[hlcoders] Forcing player position

2008-11-02 Thread Mark Gornall
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

2008-05-06 Thread Mark Gornall
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?

2008-04-06 Thread Mark Gornall
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?

2008-04-05 Thread Mark Gornall
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

2008-03-21 Thread Mark Gornall
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

2008-03-21 Thread Mark Gornall
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

2007-12-23 Thread Mark Gornall

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

2007-12-22 Thread Mark Gornall

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

2007-12-20 Thread Mark Gornall

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

2007-12-19 Thread Mark Gornall

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

2007-12-18 Thread Mark Gornall

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

2007-10-04 Thread Mark Gornall

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

2007-07-03 Thread Mark Gornall

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

2007-06-23 Thread Mark Gornall

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?

2007-02-21 Thread Mark Gornall

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?

2007-02-20 Thread Mark Gornall

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

2007-02-06 Thread Mark Gornall

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

2005-04-02 Thread Mark Gornall
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 :)

2003-11-30 Thread Mark Gornall
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

2003-11-30 Thread Mark Gornall
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

2003-10-03 Thread Mark Gornall
 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

2003-06-25 Thread Mark Gornall
 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

2003-06-23 Thread Mark Gornall
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

2003-06-17 Thread Mark Gornall
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

2003-06-16 Thread Mark Gornall
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

2003-03-04 Thread Mark Gornall
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

2003-02-12 Thread Mark Gornall
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

2003-02-11 Thread Mark Gornall
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

2003-02-07 Thread Mark Gornall
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

2003-01-21 Thread Mark Gornall
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

2003-01-20 Thread Mark Gornall
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

2003-01-03 Thread Mark Gornall
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?

2003-01-03 Thread Mark Gornall
...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

2003-01-02 Thread Mark Gornall
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

2003-01-02 Thread Mark Gornall
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

2003-01-02 Thread Mark Gornall
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

2002-11-26 Thread Mark Gornall
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,

2002-11-20 Thread Mark Gornall
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,

2002-11-20 Thread Mark Gornall
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

2002-11-19 Thread Mark Gornall
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

2002-11-19 Thread Mark Gornall
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

2002-11-18 Thread Mark Gornall
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

2002-10-18 Thread Mark Gornall
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 ?

2002-10-17 Thread Mark Gornall
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 ?

2002-10-17 Thread Mark Gornall
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

2002-10-08 Thread Mark Gornall

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

2002-10-08 Thread Mark Gornall

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

2002-10-08 Thread Mark Gornall

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)

2002-06-14 Thread Mark Gornall

 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?

2002-06-10 Thread Mark Gornall

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?

2002-06-10 Thread Mark Gornall

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

2002-06-07 Thread Mark Gornall

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)

2002-05-13 Thread Mark Gornall

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

2002-04-25 Thread Mark Gornall

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

2002-04-25 Thread Mark Gornall

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

2002-04-25 Thread Mark Gornall

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

2002-04-19 Thread Mark Gornall

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

2002-03-21 Thread Mark Gornall

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

2002-02-08 Thread Mark Gornall

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

2002-02-06 Thread Mark Gornall

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

2002-01-04 Thread Mark Gornall

 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

2002-01-04 Thread Mark Gornall

 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

2001-11-28 Thread Mark Gornall

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