3224) Source Dedicated Server: Protocol version 7 Exe version 1.0.1.0 (valve) Exe build: 18:49:39 Sep 5 2007 (3224) There really should be a new game type for hldsupatetool to use for Source SDK Base, but any help would be appreciated on this subject, thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Your version does not match the Servers.
You can do it that way but then people who don't have hl2dm won't be able to play your mod, and the Steam friends list will say that players are playing HL2DM. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] the only way i can get it to work is if the client has the hl2mp steam.inf and the server have no steam.inf in the mod dir, other than the hl2mp one if they don't have hl2mp in the game paths. On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote: You need to create a steam.inf file in your mod's directory on the server, and it needs to have only appID=215 in it. Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] I'm receiving this error when trying to connect to a server via Steam Server Browser, however, I can connect if I use the console command: connect IP:PORT . The server uses HldsUpdateTool method of creating a server using the HL2MP as game. I do not get this error if I use Source Dedicated Server through Steam however. The forums state some fixes that worked for Valve games, however they don't work at all for 3rd Party HL2 Mods. Source Dedicated Server and HldsUpdateTool both show different server versions. HL2MP (HldsUpdateTool): Protocol version 7 Exe version 1.0.0.12 (hl2dm) Exe build: 18:49:39 Sep 5 2007 (3224) Source Dedicated Server: Protocol version 7 Exe version 1.0.1.0 (valve) Exe build: 18:49:39 Sep 5 2007 (3224) There really should be a new game type for hldsupatetool to use for Source SDK Base, but any help would be appreciated on this subject, thanks! -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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] Your version does not match the Servers.
http://forums.hl2ctf.net/index.php?showtopic=3654pid=37174mode=threadedshow=st=#entry37174 Mike Durand disagrees. It's funny because on this list when I asked for a fix for this problem, Mike said your method was the fix (using the hl2mp steam.inf), but that leaves those without hl2mp unable to play even though they have source sdk base. I wasn't able to truly fix it until I found Mike's reply on that board. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] just use the hl2mp steam.inf with appid=215 just leave the version number and the game name as hl2mp On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote: I've definitely gotten complaints from my players who couldn't play because I was using the HL2DM steam.inf instead of the appid=215 one. Have you talked to any of your players who don't have HL2DM and confirmed that they're able to play without getting a you don't own this game message? Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] untrue, that's how one of my other mods has been running for the past 5 months. but regardless, this needs to be fixed. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK Update heads up?
Vehicles have always been possible with the Source SDK. What do you mean? Keeper wrote: Will vehicles be implemented or possible with the orange box SDK? Thanks, Keeper ___ 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] Setting/forcing an entity's orientation
It's using an interpolated variable (m_iv_angRotation). You can call ResetInterpolatedAngles() in C_BaseEntity after changing the angles to have it change instantly to the new value. [EMAIL PROTECTED] wrote: Hi list, I got a basic question on how entities' orientations are applied. I've got a special grenade of which, when it detonates, I change the model and I set a certain fixed orientation. My problem is that there's some interpolating mechanism somewhere, as just setting the AbsAngles server-side causes the entity to take several frames rotating into place, where as I would want to apply this immediately. I've tried an ugly hack by setting the same AbsAngles at the same time clientside, but I still had the effect. ( Extra info, when I switch to the new model I also switch to SetSolid( SOLID_VPHYSICS ) ) Anyone here knows how to bypass the interpolating mechanism or where it's located? thanks in advance, Maarten ___ 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] Loading woes
This was their response after they realized it was a large problem: http://forums.steampowered.com/forums/showthread.php?t=602169 I wasn't aware if they actually released a fix yet, but the problem according to them is Steam. If they fix the problem in Steam, then it should take affect for all mods as well. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] We're getting users that have game freezing during the load phase of the game. A number of them have reported having the same problem in TF2. I myself have had this problem in the past as well. Both times I had this problem the only way I could fix it was to reinstall steam and re-download everything. Simply re-downloading the cache files didn't fix it, and at the time I wasn't aware of the blob file delete trick to try. Also clearing source sdk base and re-running to get fresh files didn't fix it. Supposedly one of the recent TF2 updates recently improved the situation for a couple of people, so I'm wondering if there was a load time bug found and fixed in TF2 that still effects other mods? The first time it happened to me it was at the end of the load bar, and steam would eat 100% cpu until I killed the process. The second time it happened to me was at about the 50% mark. What could steam possibly be doing when loading a 3rd party mod? Now that we've released of course we're getting similar reports by some users. Some are only getting it in FF, some are also seeing it in TF2. One thing seems sure to me though, and that is that the problem is unlikely to be in our mod, and seems more likely to be an engine or steam level thing. This is quite a problem as there is really nothing we can do to debug what is going on when this happens during the load phase. In most cases these problems coincided with steam updates. The team made it a habit to run sdk base after steam updates to 'refresh' the engine dlls and such, presumably from the gcf files. This didn't always work though, and I was under the impression that running games from the steam menu should in effect refresh these files as part of the process. Valve, is there any means by which we can debug these sorts of issues? Is there any known load time problems and/or any that have been fixed since the last sdk base update? Any information about this is appreciated. Jeremy -- ___ 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] FW: SDK Needs to be fixed
I tracked down the source of my issue. Someone once posted a bug fix for jittery AI animations by changing C_BaseEntity::PreDataUpdate( DataUpdateType_t updateType ) { ... if ( !IsSelfAnimating() ) { m_flAnimTime = engine-GetLastTimeStamp(); } } to if ( IsSelfAnimating() ) Meanwhile, another fix courtesy of the official Wiki says to remove this whole block of code ( http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery ). Both of these fixes are wrong! m_flAnimTime needs to be set for the weapons otherwise they'll act jittery when a new sequence is sent from the server. The correct fix is as follows: C_BaseEntity::PreDataUpdate( DataUpdateType_t updateType ) { ... if ( !IsSelfAnimating() !IsNPC() ) { m_flAnimTime = engine-GetLastTimeStamp(); } } Check and see if you've wrongly implemented one of the other incorrect fixes like I had. Yahn Bernier wrote: Well, I'm 100% sure we don't have this bug in our current codebase. So probably when the SDK gets imaged from it the bug will be fixed for all. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, September 25, 2007 7:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed These bugs scare me, if neither Valve nor the more experienced coders can fix them. What hope is there for the rest of us less experienced coders? On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote: It seems that fix only comes into play when getting an attachment from the local weapon. My problem is elsewhere as it happens during all animations. Is anyone else experiencing my problem? I suppose I should create a new base sdk mod and see if it happens there too to make sure it's not something I've broken, but I know it's not occurring in the HL2DM sdk. Yahn Bernier wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is another bug fix which will go into the Orange Box version of the SDK related to the view models replaying part of their previous animation. (And there are a few other fixes which explain why cl_showerror is overly spammy on m_nTickBase/m_vecOrigin errors for the local player). It's due to the interaction of the sequence blending code with the networking and prediction systems. To fix, we had to make the following change (new code in red) in c_baseanimating.cpp: //-- --- // Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate //-- --- void C_BaseAnimating::MaintainSequenceTransitions( CStudioHdr *hdr, float flCycle, float flPoseParameter[], Vector pos[], Quaternion q[], int boneMask ) { VPROF( C_BaseAnimating::MaintainSequenceTransitions ); if ( !hdr ) return; if ( prediction-InPrediction() ) { m_nPrevNewSequenceParity = m_nNewSequenceParity; return; } Give that a try and see if it fixes your issue (You'll need to include prediction.h in the .cpp file, too) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Tuesday, September 25, 2007 5:00 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works for you. It fixes the issues I was having with glitchy shoot animations and of course the shoot animations occurring over twice as fast for rapid fire weapons. However, I'm still getting a jittering in the animations when deploying the weapon and with net_fakelag set to at least 100. This doesn't occur in the HL2DM SDK, and doing a cl_pdump of the predicted view model and the weapon itself shows that everything is exactly the same. The jittering occurs right when the client receives the new m_nSequence at the bottom of baseviewmodel_shared.cpp via the recvproxy. Are you experiencing this same problem? Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] Wow, great catch man. I didn't even notice that! -Tony On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Great News if this is the case. :P -- ___ 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
Re: [hlcoders] FW: SDK Needs to be fixed
:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Thursday, April 19, 2007 10:10 AM To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Why do most mods never see this issue? At 2007/04/12 08:43 PM, Justin Krenz wrote: Prediction-IsFirstTimePredicted() did not fix the problem as the problem is not with simulating a command multiple times. The problem is with the m_flNextPrimaryAttack variable. Take a look at this: CMD#m_flNextPrimaryAttack gpGlobals-curtime CLIENT: 8255125.99979 126.22500 8258126.26978 126.27000 8261126.26978 126.31499 8264126.35978 126.36000 SERVER: 8255126.26978 126.31499 8258126.35978 126.36000 CLIENT: 8268126.26978 126.42000 8270126.44978 126.45000 8275126.44978 126.52499 8276126.53977 126.54000 SERVER: 8270126.44978 126.45000 8276126.53977 126.54000 This is information taken from just before PrimaryAttack() is called. As you can see, the extra weapon firings are from commands that are not being predicted multiple times. They're from commands that only see the weapon as firing on the client. What is not included here is information from just after PrimaryAttack() is called. If I included that information, you would see that m_flNextPrimaryAttack is being updated to a time in the future as it should be during PrimaryAttack() and then has been reverted to an earlier time sometime inbetween the calls to PrimaryAttack. That's the source of the problem and causes the client to fire the weapon multiple times. Yahn Bernier wrote: This might not be the best fix. Because of the way prediction works, it's expected that variables from the server are set back and re-simulated multiple times if there's latency in the connection. You have to make sure that you only create effects, etc., the first time you predict a weapon firing on the client. You can determine whether this is the first time predicted by asking prediction-IsFirstTimePredicted(). The discrepency with ammo sounds like a bug in the mod where the server and the client are not simulating the exact same # of bullets to deduct from the clip. There are shared random # generators and other means to make sure that the same CUserCmd which causes firing should deduct the same # of bullets on both client and server (SharedRandomInt, etc.) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, April 12, 2007 4:22 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] FW: SDK Needs to be fixed Not sure but only half of this worked for ge:S source. But its given me idea how to fix the rest so ill post up when im done. Mark [aka Lodle] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Friday, April 13, 2007 4:31 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent in the HL2DM sdk that everyone will want to fix this bug in their code. This is the e-mail including the fix I sent to the GE team: The bug is caused by the networked variable m_flNextPrimaryAttack being reset after the client has simulated firing, but the server has not fired the weapon yet. The client will fire their weapon and increase m_flNextPrimaryAttack to a time in the future. When the client receives the next server update, this variable is reset to the server's value of m_flNextPrimaryAttack which has not recorded that a shot has been fired yet. With the value now being less than curtime, it's ok to fire the weapon again which is much sooner than it should be. This bug was also related to another bug we had where our ammo counter would count down with each shot and then jump back up because the client was firing shots and the server was correcting the client on how many bullets had actually been fired. This was also causing the client to begin reloading their weapon when it did not need reloading. How to fix the first bug: In basecombatweapon_shared.h, add the following (create a variable to store the last time the client fired): #ifdef CLIENT_DLL float m_flPrevPrimaryAttack; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::CBaseCombatWeapon(), add the following (start the new variable off as 0): #ifdef CLIENT_DLL m_flPrevPrimaryAttack = 0; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::ItemPostFrame( void ), find the lines that read: if ( ( pOwner-m_afButtonPressed IN_ATTACK ) || ( pOwner-m_afButtonReleased IN_ATTACK2 ) ) { m_flNextPrimaryAttack = gpGlobals-curtime
Re: [hlcoders] FW: SDK Needs to be fixed
Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works for you. It fixes the issues I was having with glitchy shoot animations and of course the shoot animations occurring over twice as fast for rapid fire weapons. However, I'm still getting a jittering in the animations when deploying the weapon and with net_fakelag set to at least 100. This doesn't occur in the HL2DM SDK, and doing a cl_pdump of the predicted view model and the weapon itself shows that everything is exactly the same. The jittering occurs right when the client receives the new m_nSequence at the bottom of baseviewmodel_shared.cpp via the recvproxy. Are you experiencing this same problem? Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] Wow, great catch man. I didn't even notice that! -Tony On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Great News if this is the case. :P -- ___ 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] FW: SDK Needs to be fixed
It seems that fix only comes into play when getting an attachment from the local weapon. My problem is elsewhere as it happens during all animations. Is anyone else experiencing my problem? I suppose I should create a new base sdk mod and see if it happens there too to make sure it's not something I've broken, but I know it's not occurring in the HL2DM sdk. Yahn Bernier wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is another bug fix which will go into the Orange Box version of the SDK related to the view models replaying part of their previous animation. (And there are a few other fixes which explain why cl_showerror is overly spammy on m_nTickBase/m_vecOrigin errors for the local player). It's due to the interaction of the sequence blending code with the networking and prediction systems. To fix, we had to make the following change (new code in red) in c_baseanimating.cpp: //-- --- // Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate //-- --- void C_BaseAnimating::MaintainSequenceTransitions( CStudioHdr *hdr, float flCycle, float flPoseParameter[], Vector pos[], Quaternion q[], int boneMask ) { VPROF( C_BaseAnimating::MaintainSequenceTransitions ); if ( !hdr ) return; if ( prediction-InPrediction() ) { m_nPrevNewSequenceParity = m_nNewSequenceParity; return; } Give that a try and see if it fixes your issue (You'll need to include prediction.h in the .cpp file, too) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Tuesday, September 25, 2007 5:00 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works for you. It fixes the issues I was having with glitchy shoot animations and of course the shoot animations occurring over twice as fast for rapid fire weapons. However, I'm still getting a jittering in the animations when deploying the weapon and with net_fakelag set to at least 100. This doesn't occur in the HL2DM SDK, and doing a cl_pdump of the predicted view model and the weapon itself shows that everything is exactly the same. The jittering occurs right when the client receives the new m_nSequence at the bottom of baseviewmodel_shared.cpp via the recvproxy. Are you experiencing this same problem? Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] Wow, great catch man. I didn't even notice that! -Tony On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Great News if this is the case. :P -- ___ 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] FW: SDK Needs to be fixed
Yeah, you're right. I tried the base SDK and an old version from a year ago, and both didn't have the problem. I'm pretty sure I introduced the bug when I updated to the last major sdk update. Yahn Bernier wrote: Well, I'm 100% sure we don't have this bug in our current codebase. So probably when the SDK gets imaged from it the bug will be fixed for all. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent: Tuesday, September 25, 2007 7:13 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed These bugs scare me, if neither Valve nor the more experienced coders can fix them. What hope is there for the rest of us less experienced coders? On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote: It seems that fix only comes into play when getting an attachment from the local weapon. My problem is elsewhere as it happens during all animations. Is anyone else experiencing my problem? I suppose I should create a new base sdk mod and see if it happens there too to make sure it's not something I've broken, but I know it's not occurring in the HL2DM sdk. Yahn Bernier wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] There is another bug fix which will go into the Orange Box version of the SDK related to the view models replaying part of their previous animation. (And there are a few other fixes which explain why cl_showerror is overly spammy on m_nTickBase/m_vecOrigin errors for the local player). It's due to the interaction of the sequence blending code with the networking and prediction systems. To fix, we had to make the following change (new code in red) in c_baseanimating.cpp: //-- --- // Purpose: if the active sequence changes, keep track of the previous ones and decay them based on their decay rate //-- --- void C_BaseAnimating::MaintainSequenceTransitions( CStudioHdr *hdr, float flCycle, float flPoseParameter[], Vector pos[], Quaternion q[], int boneMask ) { VPROF( C_BaseAnimating::MaintainSequenceTransitions ); if ( !hdr ) return; if ( prediction-InPrediction() ) { m_nPrevNewSequenceParity = m_nNewSequenceParity; return; } Give that a try and see if it fixes your issue (You'll need to include prediction.h in the .cpp file, too) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Tuesday, September 25, 2007 5:00 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works for you. It fixes the issues I was having with glitchy shoot animations and of course the shoot animations occurring over twice as fast for rapid fire weapons. However, I'm still getting a jittering in the animations when deploying the weapon and with net_fakelag set to at least 100. This doesn't occur in the HL2DM SDK, and doing a cl_pdump of the predicted view model and the weapon itself shows that everything is exactly the same. The jittering occurs right when the client receives the new m_nSequence at the bottom of baseviewmodel_shared.cpp via the recvproxy. Are you experiencing this same problem? Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] Wow, great catch man. I didn't even notice that! -Tony On 9/25/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Great News if this is the case. :P -- ___ 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
Re: [hlcoders] studiorender.dll crash
I've seen many dumps for my mod with this similar stack trace ending on the exact address in studiorender.dll. I remember asking Alfred about it a year ago, and he said: I am not getting good stack traces from those dumps, could they be general memory/stack corruption? One thing I've learned about memory dumps and Source is that memory dumps won't always have the correct location of the crash. If you have a dump with a stack trace in materialsystem.dll, it's almost certainly made the dump after the exception has occurred and had already begun purging the materials from memory. However, if you run from your debugger, the debugger will have broken execution at the exact time it receives an unhandled exception. From that I'd say dumps in studiorender.dll!2c00bb0e() are probably from an unhandled exception somewhere else and Source is purging models in memory. Nevertheless, I'd try to get the crash to occur while you have you're running via your debugger, and if you manage to get it, save a memory dump with heap so that Valve can get a good idea of what is going on. Microsoft has free debugging tools that you might want to try getting your testers to use to get a dump with heap of all your crashes. That could definitely help. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] So we released FF, and things are going pretty well. As with any mod I'm sure the flood of people having issues has begun. The most serious of the issues we are seeing is frequent client crashes in studiorender.dll. I went through a forum thread of about 20-30 dump files to see what kinda stuff I could come up with and about 95% of them were a crash in studiorender.dllHere's an example of the callstack we're seeing with the most common crash. studiorender.dll!2c00bb0e() [Frames below may be incorrect and/or missing, no symbols loaded for studiorender.dll] studiorender.dll!2c017f4f() studiorender.dll!2c00bc31() studiorender.dll!2c002f30() engine.dll!200e8304() studiorender.dll!2c01e31e() materialsystem.dll!0d831704() materialsystem.dll!0d80dc29() materialsystem.dll!0d80dc99() studiorender.dll!2c001f39() engine.dll!200e8512() client.dll!C_BaseAnimating::InternalDrawModel(int flags=0x2406cc4b) Line 2560 C++ datacache.dll!0d73497b() client.dll!C_BasePlayer::DrawModel(int flags=0x0009) Line 1127 + 0xc bytes C++ client.dll!C_FFPlayer::DrawModel(int flags=0x0009) Line 1706 + 0xc bytes C++ client.dll!DrawOpaqueRenderable(IClientRenderable * pEnt=0x, bool twoPass=true) Line 1003 C++ client.dll!CViewRender::DrawOpaqueRenderables(ClientWorldListInfo_t info={...}, CRenderList renderList={...}) Line 1115 + 0x10 bytes C++ client.dll!CViewRender::WaterDrawHelper(const CViewSetup view={...}, ClientWorldListInfo_t info={...}, CRenderList renderList={...}, float waterHeight=-56.00, int flags=0x0008a52c, view_id_t viewID=0x04921560, float waterZAdjust=0., int iForceViewLeaf=0x) Line 3983 C++ client.dll!CViewRender::ViewDrawScene_EyeUnderWater(bool bDrawSkybox=false, const CViewSetup view={...}, int nClearFlags=0x0002, const VisibleFogVolumeInfo_t fogInfo={...}, const CViewRender::WaterRenderInfo_t waterInfo={...}) Line 4311 C++ client.dll!CViewRender::WaterDrawWorldAndEntities(bool bDrawSkybox=false, const CViewSetup viewIn={...}, int nClearFlags=0x0002) Line 3805 C++ client.dll!CViewRender::ViewDrawScene(bool bDrew3dSkybox=true, bool bSkyboxVisible=true, const CViewSetup view={...}, int nClearFlags=0x0002, view_id_t viewID=VIEW_MAIN, bool bDrawViewModel=true, int baseDrawFlags=0x) Line 1741 C++ client.dll!CViewRender::RenderViewEx(const CViewSetup view={...}, int nClearFlags=0x0002, int whatToDraw=0x0003) Line 3383 C++ client.dll!CViewRender::Render(vrect_t * rect=0x0012e4f4) Line 1108 C++ engine.dll!20193799() engine.dll!200c5e4f() engine.dll!200d1a6b() engine.dll!200d2177() engine.dll!200df035() engine.dll!200df163() engine.dll!200df20f() engine.dll!201892f3() engine.dll!201880d7() materialsystem.dll!0d80f2d5() engine.dll!200f100b() engine.dll!201881d4() engine.dll!201fe641() engine.dll!201888fe() engine.dll!201889bc() launcher.dll!100083e1() launcher.dll!100083e1() launcher.dll!10005cf2() Obviously we can't debug studiorender.dll Has anyone else run into issues like this? Anyone know of anything offhand that might cause render issues? We have a slight speculation of it potentially being LOD related so we're going to do some tests down that road of LOD-less models with some of the testers that are having issues and see if that goes anywhere, but any additional help would be appreciated. I still have the dump files as well if Valve is willing to take a look. Jeremy -- ___ 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,
Re: [hlcoders] Initializing Game Data Freeze....
I've had this reported by my players in random cases, and I've heard a lot of complaints about it with the recent release of Fortress Forever. Are you saying it happens consistently? I've never experienced it myself, but it seems to happen randomly. Minh wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] My mod development has been at a standstill for the past 3 days ever since I came into this error. At first , I thought it was because of the steam update that occured recently and was hoping it would go away (as most steam related errors tend to do after I finish downloading all the latest updates). Unfortunately, this error is still happening to me even after several fresh reinstalls of Steam. The error happens to ALL of my 3rd party mods and occurs as follows. I start the mod, I create a server and pick a map. The map loads all the way to the part where it says, Initializing Game Data. Then it just stays there forever. I've left it for 15 minutes thinking it was downloading some shit but nope, it's a hard freeze. I tried searching on steampowered forums and google but I couldn't find a solution to the problem. I downloaded the latest drivers for my video cards and that didnt do anything at all. My mods work fine on my other machine but it's just my main machine that I'm having this error. Short of doing a complete reinstall of Windows XP, I'm out of ideas. Anyone run into this problem? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] No Steam Content Servers are available
What's the deal? Trying to run the Source SDK gives an error message: MountFilesystem( 236 ) failed: SteamMountFilesystem(1264,236,0x12e0fc74=,0x12e0fd75) failed with error 5? No Steam Content Servers are available Everyone else I've asked has had the same problem. Trying to run off-line says that it can't be done. Is there anyone who can open the Source SDK right now? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Loading screen art
Add a new class in the vgui_controls project in the /vgui2/controls/ directory. Compiling the project will create a new static library. Nick wrote: HOW? On 8/16/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] write a new control in vgui_controls.lib, that fetches info from the client. vgui_controls in the client dll supercedes everything. any control you make in there, can be added to any .res that game ui uses. On 8/16/07, Jeremy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] So is the only option for text to overlay a raster image or embed the text into the image? On 8/16/07, Justin Krenz [EMAIL PROTECTED] wrote: I modified the loading panel res file to insert my own image and increase the size of the panel. That image uses a texture proxy which allows me to modify the image in-game to show the level that's loading. I put another transparent image on top of that for hint text. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Anyone have any insight on how to do loading screen backgrounds along with text overlays(for hints, objectives, map info, etc). Thanks J -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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] Loading screen art
I modified the loading panel res file to insert my own image and increase the size of the panel. That image uses a texture proxy which allows me to modify the image in-game to show the level that's loading. I put another transparent image on top of that for hint text. Jeremy wrote: -- [ Picked text/plain from multipart/alternative ] Anyone have any insight on how to do loading screen backgrounds along with text overlays(for hints, objectives, map info, etc). Thanks J -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] make client authority
Yes, it's possible. Modify the UserCMD class to send a vector to the server for the position, and then the server uses that vector as the position for your entity when it processes the usercmd. Oliver wrote: -- [ Picked text/plain from multipart/alternative ] Is there a way to temporarily set a client to be the authority over the server? For example, client updates position of entity and server updates its position off of the client? OR Is there a way to disable the server setting an entity's location back to the server's version of its location when the entity is moved client-side. If so we could send the final entity location to the server after the client finished moving the entity. -- ___ 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] Recent Steam Problems
Is there anyway for players with only Counterstrike to play mods? I have players complaining to me because they only have Counterstrike and can't play my mod even though they can get the Source SDK Base. The server ends up requiring them to have HL2 DM because of the steam.inf issue. If it's not possible, is there an ETA on the fix? Mike Durand wrote: Tony's workaround is the best advice right now. The problem is that we don't yet have the notion of source SDK base for dedicated servers. So the 'steam.inf' on your client is probably coming from 'sourcetest' if that's what is first in your search path. And on the dedicated server it's probably getting the steam.inf from 'hl2mp'. Hence the mismatch. We'll be putting out a version of steam for Linux that includes Source SDK Base as an installation option. Once this is done you should get rid of any 'steam.inf' files that you needed to copy in order to work around this. Mods shouldn't have to distribute that file. -Mike ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Array of Arrays as network variable?
And how are you going to show 10 magazines with ammo per each? It's going to take up a lot of space on the HUD that's going to be wasted. Firearms had separate magazines with separate ammo for each and only showed you the ammo in the current clip. Jed wrote: Yeah just to clarify, the reasons I need this kind of solution are: * When player drops weapon, they drop just the weapon and what ammo is loaded in it. Any clips of that ammo type stay with the player. * Client needs to be able to see how many clips are left and how much ammo in each for the hud. * Ability to add/remove clips via pickup/drop. - Jed On 16/07/07, Andrew Ritchie [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Garry, that is brilliant. And probably the best soloution, only worry about one clip at a time and leave total ammo to the server, could probably eliminate some traffic at the same time. -- ___ 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] Resizing models dynamically?
The scale code works and regular models are scaled correctly. It does not work correctly with player models that have bone animations. On 7/2/07, Tony omega Sergi [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] like i said.. you have to modify the scale code so that it takes Z into account. because it only scales x and y by default. and I pasted the name of the function that it's in.. On 7/2/07, Justin Krenz [EMAIL PROTECTED] wrote: No, it was only resizing bones without a parent. Though altering it so that it did all bones only lets you make models skinny or fat. They don't get taller or shorter with the scale. Adam amckern McKern wrote: Are you resizing the attachments as well? Adam --- Justin Krenz [EMAIL PROTECTED] wrote: Has anyone tried this on player models? I'm messing with it right now, and only the midsection of the model appears to be changing in size. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t transform ) On 7/1/07, Drak [EMAIL PROTECTED] wrote: Nice, thanks. But as for scaling Z, i'm not so sure about. Iv looked up every function i could find dealing with the width setting, but I can't track down were it actually does the rendering for the scale. - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, June 30, 2007 11:57 PM Subject: Re: [hlcoders] Resizing models dynamically? -- [ Picked text/plain from multipart/alternative ] setmodelwidthscale. you'll need to modify the code on the client that uses it though, so that it will also scale Z. oh and change the network table so it doesn't get clamped at 1.0 if you wanted to make it bigger for example. just remember, don't do it on anything you need vphysics for ;) On 6/30/07, Drak [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to resize models 'dynamically' just for a simple rendering effect. But.. like in the HL1 SDK, all you had todo was change some stuff around in the function that loads the model. Is there a function in source that is basicly the same? (Some function that calls before the model in rendered onto the screen) I was looking through studio.cpp which seams that it's possable todo there, but does anyone have any ideas? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- -omega -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. http://tv.yahoo.com/ ___ 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 -- -omega -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Recent Steam Problems
Since about two weeks ago (coinciding with when the recent server updates began releasing), I've been experiencing a few problems with Steam and my mod (Empires). Whenever my beta testers or I try to join my testing server via the in-game server browser, they'll receive a message saying Server is running an older version. and refuse to connect. If they join via the console (connect server ip) or Steam's server browser, they can connect normally. This only began happening once the new server update was released several weeks ago. I've made sure the dedicated testing server has the latest version of HL2DM loaded, and my mod is using a SteamAppId of 215. When running my own local server, the console says something along the lines of Server must be restarted to load the latest update. Has anyone else encountered this problem? Another problem I've begun experiencing that seems related is that I'll receive the following error at random times: Steam.exe (main exception): Win32 StructuredException at 10005317 : Attempt to read from virtual address 0 without appropriate access rights. Steam will close and have to be restarted. It happens randomly. I can be loading a map, running inside a level, in the IDE with the main program halted by a breakpoint, etc and the error will appear at which point my mod will begin experiencing problems from Steam no longer running. The only fix I've found so far is to disable my network connection, and then Steam behaves nicely. Just going to off-line mode does not fix the problem. The network interface has to be disabled. My guess is that there's an issue with Steam not able to update the Source SDK Base, or Steam thinks it's not fully updated even though it is (supported by the fact that console lists the latest version number when running my mod). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resizing models dynamically?
Has anyone tried this on player models? I'm messing with it right now, and only the midsection of the model appears to be changing in size. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t transform ) On 7/1/07, Drak [EMAIL PROTECTED] wrote: Nice, thanks. But as for scaling Z, i'm not so sure about. Iv looked up every function i could find dealing with the width setting, but I can't track down were it actually does the rendering for the scale. - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, June 30, 2007 11:57 PM Subject: Re: [hlcoders] Resizing models dynamically? -- [ Picked text/plain from multipart/alternative ] setmodelwidthscale. you'll need to modify the code on the client that uses it though, so that it will also scale Z. oh and change the network table so it doesn't get clamped at 1.0 if you wanted to make it bigger for example. just remember, don't do it on anything you need vphysics for ;) On 6/30/07, Drak [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to resize models 'dynamically' just for a simple rendering effect. But.. like in the HL1 SDK, all you had todo was change some stuff around in the function that loads the model. Is there a function in source that is basicly the same? (Some function that calls before the model in rendered onto the screen) I was looking through studio.cpp which seams that it's possable todo there, but does anyone have any ideas? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- -omega -- ___ 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] Resizing models dynamically?
No, it was only resizing bones without a parent. Though altering it so that it did all bones only lets you make models skinny or fat. They don't get taller or shorter with the scale. Adam amckern McKern wrote: Are you resizing the attachments as well? Adam --- Justin Krenz [EMAIL PROTECTED] wrote: Has anyone tried this on player models? I'm messing with it right now, and only the midsection of the model appears to be changing in size. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t transform ) On 7/1/07, Drak [EMAIL PROTECTED] wrote: Nice, thanks. But as for scaling Z, i'm not so sure about. Iv looked up every function i could find dealing with the width setting, but I can't track down were it actually does the rendering for the scale. - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, June 30, 2007 11:57 PM Subject: Re: [hlcoders] Resizing models dynamically? -- [ Picked text/plain from multipart/alternative ] setmodelwidthscale. you'll need to modify the code on the client that uses it though, so that it will also scale Z. oh and change the network table so it doesn't get clamped at 1.0 if you wanted to make it bigger for example. just remember, don't do it on anything you need vphysics for ;) On 6/30/07, Drak [EMAIL PROTECTED] wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I'm trying to resize models 'dynamically' just for a simple rendering effect. But.. like in the HL1 SDK, all you had todo was change some stuff around in the function that loads the model. Is there a function in source that is basicly the same? (Some function that calls before the model in rendered onto the screen) I was looking through studio.cpp which seams that it's possable todo there, but does anyone have any ideas? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- -omega -- ___ 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 -- -omega -- ___ 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 Owner Nigredo Studios http://www.nigredostudios.com Ready for the edge of your seat? Check out tonight's top picks on Yahoo! TV. http://tv.yahoo.com/ ___ 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] Force Consistent Client.dll?
Force all clients to send the server a CRC of their client.dll. If the server doesn't receive this or it's invalid, kick them within a certain period of time. The upcoming dedicated server update is going to allow this functionality built-in via the sv_pure convar. There's a beta of it currently available which was announced on the HLDS list. You define a list of files you want the server to verify via CRC check, and the client will be rejected if it can't verify it successfully. Skillet wrote: -- [ Picked text/plain from multipart/alternative ] It's not in the SDK, unfortunately. :( On 5/12/07, Mark Chandler [EMAIL PROTECTED] wrote: Find where it prints the error and kick them from the server. :P -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Skillet Sent: Sunday, May 13, 2007 6:46 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Force Consistent Client.dll? -- [ Picked text/plain from multipart/alternative ] Is there a simple way to have the server force consistency on the client.dll? When I was testing I noticed that the console prints a warning message on the client when the server's copy of the client.dll is different, but doesn't seem to do anything else. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VProf
Is anyone familiar with the vprof_record_start/stop and vprof_remote_start/stop commands? I'm trying to find a better way to get VProf info from a dedicated server. The way I've been doing it is to let vprof run its course and then print a report to the console. That's much too cumbersome to be useful. I assumed vprof_remote_start/stop would let your client receive vprof data from the server, and use that data to draw the +showvprof HUD window. In practice, I have no idea what exactly the command does. Once executed, nothing seems to change or show up in the vprof HUD window. vprof_record_start/stop seems to record all vprof information into a separate file for playback later. However, when playing back, each row in the +showvprof window does change, but nothing like when running vprof and +showvprof in real-time on the client. I'd appreciate any insight into these commands. I'm very close to just writing my own vprof functionality if neither of these work. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] FW: SDK Needs to be fixed
I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent in the HL2DM sdk that everyone will want to fix this bug in their code. This is the e-mail including the fix I sent to the GE team: The bug is caused by the networked variable m_flNextPrimaryAttack being reset after the client has simulated firing, but the server has not fired the weapon yet. The client will fire their weapon and increase m_flNextPrimaryAttack to a time in the future. When the client receives the next server update, this variable is reset to the server's value of m_flNextPrimaryAttack which has not recorded that a shot has been fired yet. With the value now being less than curtime, it's ok to fire the weapon again which is much sooner than it should be. This bug was also related to another bug we had where our ammo counter would count down with each shot and then jump back up because the client was firing shots and the server was correcting the client on how many bullets had actually been fired. This was also causing the client to begin reloading their weapon when it did not need reloading. How to fix the first bug: In basecombatweapon_shared.h, add the following (create a variable to store the last time the client fired): #ifdef CLIENT_DLL float m_flPrevPrimaryAttack; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::CBaseCombatWeapon(), add the following (start the new variable off as 0): #ifdef CLIENT_DLL m_flPrevPrimaryAttack = 0; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::ItemPostFrame( void ), find the lines that read: if ( ( pOwner-m_afButtonPressed IN_ATTACK ) || ( pOwner-m_afButtonReleased IN_ATTACK2 ) ) { m_flNextPrimaryAttack = gpGlobals-curtime; } PrimaryAttack(); Change the PrimaryAttack(); line to the following: #ifdef CLIENT_DLL if (m_flPrevPrimaryAttack = gpGlobals-curtime) { #endif PrimaryAttack(); #ifdef CLIENT_DLL m_flPrevPrimaryAttack = m_flNextPrimaryAttack; } #endif This stores the client's m_flNextPrimaryAttack variable in a separate, non-networked variable that won't get stomped with each network update. We then check the m_flNextPrimaryAttack variable against the client's m_flPrevPrimaryAttack to see if we should really be simulating PrimaryAttack() on the client again. If your weapons have secondary attacks that are susceptible to the same bug, you'll have to add another variable for the secondary attack time and check against that. For the second bug, check your weapons' PrimaryAttack() functions and make sure any lines that alter the weapon's m_iClip1 or m_iClip2 variable are only occurring on the server. By default, there should be a line that reads: if ( iBulletsToFire m_iClip1 ) iBulletsToFire = m_iClip1; m_iClip1 -= iBulletsToFire; Surround the line that decrements m_iClip1 with #ifdef/#endif GAME_DLL: #ifdef GAME_DLL m_iClip1 -= iBulletsToFire; #endif Otherwise, the client will reach m_iClip1 == 0 sooner than the server and begin reloading while there may be one bullet left in the gun according to the server. You also might see that the ammo counter is jumping around as the client decrements bullets, and then the server says that there are more bullets in the gun causing the counter to flash to a higher number. Mark Chandler wrote: This is a multipart message in MIME format. -- [ Picked text/plain from multipart/alternative ] SDK Needs to be fixed _ Hi, My name is mark and im one of the main programmers for a source mod called Golden Eye source (http://goldeneyesource.com). Now we have had a major bug that has been plaguing the mod for about 8 months to a year now. The problem is that when firing a bullet in game some times it multi fires causing two bullet decals to appear (or worse up to 50). This problem is hardly noticeable for pings from around 0-100 but gets worse after that. The mod team and i have have spent countless of hours on this problem rewriting code and searching to what is causing this but with no luck. To prove that it is not the fault of golden eye modified source code i started a new mod based on the advanced sdk. And guess what? Same results. http://lodle.net/multifire2.avi Lag was introduced using net_fakelag (200 and 500) and from the video you can see the shoot gun going mad and the mp5 producing multi fire. I would post this on verc but hardly any valve employees go there any more. So im posting it here in the attempt to get a solution to this problem. Mark [aka lodle]. http://forums.steampowered.com/forums/showthread.php?p=6121132posted=1#post 6121132 -- ___ 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:
Re: [hlcoders] FW: SDK Needs to be fixed
Prediction-IsFirstTimePredicted() did not fix the problem as the problem is not with simulating a command multiple times. The problem is with the m_flNextPrimaryAttack variable. Take a look at this: CMD#m_flNextPrimaryAttack gpGlobals-curtime CLIENT: 8255125.99979 126.22500 8258126.26978 126.27000 8261126.26978 126.31499 8264126.35978 126.36000 SERVER: 8255126.26978 126.31499 8258126.35978 126.36000 CLIENT: 8268126.26978 126.42000 8270126.44978 126.45000 8275126.44978 126.52499 8276126.53977 126.54000 SERVER: 8270126.44978 126.45000 8276126.53977 126.54000 This is information taken from just before PrimaryAttack() is called. As you can see, the extra weapon firings are from commands that are not being predicted multiple times. They're from commands that only see the weapon as firing on the client. What is not included here is information from just after PrimaryAttack() is called. If I included that information, you would see that m_flNextPrimaryAttack is being updated to a time in the future as it should be during PrimaryAttack() and then has been reverted to an earlier time sometime inbetween the calls to PrimaryAttack. That's the source of the problem and causes the client to fire the weapon multiple times. Yahn Bernier wrote: This might not be the best fix. Because of the way prediction works, it's expected that variables from the server are set back and re-simulated multiple times if there's latency in the connection. You have to make sure that you only create effects, etc., the first time you predict a weapon firing on the client. You can determine whether this is the first time predicted by asking prediction-IsFirstTimePredicted(). The discrepency with ammo sounds like a bug in the mod where the server and the client are not simulating the exact same # of bullets to deduct from the clip. There are shared random # generators and other means to make sure that the same CUserCmd which causes firing should deduct the same # of bullets on both client and server (SharedRandomInt, etc.) Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Chandler Sent: Thursday, April 12, 2007 4:22 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] FW: SDK Needs to be fixed Not sure but only half of this worked for ge:S source. But its given me idea how to fix the rest so ill post up when im done. Mark [aka Lodle] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Friday, April 13, 2007 4:31 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FW: SDK Needs to be fixed I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent in the HL2DM sdk that everyone will want to fix this bug in their code. This is the e-mail including the fix I sent to the GE team: The bug is caused by the networked variable m_flNextPrimaryAttack being reset after the client has simulated firing, but the server has not fired the weapon yet. The client will fire their weapon and increase m_flNextPrimaryAttack to a time in the future. When the client receives the next server update, this variable is reset to the server's value of m_flNextPrimaryAttack which has not recorded that a shot has been fired yet. With the value now being less than curtime, it's ok to fire the weapon again which is much sooner than it should be. This bug was also related to another bug we had where our ammo counter would count down with each shot and then jump back up because the client was firing shots and the server was correcting the client on how many bullets had actually been fired. This was also causing the client to begin reloading their weapon when it did not need reloading. How to fix the first bug: In basecombatweapon_shared.h, add the following (create a variable to store the last time the client fired): #ifdef CLIENT_DLL float m_flPrevPrimaryAttack; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::CBaseCombatWeapon(), add the following (start the new variable off as 0): #ifdef CLIENT_DLL m_flPrevPrimaryAttack = 0; #endif In basecombatweapon_shared.cpp, CBaseCombatWeapon::ItemPostFrame( void ), find the lines that read: if ( ( pOwner-m_afButtonPressed IN_ATTACK ) || ( pOwner-m_afButtonReleased IN_ATTACK2 ) ) { m_flNextPrimaryAttack = gpGlobals-curtime; } PrimaryAttack(); Change the PrimaryAttack(); line to the following: #ifdef CLIENT_DLL if (m_flPrevPrimaryAttack = gpGlobals-curtime) { #endif PrimaryAttack(); #ifdef CLIENT_DLL m_flPrevPrimaryAttack = m_flNextPrimaryAttack; } #endif This stores the client's m_flNextPrimaryAttack variable in a separate, non-networked variable that won't get stomped
Re: [hlcoders] Where'd Mike Durand go?
Awww, but we love you Yahn. Yahn Bernier wrote: And I was in the office the week Mike and several others were on vacation and decided to fix up a few issues you guys were seeing, but I'm mostly moving back to other projects now that Mike is around for you guys. Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Durand Sent: Tuesday, March 13, 2007 12:16 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Where'd Mike Durand go? Hi All- I've been on vacation and then was at GDC last week so I haven't been very active on hlcoders these days. Life is back to normal now. :) -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tobias Kammersgaard Sent: Wednesday, March 07, 2007 4:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Where'd Mike Durand go? -- [ Picked text/plain from multipart/alternative ] Hello there HLCoders! I know this probably belongs in a private email to someone inside Valve, but I'm putting on the list, since I guess somebody else must have been wondering. I've noticed that Yahn have started to answer most of the questions that occur on the list, and it made me wonder the other day, that it's been awhile since we've heard anything from Mike Durand?! Did anything happen to him? I hope someone at Valve will answer this. Thanks in advance. /ProZak -- ___ 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] Where'd Mike Durand go?
Everyone really wants to know what's going on with Dhabih Eng and when he's going to update his web site. Andrew (Bromfitsen) wrote: -- [ Picked text/plain from multipart/alternative ] More curiously, whatever happened to Minh Le? -- ___ 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] Multiplayer Vehicles
Ok, so let me see if I understand you: You want vphysics collisions because they're more accurate than OBBs. You can't predict a vphysics collision because you rely on the vphysics simulation code which will only tell you of a collision once it's actually occuring. Is that correct? If that is correct, then I suggest you use the OBB trace or an AABB tracehull to detect if the ship is going to hit something as suggested already. Now, if it is going to hit an object, then you can perform a more accurate vphysics collidable trace on it to ensure that it does hit the more accurate vphysics collision model of the ship. Look in triggers.cpp line 1716 for an example of how to do this. This would require you do the same on the client and server and handle everything about the collision on your own. John Sheu wrote: On Friday 12 January 2007 3:34 pm, Justin Krenz wrote: Does SweepCollideable(...) not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. Not sure, but I'm not a fan of BBox collisions. We have this fancy VPhysics doohickey, and so I'd rather get some more accurate collisions out of it. As far as VPhysics, what about using PhysShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ) to catch physics collisions in the space ship entity to alert you that a collision is taking place and then override the response (return false, halt its velocity, and create opposing reaction force) to make things less crazy? I have something similar going on in the codebase as it stands, with an added VPhysicsPreCollision call in the physics code that does some velocity fixups before collisions. Trying to fix it there I think is trying to fix the wrong problem though. Essentially, when you collide, the player is expecting to be banged around a bit. Going crazy on collision is not very distracting. The problem is that since we cannot predict collisions, I have to switch prediction off on the client whenever we come into physics contact, and only switch it on when we come out. There's a jolt as prediction switches off, another as it switches on, and what's in between is rather laggy. If you want a true smooth experience, you're going to have to predict all the time, and that requires more than we currently have in VPhysics. IIRC turbophysics does well for player interactions against VPhysics. It does little for player interactions against CWorld. Unfortunately, the latter is where most of our interactions lie. -John Sheu ___ 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] Multiplayer Vehicles
I remember Valve said Havok doesn't want their code opened in the SDK at all, so I doubt Valve wants to start opening anything up in the VPhysics interface to get the functionality you want. I chose client-side vehicles because it's the fastest solution. You just move the vehicle code client-side, add some checks on the server, and you're done. If you really want client-side prediction of vehicles, you could code your own physics. That's what I did for aircraft. It's not as hard as you would think, but that's time that could be spent elsewhere. The bigger disadvantage is that the load still exists on the server. Once you start running out of cpu cycles with higher player counts, you'll start thinking about moving stuff to the client and appreciate client-side vehicles. What caused you to bring this topic up? Are you redoing your spacecraft movement? I thought you had prediction, albeit not a very elegant solution programmatically, but if it's not broken, why fix it? John Sheu wrote: I've come to the conclusion, finally, that the Source engine in its present form does not do multiplayer vehicles well. ... As far as I know, in the land of predicted multiplayer Source vehicles, Krenzo went with client-side authoritative vehicle physics for Empiresmod (with some server-side checking). HLRally gave up. I'll see what Eternal-Silence can come up with. -John Sheu ___ 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] Multiplayer Vehicles
Does SweepCollideable(...) not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. As far as VPhysics, what about using PhysShouldCollide( IPhysicsObject *pObj0, IPhysicsObject *pObj1 ) to catch physics collisions in the space ship entity to alert you that a collision is taking place and then override the response (return false, halt its velocity, and create opposing reaction force) to make things less crazy? Daniel Menard wrote: -- [ Picked text/plain from multipart/alternative ] We are attempting to rewrite our prediction code in order to make collisions less crazy. We might just drop the idea at this point. As for custom physics, this is the implementation we currently have, however there is no way to trace a collideable at arbitrary angles, so its not possible to get accurate collisions without using VPhysics. So while we can write our own fully custom physics, we can't write any sort of predictable collision algorithm without making the space ships bounding boxes. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] gpGlobals-curtime inaccessable from animationlayer.h
It's because one of the header files that BaseAnimatingOverlay.cpp includes goes back and defines that class. You need to include the header file that defines it by adding: #include globalvars_base.h Michael Chang wrote: -- [ Picked text/plain from multipart/alternative ] Hello once again guys. I'm trying to implement clientside SetAnimation() so it required me to much around in animationlayer.h One of the required functions that I needed to duplicate was Init() from BaseAnimatingOverlays. Inside Init, there's a call to gpGlobals-curtime to store last time stamp a frame was accessed (I think). However in implementing the same function on animationlayer.h, my compiler tells me Error1error C2027: use of undefined type 'CGlobalVarsBase' c:\bb\src\cl_dll\animationlayer.h102 How come BaseAnimatingOverlays has access to CGlobalVarsBase but not animationlayer? Is it because animationlayer is a header, and won't have scope of that variable? If that's the case, should I create some form of animationlayers.cpp in order to obtain such scope? Thanks guys. I'm a bit rusty with my C++ so bear with me. ~M -- ___ 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] Variable Memory Location
I already have that part all worked. I just wanted to customize the configuration panel. I found what I was looking for on my own. I found a program called TSearch that lets you watch for changes in memory and search for specific variables and was able to easily find the locations I was looking for. Adam amckern Mckern wrote: You might want to read config.cfg in the cfg folder, and then apply a bind command in the code IE: if (pPlayer isCommander) { cvar-FindVar(bind q)-SetValue(cc_dropmedpack); } When the users exits what ever it is - i spose it a command console - you execute a backup copy of config.cfg if (pPlyaer isGrunt) { cvar-FindVar(exec)-SetValue(cfg/backup.cfg); Or if they exit the game while still in the console, execute the backup copy on the game shutdown. Adam --- Justin Krenz [EMAIL PROTECTED] wrote: I'm assigning multiple commands to the same key. I just want the keyboard options panel to show that multiple commands are bound to the same key. I'm overwriting whatever the user is doing in the keyboard panel since the panel tries to keep only one key bound to a command. Andrew Forsberg wrote: Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ 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 Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ 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] Vehicles in HL2
When I first started programming the vehicle code for Empires, I tried to implement vehicle prediction. This consisted of me copying the physics entity of the vehicle onto the client so that I could predict the physics portion of the vehicle on the client side for the predicted frame. Everything worked fine if you told the client to ignore updates from the server, ie, wholly client-side vehicles. With prediction, once the server sent an update and the physics object of the vehicle was correctly positioned to match the server copy, there was still energy in the physics object left over from the client-side predicted frame. As the player drove his vehicle, it would begin to climb up into the air as the game was essentially pulling it back to match the server while it still had energy that was trying to move it forward from the predicted frame. When it couldn't go forward, it went up a small amount and created an oscillating effect. I never found out how to completely erase the energy of the physics object it gained on the client frame and assumed it wasn't possible because there wasn't enough access to the internal variables of the physics object. I plan on going back and working on it, but I'm going to make it fully client-side instead as I believe it's easier to implement anti-cheat functionality rather than fix the physics issue. Plus, you get the benefit of saving server cpu time, and with prediction, you have to send more network info to describe the properties of the physics object to make an accurate prediction rather than just the origin and angles of the vehicle model. Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Err, prediction would definitely work for a driving mod, prediction works by allowing the local players input to be considered authoritative by the client side for a little while, until the server acknowledges (or denies) the predicted movements by the client. In your example, if the driver stops his client would show the stop immediately (by predicting it). After the server has acknowledged the stop is in fact possible by sending the stopped location back to the client, the client will say okay cool, I already knew that, thanks for confirming. Meanwhile the client has moved onto something else that the server will ackowledge later. This allows the client to run around as if hes latency-free and only mucks up when the server denies something the client thinks it can do (ie, prediction error.) If you don't predict, the game will feel very unresponsive, since your input will have to be acknowledged by the server and sent back before you see it happen. The higher your ping, the worse the response time. It works fine for single player games but not for fast-paced multiplayer. On 8/15/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was thinking though. You can't really predict any driver-input so when the driver has a higher ping ( like 200) and riding hard, prediction wouldn't really make it better. (for example, the driver stops but due ping the command gets 200 ms later and the vehicle 'teleports' some units back. -- ___ 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] Vehicles in HL2
In player.cpp, look in the function GetInVehicle(...). There's a line that says AddEffects( EF_NODRAW ). This makes the player in the vehicle invisible. What I've done in my mod is have a script which states what positions of the vehicle show the passenger. The code checks if the position the player is getting into is visible, and then adds the EF_NODRAW effect if he's hidden. Otherwise, the effect is not added. Stephen Swires wrote: Hi, I barely post here though I've been a subscribed for a few months now. To cut down to the chase, I'm attempting to develop a mod which will solely focus on driving, since the Source engine does boast about its vehicle physics. Though to my dismay the current Source SDK wiki doesn't contain much code or documentation about vehicles except for an explaination of the IVehicle structure. One of my main queries is about other players being able to see you in the car. With the HL2:DM code it seems that the player just disappears and some unseen ghost is driving. Is there a work-around for this because it would be greatly appreciated. Also if someone writes more information on intergrating new vehicles into HL2 on the wiki that would be greatly appreciated too. Hopefully with any help given I should be able to make a great mod with unique gameplay. Thanks in advance, 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
[hlcoders] Variable Memory Location
I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Variable Memory Location
I'm not writing a plug-in. I have a normal mod. I'm accomplishing the ability to bind the same key to multiple commands from within the config panel. Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote: I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable, or does it have to be done in a more advanced debugger? Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ 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] Variable Memory Location
I'm assigning multiple commands to the same key. I just want the keyboard options panel to show that multiple commands are bound to the same key. I'm overwriting whatever the user is doing in the keyboard panel since the panel tries to keep only one key bound to a command. Andrew Forsberg wrote: Tool tips is my guess. Or, are you dynamically changing a player's key bindings? If not, the key bindings will be constants on the client, right? On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart wrote: -- [ Picked text/plain from multipart/alternative ] Given that plugins are server sided usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually tell it what key to show as bound to a command. All I need to do is find the memory location where the panel stores the char for each command in the list. ___ 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] Source SDK Update Is Released
That's great. After we switched to using 320 to use the Episode 1 engine, our players complained of having to download HL2 DM to play. Does 215 allow those with the HL2 Demo to play? I'm curious if I have to program some extra detection with this to make sure that griefers can't use the HL2 Demo to get a new Steam ID to avoid bans. Alfred Reynolds wrote: You should use 215 instead of 220. If you use 320 (HL2DM) then you can either keep it as is OR move to 215 if you don't depend on HL2DM specific content. 215 is owned by anyone that has any Valve Source engine product, 320 is only owned if the user owns Half-Life 2: Deathmatch (i.e a lot fewer people). - Alfred Gus wrote: This is a cryptographically signed message in MIME format. -- Thanks alot for this update! On the release note there's one line that I need more explanation.. Mod makers should always use its SteamAppId (215) in their single player and multi-player mods. Does that mean I have to open Gameinfo.txt and make changes like this below? SteamAppId320// This will mount all the GCFs we need (240=CS:S, 220=HL2). to SteamAppId215 // This will mount all the GCFs we need (240=CS:S, 220=HL2). Gus http://wantedmod.planethalflife.gamespy.com/cantina/ Mike Durand wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi Everyone- The new SDK is released and should be available now for update via Steam. I'll be monitoring the list this weekend and will be glad to answer any questions and provide any help that I can. Make sure to check out the release notes. http://developer.valvesoftware.com/wiki/Source_SDK_Release_Notes Enjoy! -Mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Content-Description: S/MIME Cryptographic Signature [ smime.p7s of type application/x-pkcs7-signature deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Portal
Is it possible to create portals like those seen in the Portal video or is the Episode 2 engine required? Are they essentially func_areaportals with the two sides dynamically defined during run time? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Physics Problem
I have a physics object that I'm trying to retrieve its angular velocity in degrees/second. Using GetVelocity(Vector * velocity, AngularImpulse * angularVelocity), it appears that I can retrieve the angular impulse of the angular velocity. Getting this value, I multiply it by 180*pi to convert from radian to degrees, and then I divide by the object's mass. However, I compare this to the actual change in degrees that the model undergoes, and the values are different. For example, if I use SetVelocity(...) to input an AngularImpulse of 100 for the x axis/pitch every frame, then convert to radians and divide by a mass of 2080, I get approximately 2.8. However, if I sample the actual change in degrees of the object's pitch every frame, it comes out to approximately 19 degrees/second. What am I doing wrong, and how can I correctly calculate an object's change in angle in degrees/sec? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Physics Problem
Thank you very much. The whole AngularImpulse type was throwing me off. Jay Stelly wrote: GetVelocity returns a velocity. It's already in degrees / second. SetVelocity() takes the same units. AngularImpulse is a vector type that can contain an impulse, but here it's just used as a vector. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] CUtlLinkedList overflow
The last time I was getting an error along these lines, I was creating a new BitmapImage in a HUD each frame instead of reusing the same object or deleting the old one first. You should be able to place a breakpoint somewhere in utllinkedlist.h to watch for when the list becomes filled. John Sheu wrote: -- I'm having an issue with random crashing with the CUtlLinkedList overflow! dialog. The stack trace has got quite a bit of engine code, and a look at our mod code isn't helping. I was wondering if I could get a pointer or two from somebody who has access to engine code (we know who you are...). Thanks. Don't need a hand-holding, just some idea of what kind of errors we're coming up against. Memory dump attached. -John Sheu -- [ dump.mdmp of type application/octet-stream deleted ] -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Roll angle confusion
Why is it that the roll angle (.z) of an entity only goes from -90 to 90 and not -180 to 180 like the other two angles? How would I go about getting the full range of the roll angle? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SteamAppId Update
I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's SteamAppID, and thus, it was not running off of the latest HL2 engine. I know there are others out there who are still using 220 and need to change it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: if (!pCustomImpactName) { if (IsPlayer()) DispatchEffect(bloodimpact, data); else DispatchEffect(Impact,data); } Imperio59 wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the wings. Is this how you went about the scale down? The aircraft fly just fine now with no twitching and no excessive inertia. However, now that I feel confident that victory is mine, I try to adopt the exact changes to my vehicles only to find that their wheels absolutely do not want to act the same, instead behaving incredibly bouncing and ready to tip the vehicle over at any second. It probably has something to do with gears and springs now... John Sheu wrote: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Map Scaling
Has anyone tried shrinking down all players and models to get larger sized maps? I know at least one mod has done it, but I can't remember which mod that was. I recently started to shrink down all things in my mod to get larger map sizes so that aircraft have more room to play in, and most of it doesn't seem to be hard. However, physics start to act strangely with the scale down. I don't know exactly why, but when I shrink the model down for my plane, it starts to become twitchy and won't stay exactly still. Then there's the issue of inertia. When I decrease engine speed to go along with the decreased scale, inertia starts to become a problem. After you turn the aircraft, it continues to go in the same direction it was going, and turning down the model's inertia doesn't seem to help until you below a certain point where it suddenly just starts spinning uncontrollably. To get to the point, has anyone successfully scaled physics objects down with satisfactory results, or is there a different method I could use to get larger map sizes without the scaling issues? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Map Scaling
So is your ship an actual physics object and if so are you applying forces or modifying the velocity directly? What do you have as your drag coefficient and inertia values? John Sheu wrote: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see you hit an asteroid get some real physics going :D That's my project, BTW :-P And yeah, physics is in that, the whole nine yards. FYI that's at 1/40 scale. -John Sheu ___ 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] Error at engine.dll!0x0DDDDAF2
What exactly are the differences between the three different Send/RecvPropArray methods? My only tests show that 3 seems to handle network traffic much better. Giancarlo Rivas wrote: -- [ Picked text/plain from multipart/alternative ] Pretty sure that was the cause, I recoded CTeam so it was a shared file and also made it Array3 + Steam update and the error dissapeared. Couldn't test Array2 because the code was already modified by then. Hmm I'll make it Array2 again and see what happens. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Scrollbar Missing Texture
The scroll bar background in my mod's MOTD panel is missing its texture (appears as the purple checkerboard). Does anyone know what texture is needed for scroll bars? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Crash in release mode only AND Changing the viewports
What defines that all variables are initialized to 0? Is it a compiler flag, and why wouldn't you want this to be always set? This is the first I've heard of it. Ben Everett wrote: The most common cause of crashes in release mode but not in debug are due to variable initializations. In debug mode all variables are initialized to '0', while in release mode they do not have a default initialization value. The most common cause of these crashes is failing to properly initialize variables. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Demo Recording and Playback
For my mod, any time someone tries to play back a demo, it refuses to play giving the exact error message of DataTable warning: SetupClientSendTableHierarchy: missing SendTable 'DT_EffectData' (referenced by 'DT_TEEffectDispatch'). Basically, it seems that when initializing the demo, it can't always find a send table that is created with BEGIN_SEND_TABLE_NOBASE even though it has no problems with certain other ones as DT_SDKLocalPlayerExclusive works just fine. I have a send table specific to my mod implemented in DT_SDKPlayer that copies DT_SDKLocalPlayerExclusive almost exactly except sending different network vars. If I comment out sending and receiving of the complaining send table, then it moves on to another one to complain about. I know the send tables work fine when you actually play the mod, but something is unique to demos. Has anyone else encountered this problem? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] -dti and Network Optimization
Thanks, this will be very helpful. Now, when running a dedicated server, the FPS counter that appears in the top area of the console, what exactly affects this? Does this go down due to CPU utilization or is it a combination of CPU utilization and insufficient network bandwidth? Also, is there a guide to using vprof and finding where bottlenecks in a mod's code are? Yahn Bernier wrote: You can remove them from networking by using something like the following the entities' datatable ( if they are player fields you'll have to tag them in the prediction data descs on the client ) SendPropExclude( DT_BaseAnimating, m_flPoseParameter ), SendPropExclude( DT_BaseAnimating, m_flPlaybackRate ), SendPropExclude( DT_BaseAnimating, m_nSequence ), SendPropExclude( DT_BaseAnimating, m_nNewSequenceParity ), SendPropExclude( DT_BaseAnimating, m_nResetEventsParity ), SendPropExclude( DT_BaseAnimating, m_nMuzzleFlashParity ), SendPropExclude( DT_BaseEntity, m_angRotation ), SendPropExclude( DT_BaseAnimatingOverlay, overlay_vars ), // playeranimstate and clientside animation takes care of these on the client SendPropExclude( DT_ServerAnimationData , m_flCycle ), SendPropExclude( DT_AnimTimeMustBeFirst , m_flAnimTime ), ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] -dti and Network Optimization
I've been working on optimizing my mod and the -dti command has been very helpful. It doesn't seem to work on a dedicated server though. Is there anyway to get it to work? I would like to see what the server is sending exactly because I'm in confusion about some things that the client file says. It says that a few variables, specifically m_flAnimTime, m_flCycle, and m_flSimulationTime of random entities have some of the highest decode counts. Yet, I don't see these variables being updated anywhere in the server code. I did find these variables getting updated on the client however. Thus, is the client confusing the local changing of these variables to be info sent from the server and putting it in the -dti output file? If not, is anyone familiar with these variables and how to stop them from being updated which seems to be a big waste of bandwidth when the entities sending the variables aren't even animating or changing in anyway? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Linux Compile
-- [ Picked text/plain from multipart/alternative ] I finally managed to get my mod to compile in Linux. However, some of the maps cause a segfault. I guess I'll have to figure out how to use the gcc debugger for that. However, the one map that does work does not have any collisions between the player and models spawned in the level. When compiling, I ran into problems with case-sensitive names and files. Could this also be the issue with the lack of collisions? If a server tries to load a file that has a different case than what is specified, would the server just ignore it and continue on? Is srcds internally case-sensitive when running on Linux? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders