[hlcoders] Forcing player position
Hi, A lot of times in my mod I set the player position using SetAbsOrigin. I've always done this (since HL1) on the server and it was fine but in Source the players seem to be able to take a step forward (if they're pressing movement keys as I try and reposition them) before the server message arrives. How can I correct their position, i.e. snap them back. I want to do it on the server at the same time as I update their position. I need to be able to place them exactly where I want them. 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
[hlcoders] COLLISION_GROUP_PLAYER
Hi, I'm using the default Advanced SDK player collision with COLLISION_GROUP_PLAYER etc. But when people play online the players can quite easily vibrate right through each other (when both players are moving). You don't have to try hard, even if you're just backtracking somewhere and cross someones path you will go right through them. This is quite critical to my mod because there is a lot of pushing and shoving involved! Just wondered if anyone had any ideas how to make it behave more like HL1? 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
Re: [hlcoders] Advanced SDK, know exploits/crashes?
Thanks Justin, that was indeed crashing my mod. Mark. www.ioscocer.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Advanced SDK, know exploits/crashes?
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
[hlcoders] randomness
Hi, I'm using the Advanced SDK, Ep1 edition and I seem to be having real trouble getting radomness in the random numbers. I can see that there is code there for predicted/shared randoms, but I'm just using RandomFloat or random-RandomFloat but it seems to always give the same numbers. Anyone know why that would be? Am I doing it wrong? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] randomness
Yeah I noticed it uses the same stream after each restart, but it wasn't just that. It was more the distribution, for example when playing a 'rndwave' sound for footsteps, I have 12 wavs and it mostly seems to play the same few over and over (see list below - I printed out the sound name from 'CBasePlayer::PlayStepSound' and ran a few yards - as you can see it mostly plays sound 10 and never sound 1, 6, 7 or 12). I think there's something weird going on because when I did this test there were two stationary bots in the server. And when I do the test again without them (even though they weren't generating footstep sounds), the distribution looks much much better. So, err, I'm more confused now. Mark. http://iossblog.com player/step10.wav player/step10.wav player/step5.wav player/step4.wav player/step10.wav player/step10.wav player/step4.wav player/step5.wav player/step10.wav player/step10.wav player/step4.wav player/step4.wav player/step11.wav player/step10.wav player/step4.wav player/step4.wav player/step10.wav player/step8.wav player/step2.wav player/step4.wav player/step8.wav player/step10.wav player/step4.wav player/step4.wav player/step8.wav player/step10.wav player/step4.wav player/step5.wav player/step10.wav player/step9.wav player/step3.wav player/step4.wav player/step10.wav player/step10.wav ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: hlcoders digest, Vol 1 #3499 - 2 msgs
Hey Minh, I tried the weightlist you suggested and it works absolutely fine in HLMV... unfortunately I get the same problem in game, the upper anim plays but it's as if the yaw rotation of the player goes all wobbly when he runs. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] aim layer animation
Is there an simple way to play an anim on the top half of the body in the Advanced SDK. I've looked at the CSS aim stuff and I don't need it as complex as that, I just want to occasionally play a differnt anim on the top half of the player. I got it working a bit but the lowerbody run blend goes wrong, but at least the top half starts to use the anim I want. I'm using an aim layer and my normal run is like this: $sequence run_lower { runleft run runright stepleft idle_player stepright runback runback runback blendwidth 3 blend move_y -1 1 blend move_x 1 -1 loop ACT_RUN 1 { event 7002 15 lfoot } { event 7002 4 lfoot } } and then I have a carry aim layer defined like this: $sequence run_upper_carry carry FPS 30 loop weightlist nolowerbody So when I ask for an aim layer (CalcAimLayerSequence) of carry it should layer the run_upper_carry on top of the run_lower? But it doesn't seem to work. The carry gets played but his legs go wrong, only a little wrong, but still wrong, they don't seem to get blended properly. Without the aim layer the run is fine. I've tried lots and lots of qc variations and lots and lots of different nolowerbody definitions. Anyone know how to get it to work? I saw something on the wiki about subtracting and using a delta but I just want the top half to come from carry and leave the bottom half alone. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] linux compile / hlds
Nevermind, I fixed this one now too, was using wrong libs... Mark. I fixed it now. However now I get this sort of thing: /usr/bin/gcc-3.4 -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o ./obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o ./obj/vcpm/public/interface.o ./obj/vcpm/public/generichash.o ./obj/vcpm/public/KeyValues.o ./obj/vcpm/public/stringpool.o ./obj/vcpm/public/utlbuffer.o ./obj/vcpm/public/utlsymbol.o /usr/lib/gcc-lib/i486-linux-gnu/3.3.6/libstdc++.a /usr/lib/gcc-lib/i486-linux-gnu/3.3.6/libgcc_eh.a -lm -ldl -L/usr/lib -lxerces-c ./tier0_s_i486.so ./vstdlib_s_i486.so ./obj/vcpm/makefilecreator.o: In function `CMakefileCreator::CreateBaseDirs(CVCProjConvert::CConfiguration)': makefilecreator.cpp:(.text+0x598): undefined reference to `V_snprintf(char*, int, char const*, ...)' makefilecreator.cpp:(.text+0x5b3): undefined reference to `V_ExtractFilePath(char const*, char*, int)' makefilecreator.cpp:(.text+0x5c8): undefined reference to `V_FixSlashes(char*, char)' makefilecreator.cpp:(.text+0x5d0): undefined reference to `V_StripTrailingSlash(char*)' and lots more... This was after I updated the makefile and makefile.vcpm to use tier0_s_i486.so instead of tier0_i486.so. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] linux compile / hlds
I fixed it now. However now I get this sort of thing: /usr/bin/gcc-3.4 -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o ./obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o ./obj/vcpm/public/interface.o ./obj/vcpm/public/generichash.o ./obj/vcpm/public/KeyValues.o ./obj/vcpm/public/stringpool.o ./obj/vcpm/public/utlbuffer.o ./obj/vcpm/public/utlsymbol.o /usr/lib/gcc-lib/i486-linux-gnu/3.3.6/libstdc++.a /usr/lib/gcc-lib/i486-linux-gnu/3.3.6/libgcc_eh.a -lm -ldl -L/usr/lib -lxerces-c ./tier0_s_i486.so ./vstdlib_s_i486.so ./obj/vcpm/makefilecreator.o: In function `CMakefileCreator::CreateBaseDirs(CVCProjConvert::CConfiguration)': makefilecreator.cpp:(.text+0x598): undefined reference to `V_snprintf(char*, int, char const*, ...)' makefilecreator.cpp:(.text+0x5b3): undefined reference to `V_ExtractFilePath(char const*, char*, int)' makefilecreator.cpp:(.text+0x5c8): undefined reference to `V_FixSlashes(char*, char)' makefilecreator.cpp:(.text+0x5d0): undefined reference to `V_StripTrailingSlash(char*)' and lots more... This was after I updated the makefile and makefile.vcpm to use tier0_s_i486.so instead of tier0_i486.so. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] linux compile / hlds
Hi, I'm trying to update linux Hlds as part of the linux compile process (to get tier0_i486.so etc) but when I try to update with this command: ./steam -command update -game cstrike -dir . I get this error: Checking bootstrapper version ... Getting version 27 of Steam HLDS Update Tool Downloading. . . . . . . . . . . . tar: Files/Steam/SteamApps/SourceMods/ios/srcds_l: Not found in archive tar: Error exit delayed from previous errors update failed, please run tar xzUf LinuxHldsUpdateTool_27.pkg to install the latest steam binary and if I do what it says it unpacks but if I run it again I just get the same thing. The directory looks like this: -rwxrwx--- 1 root plugdev 70 2007-10-05 02:33 appdir.txt -rwxrwx--- 2 root plugdev 3513408 2007-12-18 22:56 hldsupdatetool.bin -rwxrwx--- 1 root plugdev 4698138 2007-12-18 23:40 LinuxHldsUpdateTool_27.pkg -rwxrwx--- 1 root plugdev 3413 2005-04-07 22:07 readme.txt -rwxrwx--- 1 root plugdev 8584961 2007-11-10 02:51 steam -rwxrwx--- 1 root plugdev 358301 2005-11-16 05:28 test1.so -rwxrwx--- 1 root plugdev 453372 2005-11-16 05:28 test2.so -rwxrwx--- 1 root plugdev 8306090 2005-11-16 05:28 test3.so What am I doing wrong? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] looped fire anim event
I'm trying to play a looping anim using DoAnimationEvent / CalcFireLayerSequence but it only plays once and then returns to idle even though loop is specified correctly in the qc file. Is there a way to make it loop until another event is sent? Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] playing an anim
Hi, so in the advanced SDK how do you play a simple full body player anim? The problem I see is that no matter what ACT_ you set up in Player.cpp, when it reaches ComputeMainSequence() the function CalcMainActivity(); is called, which just stomps all over any specific ACT_ that has been set up by using the player movement and picking either walk/idle/crouch/jump. And so anything more complicated never gets played. How do you do it? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] player anims in multi
Hi, I've just noticed that when I play my mod online the other clients in the game don't seem to be playing the correct animations, from my point of view, but your own player does. For example, if someone strafed you would expect to see them play a strafe anim, but you don't, they just play the normal run anim and slide sideways. I've only modified sdk_playeranimstate.cpp (CSDKPlayerAnimstate::CalcAnimLayerSequence) to pick the names of my own animations. All the anims work correctly if you go thridperson and check them on yourself. Any ideas why they don't seem to be getting trasmitted. It's the advanced SDK. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: bbox collision?
I neglected to mention that the problem I am having is with thirdperson view. The firstperson view seems fine. Anyone know why that would be? (advanced sdk) Thanks. r2. Message: 4 From: Mark Gornall [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Wed, 21 Feb 2007 00:03:08 - Subject: [hlcoders] bbox collision? Reply-To: hlcoders@list.valvesoftware.com Hi, In HL1 I had a SOLID_BBOX entity that the player could push. It slowed the player down a little and in the entities Touch I gave it some velocity and it all work fine. I'm trying to do the same thing in HL2 but the player gets jerked back and it's not smooth at all now. I've had a look at StepMove etc but I can't really see how to fix it, I wondered if there was a way to get the behaviour like HL1. I also tried switching to an object with Solid_VPhysics but I get similar results. I guess I want the entity to be pushed and leave the player motion smooth rather than resolving the players position back instantly. I'll pay $200 for the right answer (just kidding). Thanks, r2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] bbox collision?
Hi, In HL1 I had a SOLID_BBOX entity that the player could push. It slowed the player down a little and in the entities Touch I gave it some velocity and it all work fine. I'm trying to do the same thing in HL2 but the player gets jerked back and it's not smooth at all now. I've had a look at StepMove etc but I can't really see how to fix it, I wondered if there was a way to get the behaviour like HL1. I also tried switching to an object with Solid_VPhysics but I get similar results. I guess I want the entity to be pushed and leave the player motion smooth rather than resolving the players position back instantly. I'll pay $200 for the right answer (just kidding). Thanks, r2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] MOVECOLLIDE_FLY_BOUNCE
Hey, I'm trying to work with an HL2 entity that has movement type of SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); but the FL_ONGROUND flag never gets set when the entity hits the ground (I'm checking GetFlags() FL_ONGROUND) and I cannot see where or why it is wrong, just wondering if anyone has any idea. Thanks, r2. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Z_CheckHeap
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm seeing this error occasionaly on Windows dedicated servers for IOS (Half-Life 1). It happens only once every few days or constant use. Doesn't happen on Linux. L 03/29/2005 - 06:24:18: FATAL ERROR (shutting down): Z_CheckHeap: block size does not touch the next block Anyone know how to fix, track, diagnose, what it means etc? Thanks, Mark (r2). www.iososccer.com -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] two quickies :)
1. How'd you play an anim backwards? I want to do it when IN_BACK is set. 2. I put a gamestartup.mp3 in \media, the console reports that it loaded ok but it doesn't play (or rather, I don't hear anything). Is there some code I need to add to start it? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] RE: command line to run a mod
I can launch the mod fine from the command line but is there a way to launch with a specific map? +map mapname doesn't seem to work anymore. I really want to do this so I can launch a tutorial map from a menu or icon :( Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: HL2 Source Leaked
I'm with Stan and Mike, in fact I think the users who have admitted downloading the source code and/or redistributing it should be banned from this list and prosecuted for handling stolen property. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fw: Re:origin / collision problem
On further investigation, it does indeed look like a 32 unit bounding box is the limit. Anything smaller and I get the descrepancy on the right/up sides of a box bsp. If I make my entity -16 to +16 then it works fine. Shame is if I remove the bbox the ball sinks into the ground but at least the centre point goes right up to the walls, if it stayed above then that might be ok. Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fw: Re:origin / collision problem
Ok, I'll try one more time, then I'll give up (on the problem and probably on this list!) The fist image (5K) shows the *closest* I can push the ball to the wall without it stopping as if it's collided with something: http://www.planethalflife.com/ios/collision_bad.jpg The second image (4K) shows how close I can move the ball to the wall on the opposite side of the map: http://www.planethalflife.com/ios/collision_good.jpg One thing I noticed, when getting pm_debug / PM_DrawPhysEntBBox to draw the bounding box, the pe-model pointer is null, but pe-name has the correct name for the ball and it also reports the correct min/max, which it then draws. The null pointer seemed odd but the code checks for it so maybe it's ok, I don't know. I thought it might be the map or clip brushes but I tried it in other maps and the same thing happens on the same sides of the maps. The map in the picture shows normal bsp walls, no clip, nothing fancy. I have rebuilt the map with Zoners tools and some really old ones that come with hammer, just in case it was a map/hull problem. Both gave identical results. This doesn't make sense to me so I'd appreciate any help. Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re:origin / collision problem
Are all your walls aligned with the X and/or Y axis? Yes, I'm testing in a rectangular, axis aligned box. Is there any other debug I can try to see what's going on? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] origin / collision problem
Hi, I'm seeing something strange with a simple, small entity to bsp collision. It seems that on the 'up' and 'right' walls of a map the entity cannot be 'flush' with the wall but on the 'left' and 'down' walls of the map the entity goes right up to the wall and collides correctly. Now, you'd think, oh your bounding box is wrong or your origin is wrong but I've spent a while double checking everything. I switched on the 'pm_debug' particle bounding box display and my entity does not display a weird offset collision box. I tried the 'calc auto bbox' code I found on wavelength, it came out with the same values I was setting with my manual call to util_setsize. I tried fiddling with the origin via util_setorigin but this did not have any effect, should it do? I tried re-exporting the model and checking the data. No matter what I do the entity will not sit flush with 'up' or 'right' walls of a map. It's almost like the map/entity collision is rounded up to 16 unit boundary, that's not the case is it? Thanks, Mark. www.vsmod.com www.iosoccer.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ducking
Hi, Is there a simple way to make the duck hold for a certain time once the duck key has been pressed. By default it just drops out immediately and you stand right back up. The only way I got it to work for a set time was to change the client input code so that forces an 'in_duck' keypress for the time period, but I'm not really happy with that way since I want control of the process on the server if possible. If I try to force pev-button |= IN_DUCK; on the server it doesn't work, the player still stands up as soon as the duck key is released? Thanks Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re:[hlcoders]backwards anim playing forwards
Hi, I fixed it. I was looking for a code problem when in fact I had exported new_run from Max with the 'In place mode' button on and for some reason that broke the gaitsequence. Thanks for the replies, Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [hlcoders]backwards anim playing forwards
Hi, I recently noticed a problem when a player runs backwards it continues to play the run animation forwards instead of in reverse. If you walk backwards it plays the walk animation in reverse. The run never used to do this and I can't for the life of me work out what I changed to create this problem. Any idea what might cause something like this? Thanks, Mark. (I hope this one gets a reply...) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] client weapons not playingback
Hi, I just released an update for my mod that included three new client weapons (we've been using client weps with no problems since sdk2.2). However, there is now an intermittent problem that only affects the new weapons. When you fire none of the client effects playback, so no fire animation, no muzzle flash and no sound. However the server side stuff works, i.e. if you point at someone and press fire you do actually damage them. It doensn't happen all the time, it seems intermittent on servers, sometimes a retry will clear it and they will work fine again. And, as I said, all the other (very similar) client weapons work fine, only the three new ones I added for this patch have this problem. I have never had the problem during tests or running lan games, but I have had it happen to me on public servers (normally windows based) Some of the community say they've seen this in other mods so I thought I'd ask if anyone has seen it or knows how to fix it. Thanks, Mark. www.vsmod.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Viewport Question
lmao. -Original Message- From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]] Sent: 21 January 2003 08:30 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Viewport Question First it's fogging, then it's particle systems. .. viewports must be the new 'black' this year. :) __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] spectator fov
Hi, Has anyone got the 'first person spectator cam' to use the same fov of the player you are spectating? (i.e. as they use a weapons with a zoom) If so, how? thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] first person spectator cam
Did you get the fov working in first person spectator mode? All I want to do is copy the fov from the person you're watching (using the g_iUser2 variable I imagine) to the current client. I wanted to refresh it in view.cpp, I tried accessing it using pparams, entity states, curstate etc but can't find a way to get at the fov of the player you're watching. I found one in 'ent.curstate.fov' but this is always zero. I checked my delta.lst against CS's to make sure I wasn't missing an entry that would involve this but didn't find anything different. I thought of doing it using a weapon event to set the correct fov when zoom mode is selected, but I couldn't get at the player in ev_hldm.cpp to update the current clients fov. (This seemed flawed anyway, since if you started spectating someone who was already zoomed you would have missed the event playback that triggered it) Anyone done this? Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Engine enhacements been added in next HL patch?
...maybe if you asked a specific coding question they may be more inclined to answer ;) __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] first person spectator cam
Hi, I use the sdk2.3 first person spectate cam when you are dead (like CS). You can see the gun model of the person you are spectating fire but there is no reload anim played when the player reloads. Nor does the fov change when they zoom. Both these things work in CS's cams, I was wondering if there is a simple way to add them? Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] first person spectator cam
Hi, I already use client side events for all weapons. I'm specifically talking about when your spectating someone else that view.cpp/hud_spectator.cpp doesn't know to play the reload or somehow my reload anim isn't linking up with the spectate code. Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] sv_maxspeed
It hides in server.cfg listenserver.cfg -Original Message- From: Jeff Thornhill [mailto:[EMAIL PROTECTED]] Sent: 02 January 2003 12:56 To: [EMAIL PROTECTED] Subject: [hlcoders] sv_maxspeed My thanks to botman for his help with the upward velocity stuff (Still trying to get it to work, but practice makes perfect), I'm also having trouble with this. sv_maxspeed defaults to 320 every time Half-life loads, and I want to change what it defaults to. Problem is I can't find a reference to it anywhere in the code. Anyone know if it's even there? And if so, where? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [hlcoders]choosing gamerules
Hi, Is there a nice way to determine gamerules when the map loads? Say, by looking for an entity in the map? I think gamerules might be set too early on for such things as 'findentitybyclassname' to work, so is there another way or do you have to just look at the 'prefix' on the map name (which I rather avoid if possible). Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] strcpy( m_pPlayer-m_szAnimExtention,
Assuming it's a new player model, are there other player models loaded before this that DO NOT have the new anims? Try loading only your new model and see if it still happens or re-compile all your player models so the anims match in each. Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] strcpy( m_pPlayer-m_szAnimExtention,
I still think it's getting them from another player model. Recompile both teams with the new anims. Check that you are not still loading a 'Gordon' somewhere before your teams get set up? e.g. remove SET_MODEL(ENT(pev), models/player.mdl); Mark. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] ERROR: No EXPORT
Can't find address: 0f8b2e4b ERROR: No EXPORT: mynewclass:Think (0f8b2e4b) Anyone know: a.) What causes these errors? b.) How do you fix them? c.) Are they serious? (since they don't seem to break anything but I have to rule them out in case they are affecting something) Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ERROR: No EXPORT
1.) A missing EXPORT macro in the functions declaration.. so it should look like this in your class declaration: void EXPORT Think (void); I tried shoving EXPORT on front of everything in sight, the error still shows up. Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] movetype_follow question
Hi, I'm trying to attach an object to the player. It's seems to be the norm to do something like this on the attachment object: pev-movetype = MOVETYPE_FOLLOW; pev-solid = SOLID_NOT; pev-aiment = Owner-edict(); pev-owner = Owner-edict(); pev-nextthink = gpGlobals-time + .1; SetTouch( NULL ); where Owner is a valid CBasePlayer ptr. This works and the object is attached to the player. However, there is one bug. The player animation starts to play at what looks like double the framerate. It only does it on animations that are 'gaitsequenced'. i.e. full body anims such as the jump are fine, but anything that leaves the top half of the model, the legs go twice as fast! Has anyone seen this? Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SDK 2.3 spectator modes
I had to add an extra pfnServerCmd to send the selected camera mode back to the server so the server can update it's copy of user1 with the new value the player chose on the client. Look for 'follownext' in hud_spectator.cpp and copy the way it works (although you still have to add the server code in clientcommand() to catch it on the server - and catch 'follownext' on the server too while your at it). Mark. www.planethalflife.com/vampire www.planethalflife.com/ios -Original Message- From: Mazor [mailto:mazor579;hotmail.com] Sent: 17 October 2002 18:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] SDK 2.3 spectator modes Also, how can I get that camera mode selection button to work... You know, that menu that's on the right in the new spectator stuff, its like a command menu. I have the speccammodes.txt or whatever file it is in the right folder, but when you click on the buttons, nothing happens, they're broke! =O -Mazor www.firearmsmod.com __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Why doesn't zoom work anymore ?
Didn't 2.2 introduce client weps? It's probably the client code overriding your server settings. Search client dll for fov and disable it. Just a guess. Mark. -Original Message- From: Mike Beamish Blowers [mailto:beamish;maverickdev.com] Sent: 17 October 2002 12:10 To: [EMAIL PROTECTED] Subject: [hlcoders] Why doesn't zoom work anymore ? Hi, We've recently changed SDK's from 2.1 to 2.2... everything works fine except I can't alter the FOV anymore... We are using the same weapon code as in the previous SDK, but it doesn't want to zoom. I've even tried changing the FOV from the console while running the game... I get conformation that the value has changed, but the view doesn't... i.e.: Type in console:FOV reply is:fov is 0 Type in console:FOV 20 Type in console:FOV reply is:fov is 20 So the value is definately changing. Has anyone got any ideas why ? Mike. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] little bug in the SDK 2.3 ?
valve use '!!' a few times in the sdk so it's probably deliberate. -Original Message- From: Cortex [mailto:cort;meloo.com] Sent: 17 October 2002 16:51 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little bug in the SDK 2.3 ? Oh yes, it could be a good explanation. But, why wouldn't it be : return (gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ) != 0); ? It's much more concise... And it doesn't look as a mistake :p - Cortex : HL Albator coder and mapper ( www.hlalbator.fr.st ) - email : [EMAIL PROTECTED]ICQ : 71548738 David Flor [EMAIL PROTECTED] nous disait : Don't know if it's meant to be that way, but the !! convention ensures that the value is ALWAYS either a one or a zero. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Deadcam
Sorry, I wasn't clear enough. You become a spectator when you are dead in my mod (like CS) and I was talking about the 'First Person Cam' in the spectator mode when you are looking through a 'living' players view so his p_model and v_model would be intact (I don't use p_models in my mod anyway). My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' and the view-model pointer is null. Thanks, Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 00:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam B\c I believe at the point of death (death animation being played) the p_models are not shown b\c all items are removed from the player. Player is just a stripped entity that is doing a death animation then his model is not drawn till you spawn() again. If you wanted the p_model to stay longer you would have to store off the current p_model at point of death and keep the pev-weaponmodel set during death animation I would think. Hope that helps, -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Monday, October 07, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders] First Person Deadcam Hi, I merged with SDK2.3 and got it all running. The first person deadcam works but there is no weapon model displayed. Any idea why? or where I should be looking? Thanks, Mark. www.planethalflife.com/vampire www.planethalflife.com/ios __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] First Person Deadcam
Hi, Thanks for the info. However, last time I looked (I don't have the source on front of me) that 'weapon list' is bounded by a if (IsSpectator()) check for HLTV only, I need it to work when not HLTV. Or do you have to remove all those HLTV only checks if you want to use 'spectator cams' in game? Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 16:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam the view-model pointer is null. Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the p_model of the player entity we are spectation with the correct v_model. This list has to be manually updated with your current ingame weapons. view-model will not be saved for us to know about other player entities client side. However we do know what their p_model is b\c its rendered to us when we look at them. So plug in your weapons into this list and that should solve that problem. My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' This I dont know really. I would suggest running in debug mode and stepping into the view.cpp. Mainly focus on V_CalcRefdef() which should call V_CalcSpectatorRefdef() then if in First Person mode should call V_CalcNormalRefdef() Be watching for the viewangles being set and how they are offset ect. Hope that points you in the right direction. -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 4:32 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First Person Deadcam Sorry, I wasn't clear enough. You become a spectator when you are dead in my mod (like CS) and I was talking about the 'First Person Cam' in the spectator mode when you are looking through a 'living' players view so his p_model and v_model would be intact (I don't use p_models in my mod anyway). My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' and the view-model pointer is null. Thanks, Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 00:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam B\c I believe at the point of death (death animation being played) the p_models are not shown b\c all items are removed from the player. Player is just a stripped entity that is doing a death animation then his model is not drawn till you spawn() again. If you wanted the p_model to stay longer you would have to store off the current p_model at point of death and keep the pev-weaponmodel set during death animation I would think. Hope that helps, -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Monday, October 07, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders] First Person Deadcam Hi, I merged with SDK2.3 and got it all running. The first person deadcam works but there is no weapon model displayed. Any idea why? or where I should be looking? Thanks, Mark. www.planethalflife.com/vampire www.planethalflife.com/ios __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences
RE: [hlcoders] First Person Deadcam
lol ok, I'm trying not to hack it too much or I'll just regret it next time Valve release a new sdk! Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 17:33 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam Thats entirely up to you =). I think you can get the rest on your own. There is different ways you can go with this coding. Its wide open for what ever you need to do. -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 11:03 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First Person Deadcam Hi, Thanks for the info. However, last time I looked (I don't have the source on front of me) that 'weapon list' is bounded by a if (IsSpectator()) check for HLTV only, I need it to work when not HLTV. Or do you have to remove all those HLTV only checks if you want to use 'spectator cams' in game? Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 16:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam the view-model pointer is null. Look at V_FindViewModelByWeaponModel() in view.cpp. Here you replace the p_model of the player entity we are spectation with the correct v_model. This list has to be manually updated with your current ingame weapons. view-model will not be saved for us to know about other player entities client side. However we do know what their p_model is b\c its rendered to us when we look at them. So plug in your weapons into this list and that should solve that problem. My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' This I dont know really. I would suggest running in debug mode and stepping into the view.cpp. Mainly focus on V_CalcRefdef() which should call V_CalcSpectatorRefdef() then if in First Person mode should call V_CalcNormalRefdef() Be watching for the viewangles being set and how they are offset ect. Hope that points you in the right direction. -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 4:32 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First Person Deadcam Sorry, I wasn't clear enough. You become a spectator when you are dead in my mod (like CS) and I was talking about the 'First Person Cam' in the spectator mode when you are looking through a 'living' players view so his p_model and v_model would be intact (I don't use p_models in my mod anyway). My problem is the camera seems to be tracking the player correctly but it is at their feet not their 'eyes' and the view-model pointer is null. Thanks, Mark. -Original Message- From: Brandon Axis Russell [mailto:[EMAIL PROTECTED]] Sent: 08 October 2002 00:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] First Person Deadcam B\c I believe at the point of death (death animation being played) the p_models are not shown b\c all items are removed from the player. Player is just a stripped entity that is doing a death animation then his model is not drawn till you spawn() again. If you wanted the p_model to stay longer you would have to store off the current p_model at point of death and keep the pev-weaponmodel set during death animation I would think. Hope that helps, -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Monday, October 07, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders] First Person Deadcam Hi, I merged with SDK2.3 and got it all running. The first person deadcam works but there is no weapon model displayed. Any idea why? or where I should be looking? Thanks, Mark. www.planethalflife.com/vampire www.planethalflife.com/ios __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ 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 __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list
RE: [hlcoders] The big new SDK? (for Valve)
Eric distinctly said there would be an sdk release around the same time as the 1.1.1.0 patch, which by my estimation is, err, now... Don't think he meant a 1.1.1.0 SDK, hopefully a 1.1.0.9-ish sdk though. Either way, I'd like to know since I may hold back a patch for my mod a few days if a new sdk version is imminent? Mark. -Original Message- From: Bossaller, John [mailto:[EMAIL PROTECTED]] Sent: 14 June 2002 14:50 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] The big new SDK? (for Valve) It'll probably be some time, since Valve said that v1.1.1.0 will not have a publicly released SDK, but there is a POSSIBILITY of an interim SDK before the next update. (I'd count on a new SDK around the release time of 1.1.1.1, or whatever the new version.) __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] intermission?
Hi, Since SDK2.2, when the level changes at the end of a multiplayer map, it shows the 'intermission' scoreboard, then loads the next map correctly, then my mod gets stuck in limbo as the team menu's don't display. I tracked it down to the fact that the engine seems to still be calling: int CHud :: Redraw( float flTime, int intermission ) presumably with intermission still set to true, causing the following code to return out and preventing any vgui menus being displayed. (in TeamFortressViewport::ShowVGUIMenu) if ( gHUD.m_iIntermission iMenu != MENU_INTRO ) return; All players have to 'retry' at this point. :( I can comment the above lines out, but it means a client patch. Is there a way to clear the intermission correctly after a map change? Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] intermission?
wow, cool :) You pointed me out the raison why my VGUI menus didn't want to lol, glad I could be of service. I'd still like to know *why* the intermission isn't being cleared, but I guess I'll just remove the check in ShowVGUIMenu and release a client patch. :( routetwo. www.planethalflife.com/vampire __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] voice comms
ok thanks, I'll give it a go, drwtsn32.exe helps a bit but never had much luck with it in the past. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] [hlds] Half-Life Beta Server Release (x.1.0.9.c)
Would it be possible to have the speed cheat fix back in, it's playing havok with my mod :( - apologies for not asking a direct coding question to all involved, but it is mod related ;) Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] CS Retail support
I'm not sure, but plenty people play my mod using CS Retail with no problems. I'm would expect some maps to fail if they couldn't find the valve textures, but then again we use nowadtextures a lot but it would certainly fail if it couldn't find the HL gibs so they must be there somewhere too. routetwo www.vampireslayermod.com -Original Message- From: Paul 'MoOg' Samways [mailto:[EMAIL PROTECTED]] Sent: 25 April 2002 11:07 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] CS Retail support Just to drag this back up again real quick, Could someone supply me with a list of the files in the CS Retail pak so I know what I do and don't need to include in a 'CS support pak'. I'd hope I don't need to include every ambient sound effect/gib model/etc used, but I'd like to be sure. Thanks, Paul 'MoOg' Samways Judgement HL - http://justicedepartment.co.uk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 1109 HLTV bugs
oh great, I've only just got the last one going for my next release :( I'm tempted to drop support for it, they're a pain to produce the overviews when you've got 17+ maps, nobody uses it and it crashes my maps if it doesn't have a info_player_start in it, even though I still think it should look for the 'mpentity' in liblist.gam as the start entity. routetwo www.vampireslayermod.com -Original Message- From: Mugsy _ [mailto:[EMAIL PROTECTED]] Sent: 24 April 2002 23:26 To: [EMAIL PROTECTED] Subject: [hlcoders] 1109 HLTV bugs Just testing out Dod 2.1 on 1109 and I noticed a few changes - for the first little while, it doesnt go into any spectator mode, so you're just free flying. After a while it usually kicks into auto free chase mode and you can start toggling - the overview map does not render. I have .bmp and .tga overview files, and they worked in 1108. The sprites on top are rendered, but the base image is not - the inset window in the corner does not render for either the minimap or the chase / first person view - I had an engine crash while watching HLTV And I was so ready to release this version *cries* _ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 1109 HLTV bugs
Are you still seeing it now with the new release? I haven't tried it since 1109, I'll try it out tonight. I spent last night just playing online making sure everything was ok with the online game under 1109, which it was :) routetwo www.vampireslayermod.com __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Demo formatting
Dunno about host_framerate but I tried fps_max when I made mine recently, www.planethalflife.com/vampire/vs.avi -gratuitous pimpage routetwo. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] [hlcoders]HL demos
Anyone know anything about the format of '.dems'? I wanted to edit some (by hand) but I get bad # of directories' error - presumably some sort of checksum? Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLTV
Oh, but it is hard: It isn't always possible for mods to just 'throw info_player_starts' in as many maps are custom made and may not have access to the original rmf's and many other reasons. The only option is to use David Flor's mapfix.exe but this still means re-distributing 50M of maps. If HLTV used the 'mpentity' then HLTV would work with each mods *existing* map cycle and I wouldn't have to redistibute 50M of maps to 1000's and 1000's of people. As for my other question, nevemind I fixed it. Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HLTV bobbins
Hi, A HLTV proxy connects to my server and I send it game details, teamnames and score etc but when a client connects to the proxy server how does it(HLTV) know what to pass on? (i.e. the client is no longer getting info direct from my server code since it's connected to the proxy). The effect I get is that the client doesn't even get told it's watching a team game (i.e. it's not getting the m_iTeamplay msg from the proxy) and the teamnames don't seem to filter through. The scores and 'teamnumber's seem to get there eventually but only after a few rounds have been played (and I mean after the proxy delay is well into the game). Any ideas, do I have to send out lots of MSG_SPEC's or something or just make do with what HLTV decides to pass on? Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] HLTV Spectator
Hi, I've just merged my mod with the full sdk2.2 and I'm trying to get it to work with HLTV. I start a server, run HTLV ont he same PC, connect 127.0.0.1. The proxy shows up as a spectator on the server and everything seems fine. I then browse the game from another PC and see the 'eyeball' icon entry and the real game entry. I join the 'eyeball' game. My games starts to load, 'spooling demo' etc, it get's to the loading sky console message (just before rendering starts I think) then just crashes to the desktop. I ran the joining client under the debugger and it's crashing in HL.exe. Any ideas on helping diagnose the problem? What does the proxy send to the client that could crash it? Or what is my cl_dll missing that could crash HL? I've made sure the FL_PROXY flag is preserved on the server and checked general spectator/overview code for merge problems but I haven't touched any of that code, as you'd expect. I've attached my hltv.log below, doesn't say much unfortunately. I've tried it with an overview test bmp in overviews dir and with it nothing in there. Thanks, Mark. WON initialized. Challenging 127.0.0.1:27015 (1/3). Get challenge (HASHEDCDKEY) Connecting to 127.0.0.1:27015 (1/3). Connection accepted by 127.0.0.1:27015 BUILD 1769 SERVER (0 CRC) Server # 1 Added 444 resources. Received baseline with 12 entities. Activated director module. Spectator connected (192.0.0.1:27005). Client 192.0.0.1:27005 timed out. Spectator disconnected (192.0.0.1:27005) WON shutdown. Demo module shutdown. Multicast module shutdown. Disconnected. Server module shutdown. World module shutdown. Master module shutdown. Proxy module shutdown. Network shut down. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HLTV Spectator
Hi, I found the util on The Opera webby. I'm sure I downloaded it when David Flor first wrote it but seem to have lost it. I'll give it a try tonight and see if it fixes my problem. Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Overflow problem
Hi, OK I'll have a look at my MESSAGE_BEGIN's but I can't think of any that I'm sending a lot. My problem is trying to reproduce it so I can tell if I've improved it at all, is there any debug methods like setting my 'rate' very high or using 'fakelag' or something? Also, for players on the net at the moment would reducing their 'rate' help stop overflows at all? Thanks, Mark. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders