[hlcoders] Bizarre prediction related framerate issue in new SDK
Hi guys. After extracting the new OB sdk for hl2mp It felt as if I was playing at something like 30fps although the net_graph said i was getting 200. So after some research I realized it doesn't happen if you turn prediction OFF (cl_predict 0) Try going up to a wall with some detail on it and strafing left and right, and then turning cl_predict to 0 and do the same thing, I think you'll notice the difference. Everything else in the game happens at the correct framerates though, including aiming around (turning) but the actual camera position seems to update very infrequently... Can anyone else see if they can detect this issue? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Vanilla HL2MP SDK Crash w/ NPCs
All the calls to HL2Gamerules() do an unsafe cast of the gamerules singleton which is not a hl2gamerules class in hl2mp so it'll crash it when something accesses the result. You basically have to find those calls and fix them (or comment them out for now, as they're mostly stuff for alyx's flashlight or zombies being ignited, that sorta thing. On Jan 15, 2008 12:42 PM, Chris Harris [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I was developing some NPCs for use in multiplayer environment that make use of Player Companion, etc classes as base classes. The problem is that in release mode NPCs who use flex animation crash on load. I could not believe anything in my code was the cause after extensive analysis, and so I created a Vanilla HL2MP sdk and tried spawning different NPCs. When I spawn Alyx in release build she crashes the game just like my npcs. Unfortunately according to the call stack etc. What happens is that memory seems to have been overwritten in the Scene Load function for the string it uses for filename. It is filled with partial bogus information. I did note one possible Valve code issue which is that calls to HL2Gamerules are not null checked or anything so I took all the npc functions used in there and defined them in my gamerules and replaced all those calls. That fixes a Debug Build issue I had where it would try to call a function in HL2Gamerules but instead called a different function GetNextLevelName for all the different NPC functions. This function was called with random junk and so in the engine it would spam a IsMapValid: r3839fs in the console over and over only if the follow behavior was in use. (So all that is solved). I hope someone has encountered these issues, esp. someone who is developing for COOP mods because using Alyx in HL2MP in vanilla was crashing the game. Chris -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: NPC Animation Latency...
Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting players), perhaps you could do if((isNPC() IsSelfAnimating()) || !IsSelfAnimating()) Let me know if that has any effect on your problem On Dec 3, 2007 2:15 PM, Christopher Harris [EMAIL PROTECTED] wrote: That did not help much. Now the pose parameters appear to be stuck at a single value and unchanged. I assume because there is no npc animation code on the client. The only C_AI_BaseNPC is a few minor things. Chris - Original Message - From: Andrew Watkins [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Monday, December 03, 2007 6:19 AM Subject: [hlcoders] Re: NPC Animation Latency... I have run into this problem too - and don't have a proper solution. I have discovered, however, that if you set net_fakelag to anything about ~25ms, the jittering disappears. This is probably in line with what you would expect with a listenserver-only problem. Until I find a proper solution, I have simply added UseClientSideAnimation() into the AI_BaseNPC constructor - this also stops jittering, but it does affect all animations, causing them to be less exaggerated From: Christopher Harris [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Mon, 3 Dec 2007 02:09:04 -0500 Subject: [hlcoders] NPC Animation Latency... Reply-To: hlcoders@list.valvesoftware.com I have developed npcs deriving off the PlayerCompanion class and I am havin= g some issues. The first thing I tried was disabling any possible predictio= n issues or anything related to that, but it did not solve anything. ie CDi= sablePrediction Filtering. What is occuring is NPC animations are jittery and sometimes will enter jes= us pose breifly. As well sometimes odd animation issues occur where the fee= t are using wrong pose parameters to actual movement. Like the npc is walki= ng nw direction facing north and the feet look like they are strafing towar= d the east . The issue also only occurs in Listen Servers. In dedicated servers the anim= ations all work fantastically. Any help is appreciated. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Render Target Texture Translucent
You need to do: materials-SetRenderTarget(rt); materials-Viewport(0,0,rt-GetActualWidth(),rt-GetActualHeight()); materials-ClearColor4ub( 0, 0, 0, 0 ); materials-ClearBuffers(true,true); //Important - You missed this! However I encountered a problem where the RT would end up losing it's alpha after a level change and clearing alpha would no longer work (rgb would though).. I haven't been able to resolve that yet, good luck. On 8/31/07, Schizo N/A [EMAIL PROTECTED] wrote: I setup this render target texture using the following code: s_pCombatCharsTex0.InitRenderTarget( 256, 256, RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_RGBA, MATERIAL_RT_DEPTH_SEPARATE, false ); I then clear it by setting it as the current render target and using a clear color of float4(0,0,0,0). When I render it using my frontbuffer material, it displays completely black, which is correct, but it's not transparent. I have $translucent 1 in the .vmt file, but it doesn't work. Using $alphatest 1 works, but I want an opacity map, not a rejection of alpha less than 178. I'm pretty much stumped as to why this is happening. It's probably something really simple I'm missing. _ Messenger Café — open for fun 24/7. Hot games, cool activities served daily. Visit now. http://cafemessenger.com?ocid=TXT_TAGHM_AugHMtagline ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Render Target Texture Translucent
I don't think I understand. I got the render target to have a working alpha channel, if you render something in there with an alpha channel it will modify the alpha of the render target.. what you do from there doesn't matter... Are you trying to do a mask like for a minimap or something? On 8/31/07, Schizo N/A [EMAIL PROTECTED] wrote: I did do ClearBuffers(true, true). Did you get the RT texture to have an opacity map, or is it just completely transparent? The reason I'm overlaying the front buffer w/ an alpha 0 black is to try to see if $translucent 1 works. My actual RT texture has color data w/ varying degrees of alpha that I want to draw intact. I can't do this w/ $alphatest 1. From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Render Target Texture Translucent Date: Fri, 31 Aug 2007 03:56:15 -0400 You need to do: materials-SetRenderTarget(rt); materials-Viewport(0,0,rt-GetActualWidth(),rt-GetActualHeight()); materials-ClearColor4ub( 0, 0, 0, 0 ); materials-ClearBuffers(true,true); //Important - You missed this! However I encountered a problem where the RT would end up losing it's alpha after a level change and clearing alpha would no longer work (rgb would though).. I haven't been able to resolve that yet, good luck. On 8/31/07, Schizo N/A [EMAIL PROTECTED] wrote: I setup this render target texture using the following code: s_pCombatCharsTex0.InitRenderTarget( 256, 256, RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_RGBA, MATERIAL_RT_DEPTH_SEPARATE, false ); I then clear it by setting it as the current render target and using a clear color of float4(0,0,0,0). When I render it using my frontbuffer material, it displays completely black, which is correct, but it's not transparent. I have $translucent 1 in the .vmt file, but it doesn't work. Using $alphatest 1 works, but I want an opacity map, not a rejection of alpha less than 178. I'm pretty much stumped as to why this is happening. It's probably something really simple I'm missing. _ Messenger Café — open for fun 24/7. Hot games, cool activities served daily. Visit now. http://cafemessenger.com?ocid=TXT_TAGHM_AugHMtagline ___ 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 _ Puzzles, trivia teasers, word scrambles and more. Play for your chance to win! http://club.live.com/home.aspx?icid=CLUB_hotmailtextlink ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SDK_Lightmappedgeneric_dx9 and hammer compile
Hello. When attempting to compile a map with a custom lightmapped shader, it seems something in the compile process doesn't recognize it as being a lightmapped surface and doesn't save any lightmap data to it, this results in those surfaces appearing fullbright. However, If you rename them to the normal LightmappedGeneric, compile, then rename to your custom shader afterward it works fine. I'm currently using a perl script to mass rename the contents of the vmt's back and forth but that's an unacceptable solution for the long term. I've also tried iterating materials at runtime and calling SetShader() on them, but they just show up as grey afterward. Any ideas? -Helk ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VAC problem?
What kind of a disconnect, can you post any error messages the users are getting? We might be suffering from the same thing, some kind of a response time out? On 1/23/07, Sylvain Rochette [EMAIL PROTECTED] wrote: A lot of our users the last night got disconnected from all the servers at the same time, and some cannot play anymore. It's append for our mod Insects Infestation and other like Distopia and PVKII. Is VAC is capout? Regards ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Predicted VPhysics entity
I'm attempting to simulate physics for an entity on the client as well as the server (a type of vehicle) Everything works fine except what feels like the 'drag' is different on the client/server, they're set to ignore gravity so they are hovering and a single boost with ApplyForceCenter/Offset results in different positions and I can't seem to figure out why, it's like the client has less air density almost, but I've made sure it's the same. Is the simulate rate of havok different between the client/server? or is there anything I should know about regarding this? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Predicted VPhysics entity
It is a networked entity. They use a shared CreateVPhysics method to initialize their physics objects to be identical. If the clientside representation of an entity has its own vphysics object it will not get forced changes from the server (which is what we want) but I can use GetAbsAngles/Origin to get the proper server position. The idea was to eventually use sendproxies to write out appropriate server physics data (inertia's etc) to correct the client vphysics object. Within the void CGameMovement::PlayerMove( void ) method I call a simulate method on the players controlled entity, and look at the most recent usercmd with #ifdef GAME_DLL cmd = pPlayer-GetLastUserCommand(); #else cmd = pPlayer-GetCurrentUserCommand(); #endif and then based on keys down (like IN_FORWARD) etc I apply thrust, and use the mouse deltas to figure angular rotation, but the point is even with a single keypress (I'm echoing the amount of times this method is called) the client drifts longer than the server, so repeated keypresses of left and right end up throwing the client object way out of sync with the servers. On 9/12/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The client and server have different times and ticks so it's quite possible the 2 are different. Some more code would help. Also, you should make it an networked entity so the client predicts it but receives the right position from the server. On 9/12/06, Maurino Berry [EMAIL PROTECTED] wrote: I'm attempting to simulate physics for an entity on the client as well as the server (a type of vehicle) Everything works fine except what feels like the 'drag' is different on the client/server, they're set to ignore gravity so they are hovering and a single boost with ApplyForceCenter/Offset results in different positions and I can't seem to figure out why, it's like the client has less air density almost, but I've made sure it's the same. Is the simulate rate of havok different between the client/server? or is there anything I should know about regarding this? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
:) I thought of that myself before I posted here and added it to the combatcharacter network table but with no avail. From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:49:44 +0100 The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ 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 _ Auto news advice check out Sympatico / MSN Autos http://en.autos.sympatico.msn.ca/Default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] GameExpertMaster
Whomever started to flame this guy for his email is a complete tool, how do you draw the conclusion that his email relates directly to the source sdk, what if it means pong? _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] [OT] GameExpertMaster
Out of all the offtopic things coming to my inbox, some guy hassling someone else about his email is the last thing I want from hlcoders, I think he should have kept that noise to himself, or emails the guy personally, there's no reason to have posted it here unless he was trying to make the guy feel uncomfortable which in my books is flaming. But anyway, You can leave this topic alone now. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] [OT] GameExpertMaster Date: Wed, 26 Apr 2006 21:17:50 -0500 -- [ Picked text/plain from multipart/alternative ] It was in no way a flame attempt...he just wanted to get out what he thought You can leave this topic alone now -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Predicted PoseParameters?
I've recently coded some remote controlled turrets and I'm now working on clientside prediction. Setting the poseparameters on the client seems to work however using GetAttachment() on the client seems to still return the servers recognized position of the attachments, therefore the 'camera' attachment of the turret where I render the scene from is unpredicted and feels... weird; you see the turret mesh moving but the view lags behind. I was wondering if anyone knew of any method to call to 'rebuild' the attachment/bone positions on the client, assuming that's the problem. Thanks in advance. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Predicted PoseParameters?
I don't think you understood the question, but thanks. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Predicted PoseParameters? Date: Tue, 25 Apr 2006 16:03:45 -0500 -- [ Picked text/plain from multipart/alternative ] you can just move the poseparameter the same amount the same amount as the server...that way the player can hold off lag for the next server update (synced parameters) -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Calculating hitboxes from TouchTrace()
run a normal trace/raycast when there is a collision and store the data from it instead From: Teddy [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Calculating hitboxes from TouchTrace() Date: Tue, 8 Nov 2005 08:26:34 +1000 Hi gang, I'm having some trouble calculating which hitbox my projectile is hitting via the GetTouchTrace() function. The trace returned by this dosen't seem to return any hitbox data! Any ideas why there's no hitbox info? Also any ideas for a workaround? Cheers, Teddy ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Flashlight oddity
There's not much support for projective textures in hl2, from what I understand it's an optimization, because checking where to project the texture is more expensive than simply projecting it both ways (i'm not 100% sure why that is, something to do with the depth buffer I think) but someone correct me if I'm wrong. From: Greg Houston [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Flashlight oddity Date: Wed, 26 Oct 2005 21:03:27 -0400 -- [ Picked text/plain from multipart/alternative ] I noticed an oddity involving the flashlight. I've been working on a flashlight weapon similar to the one in Doom 3 for a mod that I'm a part of. It's an actual flashlight which can be swung at enemies like a club. So far I've had no trouble attaching the effect to the viewmodel and getting the baton behavior smoothed out, but I'm having a problem with the flashlight beam itself. When the player swings the flashlight the beam goes down and out of sight along with the model just as it should. However, midway through the animation another beam appears to project from the back end of the flashlight model onto whatever happens to be in front of the player. It's a very noticeable glitch, especially in smaller areas. I took a look around and found that my flashlight effect was not the only one to act in this manner. The airboat does the exact same thing when the headlamp is on, and the dynamic lamp in garrys mod does it as well. I've linked to a garrys mod screen demonstrating the effect (it's exactly the same problem I'm having, but for reasons of clarity I captured it in there). Any ideas? Seeing the same problem pop up in the standard HL2 material and in garrys mod has slightly worrying implications. I'd really appreciate any help. Screenshot (the beam casting on the floor is the one in question): http://img489.imageshack.us/img489/9231/gmconstruct00018gi.jpg Sincerely, Greg Houston -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] vgui::HTML, Flashlight
Extended use of the html control results in hl2 closing and windows spamming you with virtual memory too low errors, as well as 30+ second solid 0fps lag spikes. (i.e. unusable for anything other than static viewing of a page, in my opinion) I ditched the html control entirely and use cURL to pull data/images from webpages (in binary), rebuild the pixels with the regenerator, and display it how I want. From: Alfred Reynolds [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] vgui::HTML, Flashlight Date: Tue, 18 Oct 2005 12:07:57 -0700 I am a little confused about the exact problem. Is the little amount of overdraw behind the scrollbars making you want to reimplement the whole system? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005 12:02 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I don't see why. If you could somehow get a handle (hah!) of the window On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Can you attach/embed ActiveX objects into a Source game UI? On 18/10/05, Aditya Gaddam [EMAIL PROTECTED] wrote: Well, I was thinking it would be easier if we just used existing APIs to render something onto a hidden window and after its done loading the page we would just hook onto that window somehow and control it. I found an ActiveX version of the mozilla api here http://www.iol.ie/~locka/mozilla/mozilla.htm It seems that you control it just the way you would control the IE ActiveX object so I am guessing we can just attach this to a window and go from there. Oh and hey ss =P -Aditya On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've also considered a similar implementation to that Xfirehttp://www.xfire.comdoes to produce its in-game menus. I think it uses DirectX overlays. Xfire's in-game menus are entirely keyboard controlled, so whether a mouse controllable UI is possible. Anyone know much about this or how Xfire implements its in-game menus. On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote: I was looking into it to use as a semi-MotD, but instead of displaying an MotD at server join it would rather show a server info screen. And as for your question of an in-game browser, no way is Source's VGUI a practical solution to making it (again because of the problems experienced with it), it would probably be much better if you implemented your own sort of HTML browser. -- Andrew Dan Stevens (IAmAI) wrote: -- [ Picked text/plain from multipart/alternative ] I am afraid I cannot help you with your queries. However, would you mine if I asked what the purpose of your invistigation in the VGUI:HTML control? I am interested as I have been considering the possibility of an in-game web browser. Do you think such an application be practical to implement using Source's VGUI? On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote: I've tried messing around with the vgui::HTML widget for various VGUI elements, and noticed that scrolling via scrollbar does not work, it's apparently memory inefficient as trying to use the scrollbar lags the game, and the bitmap texture is not repainted behind the scrollbars despite what is in the coding. Does anyone know of any sort of fixes for this, or for Valve, is this ever going to be fixed? I've asked around at other places and have not heard of any fixes for this yet, and I'm hoping that I'm not going to have to keep it at a tiny window that text has to fit in or else be cut off due to scrollbars being disabled. Also, I've been trying to change the position of the flashlight to be at a certain place on the body rather than a random point on the chest. I have looked into the code, and am pretty sure I know where to put it. I assume that any attachments I put the flashlight on go to the world model? I tried attaching it to a point on the view model (for first person) but it still seems to come from the center of the body (while in first person) and is very jumpy and erratic - only after standing still for a few seconds does the light have smooth movement. Does anyone have any insight into either of these? Thanks, -- Andrew ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
RE: [hlcoders] vgui::HTML, Flashlight
It seems to happen after extended page views so I'd say there is a leak somewhere From: Alfred Reynolds [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] vgui::HTML, Flashlight Date: Tue, 18 Oct 2005 13:41:43 -0700 The HTML widget allocates a texture page for the entire HTML page that is rendered. Are you worried about that size or is there memory leaking on every page load (in which case we will look into it)? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005 1:34 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I think his problem (I am part of the same mod as him), is that there are quite a bit of memory leaks with the implementation by valve. On 10/18/05, Alfred Reynolds [EMAIL PROTECTED] wrote: I am a little confused about the exact problem. Is the little amount of overdraw behind the scrollbars making you want to reimplement the whole system? - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Aditya Gaddam Sent: Tuesday, October 18, 2005 12:02 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] vgui::HTML, Flashlight I don't see why. If you could somehow get a handle (hah!) of the window On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Can you attach/embed ActiveX objects into a Source game UI? On 18/10/05, Aditya Gaddam [EMAIL PROTECTED] wrote: Well, I was thinking it would be easier if we just used existing APIs to render something onto a hidden window and after its done loading the page we would just hook onto that window somehow and control it. I found an ActiveX version of the mozilla api here http://www.iol.ie/~locka/mozilla/mozilla.htm It seems that you control it just the way you would control the IE ActiveX object so I am guessing we can just attach this to a window and go from there. Oh and hey ss =P -Aditya On 10/18/05, Dan Stevens (IAmAI) [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] I've also considered a similar implementation to that Xfirehttp://www.xfire.comdoes to produce its in-game menus. I think it uses DirectX overlays. Xfire's in-game menus are entirely keyboard controlled, so whether a mouse controllable UI is possible. Anyone know much about this or how Xfire implements its in-game menus. On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote: I was looking into it to use as a semi-MotD, but instead of displaying an MotD at server join it would rather show a server info screen. And as for your question of an in-game browser, no way is Source's VGUI a practical solution to making it (again because of the problems experienced with it), it would probably be much better if you implemented your own sort of HTML browser. -- Andrew Dan Stevens (IAmAI) wrote: -- [ Picked text/plain from multipart/alternative ] I am afraid I cannot help you with your queries. However, would you mine if I asked what the purpose of your invistigation in the VGUI:HTML control? I am interested as I have been considering the possibility of an in-game web browser. Do you think such an application be practical to implement using Source's VGUI? On 17/10/05, Andrew Orner [EMAIL PROTECTED] wrote: I've tried messing around with the vgui::HTML widget for various VGUI elements, and noticed that scrolling via scrollbar does not work, it's apparently memory inefficient as trying to use the scrollbar lags the game, and the bitmap texture is not repainted behind the scrollbars despite what is in the coding. Does anyone know of any sort of fixes for this, or for Valve, is this ever going to be fixed? I've asked around at other places and have not heard of any fixes for this yet, and I'm hoping that I'm not going to have to keep it at a tiny window that text has to fit in or else be cut off due to scrollbars being disabled. Also, I've been trying to change the position of the flashlight to be at a certain place on the body rather than a random point on the chest. I have looked into the code, and am pretty sure I know where to put it. I assume that any attachments I put the flashlight on go to the world model? I tried attaching it to a point on the view model
RE: [hlcoders] poser parameters in a v_ model?
I'm not 100% so someone may correct me (please do) But I think a pose parameter being set is simply the delta between the positon/rotation of 2 keyframes, not a set of actual animation frames. Regardless, the AR2 model uses a poseparameter in the v model to control the vent (for some weird reason) so take a look at that. From: Tim Holt [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] poser parameters in a v_ model? Date: Tue, 6 Sep 2005 13:43:04 -0700 Is there any reason one couldn't put a poser parameter on a v_ model's arm, so that code could control where the arm is positioned? I'm thinking of how to make very fine action controls that have to be dynamic. Getting a pointing finger to exactly hit a button rather than vaguely poke at the middle of the POV. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Creating Custom Flex Sliders
This is already being done in our mod... Just look at how poseparameter and setposeparameter() works.. save off the players data (0-10 maybe) along with whatever other data you might be saving, and then have the server set the player models pose parameters to the values the player has selected.. pretty easy stuff _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Resetting model entity for CTF
Waste of an entity instead, in the ::Spawn() method of your flag entity, save the GetAbsOrigin() to some m_vecInitial then when you want to restore it just SetAbsOrigin(m_vecInitial); From: Andrew (British_Bomber) [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Resetting model entity for CTF Date: Wed, 17 Aug 2005 18:50:34 +0100 Would it not be easiest to simply create a point entity like the player spawns that is something like flag_blue then when the blue flag is captured you can simply send it back to the flag_blue point? I'm sure there is some reason you wouldn't do it that simply, but off the top of my head that seems like the simplest way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can you add glow shells to a model in hl2?
Render only the models/materials of models that are supposed to glow, to a seperate render target, then run a fullscreen effect on them(bloom), then render that buffer over the finished scene. From: Spektre [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Can you add glow shells to a model in hl2? Date: Sat, 06 Aug 2005 19:15:26 -0500 You could also do it the cool way, and do it with a full screen shader, where it puts a guassian blur and then a multiply blend, so it glows. They did a little something like this for Tron 2.0. There's a good article on it over at gamasutra, search for Tron 2.0 and glow. Draco wrote: so far it looks like you just swap it's material in the code, make a copy of the original material and give it a nice shader effect in the vmt -- Draco ___ 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 _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Can you add glow shells to a model in hl2?
This is a pretty advanced topic... I suggest learning HLSL (or finding a coder capable of doing it for you) Regardless here are some links http://www.gamedev.net/columns/hardcore/hdrrendering/ specifically : http://images.gamedev.net/columns/hardcore/hdrrendering/Image2-HDRprocess.jpg Look at how render targets in source work, and check out the already existing (but non functional) bloom function DoScreenSpaceBloom() in view_scene.cpp to get a feel for whats required Or just wait for lost coast and mess around with what we get from that example of a bloom in source: http://www.jakoavain.net/helk/mybloom.jpg all you'd have to do is split up additional render targets on a per entity basis to get the restricted glowing you want. From: Nick [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Can you add glow shells to a model in hl2? Date: Sun, 7 Aug 2005 15:12:16 -0500 On 8/7/05, Maurino Berry [EMAIL PROTECTED] wrote: Render only the models/materials of models that are supposed to glow, to a seperate render target, then run a fullscreen effect on them(bloom), then render that buffer over the finished scene. I have no idea how to even start doing that. Is there even a tutorial that can help me get started? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Is your PC infected? Get a FREE online computer virus scan from McAfee® Security. http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 3d model in a VGUI panel?
I'll post a tutorial in a week or so. From: sykes [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 3d model in a VGUI panel? Date: Wed, 27 Jul 2005 15:36:59 + Totaly looking to do the same thing for our MOD. Want to make a weapon model selection GUI.. (we have replacement models for our weapons).. currently its an external app, but i'd like to incorperate it ingame.. On Wed, 27 Jul 2005 00:39:28 -0700, Skyler York wrote It's absolutely possible. Just take a look at IVModelRender::DrawModel() on the client, in addition to C_BaseAnimating::DrawModel() and C_BaseAnimating::InternalDrawModel() to see how studio models are rendered and how the function is called. This works well for regular screen-space panels, however for world-space panels like CVGuiScreen you'll probably have to render to a texture, and then render the texture on a panel. Check out view.cpp and view_scene.cpp around the places where IMaterialSystem::SetRenderTarget() is called. However the material system uses ITexture and the VGui system uses texture IDs, and I'm not sure how to bridge that gap so you can render the texture on the panel. I'm sure someone who knows more (read: Valve developer) can help. Kamran wrote: Is it possible to load a 3d model into a little panel to show on a VGUI screen? -- Kamran A Get Firefox! Safer, Faster, Better. http://www.spreadfirefox.com/?q=affiliatesid=0t=85 Down with Internet Explorer! Say NO! to Spyware! Use Firefox ___ 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 -- ^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ + L A D N E T webmail Unix or DIE! +^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^`'~=-.,__,.-=~'`^ -= www.ladnet.org =- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] ideas on making an expanding orb
use a model with a pose parameter and call SetPoseParameter(expand,GetPostParameter(expand)+rate); or whatever _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crossbow bolts/projectiles and hitgroups
You know after reading this again.. if you're trying to simulate realistic bullets, I've got a suggestion... I've developed a projectile simulator which takes things like wind/velocity into account using only a tiny structure of data, these are replicated to the clients and batch rendered using the meshbuilder class... so you have to lead distant targets and all of that jazz as if the projectile was real. What I'm trying to get at is you really don't need entities for something this simple.. instead create a manager entity with (add/remove/simulation methods) to store limited data about projectiles, such as the current position,angles, and bitflag for its type... then every x ms, simulate all the projectiles by running a raycast along their pos/plane however many units(based on the projectile type set by a flag).. and then bumping their position up along it.. and repeating until it hits a an object, then do your hit effects/deal your damage. This can be predicted by the client so you don't have to send any sort of positional update, and is many times cheaper than simulating an entity for _every_ bullet, you can even use this sytem to simulate slower projectiles like rockets which have to explode on contact. There's even more optimizations you can make, such as adding a delay to the actual damage raycast based on the distance and time the bullet would take, calculated from the intial raycast when the weapon was fired which is uber cheap (Planetside does something like this), but that's less accurate and probably out of scope for your project. I've got to make optimizations everywhere I can, though in the future I'll probably write a tutorial/code dump for this, but you should try doing something like this instead of creating a new entity for each bullet From: ibutsu [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Sun, 26 Jun 2005 01:11:25 -0400 Hello, I've made a bullet/projectile class based off the crossbow bolt, but I've noticed that the crossbow bolt (and thus my projectiles) do not provide hitgroup information, is there any (preferably easy :) way to have this implemented, if it is at all possible? Thanks for your help, - ibutsu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crossbow bolts/projectiles and hitgroups
There's probably a way to transform hitboxes into world space, in which case you'd check for the closest one, or you could back up a vector along the x negative units of the forward vector of the bolt when it collided, and run a raycast and grab the hitbox like that(bit hacky) From: ibutsu [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Sun, 26 Jun 2005 01:11:25 -0400 Hello, I've made a bullet/projectile class based off the crossbow bolt, but I've noticed that the crossbow bolt (and thus my projectiles) do not provide hitgroup information, is there any (preferably easy :) way to have this implemented, if it is at all possible? Thanks for your help, - ibutsu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crossbow bolts/projectiles and hitgroups
That should have read: There's probably a way to transform hitboxes into world space, in which case you'd check for the closest one, or you could back up a vector x negative units of the forward vector of the bolt when it collided, and run a raycast forward from here, and grab the hitbox like that(bit hacky) From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Mon, 27 Jun 2005 02:22:48 -0400 There's probably a way to transform hitboxes into world space, in which case you'd check for the closest one, or you could back up a vector along the x negative units of the forward vector of the bolt when it collided, and run a raycast and grab the hitbox like that(bit hacky) From: ibutsu [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Sun, 26 Jun 2005 01:11:25 -0400 Hello, I've made a bullet/projectile class based off the crossbow bolt, but I've noticed that the crossbow bolt (and thus my projectiles) do not provide hitgroup information, is there any (preferably easy :) way to have this implemented, if it is at all possible? Thanks for your help, - ibutsu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] 3 round burst
heh.. why dont you just use a think function for the weapon to call the fire method x amount of times even y amount of time in an interval, increasing m_iShotsFired (or something) until its larger than x, then stop the think _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RE: HL2 Mini-map/radar
game_controls/MapOverview.cpp _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] SetPoseParameter()
I've made a subclass of CBaseCombatCharacter and I'm attempting to modify aiming angles of a stock hl2 model (this is not an art problem) using the SetPoseParameter() method. I can set them just fine, and GetPoseParameter returns the correct values, however the model itself is not being rendered with the changed pose. Is there some type of update to the client I need to do that I'm not aware of? (I'm already Invalidating the bone cache) Thanks in advance. _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] SetPoseParameter()
Works! Thank you very much : From: Spk Spk [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] SetPoseParameter() Date: Sun, 24 Apr 2005 18:00:17 + I had to increment the animation frame using StudioFrameAdvance() after changing the poseparameter on one of my models. Try that and see if it works. - Spk From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SetPoseParameter() Date: Sun, 24 Apr 2005 13:07:13 -0400 I've made a subclass of CBaseCombatCharacter and I'm attempting to modify aiming angles of a stock hl2 model (this is not an art problem) using the SetPoseParameter() method. I can set them just fine, and GetPoseParameter returns the correct values, however the model itself is not being rendered with the changed pose. Is there some type of update to the client I need to do that I'm not aware of? (I'm already Invalidating the bone cache) Thanks in advance. _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ 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 _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] RemoveAllPanels() causing read memory error
I and a few others had this exact same issue, I figured out that in reality it has nothing to do with removeallpanels and actually it's your debugging method! do NOT attach the debugger to the process, instead use the alternate method of launching it with the debugger, see ibutsu's method 1 http://articles.thewavelength.net/650/ when you go to launch it, it will tell you that hl2 does not contain any debugging information, thats fine because the dll is what will be crashing not the exe (so just click ok) When your game crashes out to the debugger it should show you the correct line causing the crash Hope this helps, I was stuck on this for a great many days _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] sdk mod dedicated server
By default, I'm not able to get a sdk mod to show up in source dedicated server list.. after adding type multiplayer_only to the gameinfo.txt I can get it to show up, but when I try to launch a dedicated server i get the error c:\program\gameinfo.txt does not exist seems like some code somewhere is choking on the space.. any ideas anyone? _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Player speed in HL2MP?
check the cl_forwardspeed etc commands as well as sv_maxspeed _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] No muzzleflash dynamiclight on world
For some reason in the MP sdk muzzleflashes (casted by myself or any other entity) aren't lighting BSP, only model geometry, is there some type of cvar for this? or does anyone know what could be wrong? thanks. _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] No muzzleflash dynamiclight on world
thanks dude :) _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Grass in large maps
for what you're asking.. simply making a mesh with a couple of polygons and a grass texture would work fine.. it would be about the same amount of work as them placing your brush entity, and would work much better and allow them to have much more control _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] too many bullet effects fireing on weapon
With the information given, I'd bet you have an #ifndef CLIENT_DLL encompasing part of the fire function that sets the nextfiretime... in other words the client is not notified of the delay between shots but the server is From: Draco [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] too many bullet effects fireing on weapon Date: Tue, 22 Feb 2005 18:40:44 +1000 I am trying to reporduce the weapons from HL1 in source to use in other mods, but I am having a problem. I copied the MP sdk's mp5 and pasted the code into other files, i called em weapon_glock.cpp and .h and renamed the classes, changed the ent names, gave it another bullet type, etc etc etc. All is wonderful untill you fire the damn thing, it fires off a random number of bullet effects(not actual bullets, only 1 bullet worth of damage is applied, so it must be too many effects) between 3 and 7. It almost looks like it fires less off if you dont hold the fire button as long. I have bullets in the script set to 1. I have done this method of cloning a weapon to about 5 other weapons, they do the same thing, yet the mp5 itself doesn't. Any tips on how to get it to fire 1 bullet would be appreciated -- ** Draco Coder for Perfect Dark and Kreedz Climbing http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Bizzare/Random/Frightening crash
Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between builds, its almost as if my compiler is messed up. Basically I'm encountering a crash in the client dll. When I create a server, disconnect, and then recreate. the debug build gives me an error in void CBaseViewport::RemoveAllPanels(void) (vgui_teamfortressviewport.cpp line 413) this is the callstack.. client.dll!CBaseViewport::RemoveAllPanels() Line 413 + 0xf C++ client.dll!CBaseViewport::~CBaseViewport() Line 432C++ client.dll!SDKViewport::~SDKViewport() + 0x14 C++ client.dll!SDKViewport::`scalar deleting destructor'() + 0x14 C++ client.dll!ClientModeShared::~ClientModeShared() Line 107 + 0x22 C++ client.dll!ClientModeSDKNormal::~ClientModeSDKNormal() Line 92 + 0x8 C++ client.dll!$E11() + 0x13 C++ client.dll!doexit(int code=0, int quick=0, int retcaller=1) Line 376 C client.dll!_cexit() Line 318 + 0xb C client.dll!_CRT_INIT(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 193 C client.dll!_DllMainCRTStartup(void * hDllHandle=0x2400, unsigned long dwReason=0, void * lpreserved=0x0001) Line 312 + 0x11 C The kicker is the call stack indicates the call to this method is happening after a call to doExit() which is totally unrelated to anything i've been doing - if thats not enough for you, it gets a whole lot worse. I ported one single npc over nothing more, and magically the crash was fixed. Now I can create/shutdown servers as many times as I want without crashing It gets worse. Now when creating an npc I experience the exact same crash. then maybe 30 rebuilds later.. the crash is magically gone, without even going near npc or combat character code of anykind... another few builds later, the crash reappears. (totally random) Keep in mind the crashing is _consistant_ in a build, as in once the crash is present no matter how many times i launch the game I'll have the exact same behaviour, magically sometimes if I do a rebuild without changing any code, the crash vanishes. I checked this to make sure it wasn't something like accessing an invalid pointer. I wasn't even going to post about it here but I thought I'd give it a shot. This must be something compiler related (mvsc++7.0) OR for some messed up reason I couldn't understand the debugger is showing me the same (old and unrelated) callstack, however I don't see how this could be the case as the debugger shows the proper information if I crash a different way. Does *anyone* have *any* suggestions? am I missing some service pack I don't know about? Thanks in advance... _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Bizzare/Random/Frightening crash
unfortunately cleaning it doesnt seem to help very often : I think I'm going to try compiling on another computer maybe if I can't get any more suggestions from here.. thanks though :D _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Refraction/frame buffer distortion textures on the hud?
Is it possible to properly use refraction or frame buffer distruction textures on the hud/in vgui2? so far i've been able to render them but they only do their animations with a normal map - from what I can tell, the area they should be refracting is simply black, as if nothing was in the frame buffer, Any workaround for this?(What render stages allow for this) Thanks in advance. _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ported AI server recreation crash? cleanups?
Issue resolved - the AIRelationship cleanup ended up using some halflife2 definitions which caused it to delete parts of an array out of bounds. Thanks for your input. _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Ported AI server recreation crash? cleanups?
Hello, I've ported some of the AI classes from singleplayer to the MP sdk npc_turret_floor and npc_antlion. Aside from commenting out a few hl2 specific lines (references to combine soldiers etc) I left the files unchanged. I also ported the InitDefaultAIRelationships to CSDKGamerules. Anyway, the AI works flawlessly ingame, however if I spawn an NPC and then close the server, and try to recreate it I end up with a client crash right before i'm put into the game and I can't figure out why for the life of me. Even if I create an NPC then ent_remove it, disconnect, and create another server. I crash, but if I don't create an NPC I can recreate the server as many times as I want without crashing Anyone have any idea whats wrong? I tried looking everywhere for cleanups I might be missing and couldn't find anything. Thanks in advance. _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Ported AI server recreation crash? cleanups?
No the debugger isn't operating correctly, it's just giving me an access violation. _ Powerful Parental Controls Let your child discover the best the Internet has to offer. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Dynamically spawning a CPhysicsProp
I've been trying to create a CPhysicsProp dynamically, and it works fine, including the touch function except there is no real player collision. I can't stand on them, and no raycasts hit them (weapons, +use) They collide fine with eachother, and other vphysics objects(mapped in prop_physics) also mapping a prop_physics works fine even while using the same model, so its not a model collision issue. Is there something I'm forgetting? I'm doing a CreateNoSpawn, setting a model, and then calling the spawn(); Thanks in advance. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] HL2DM SDK in January or February?
I'd be really interested in knowing this too as it will influence my development plan. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] VGUI Filling before drawing?
It seems like when every vgui Frame is drawn, it fills its drawing area with the back buffer (I mean the scene before any vgui drawing has taken place) and then goes on to draw itself and all of its child controls You might have noticed this at the end of a hl2dm/css game when the scoreboard is overlapping the chat and you can't read it. I'm wondering if there is a way to disable this as I'm using a seperate control attached to the cursor displaying the currently held inventory item, this looks really bad when it passes over various guicontrols and is a big square of the scene behind it instead of the gui it is overlapping (see image) http://server3.uploadit.org/files/Helkus-cursorissue.jpg Thanks in advance. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] VGUI Filling before drawing?
Thanks for the information, I'm just drawing a border and a dark background for now to cover it up as I don't have the time to look at fixing it Any idea why its not supported though? it seems like you'd have to clear the buffer there one way or another on purpose before rendering, But then again I've not worked with anything as high level as this so the reason seems to illude me _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
Having a frame open will get mouse control, yes. However I want it like the main menu, buttons that open different frames (without having any frames visible) and the only way I can think of to achieve this would be to have a frame the size of the screen then containing the buttons and the sub frames, which leads to the z errors etc. Any other ideas/more specific? Thanks. _ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] quick menu question
I meant simmilar to the main menu, but completely unrelated... this is going to be a menu you can toggle and open different frames like inventory, skills, etc _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
Thanks, I know what I have to do now. I'm just used to having a full canvas to work on, instead I'll have to create frames for the different bits, instead of making it the size of the screen _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] quick menu question
I want to create a menu which contains multiple frames (drag around, overlap etc like the main menu) and I don't know which baseclass to use as the parent (in order to gain mouse control) I obviously can't use a fullscreen Frame because as soon as I click this it will come into focus ontop of the children and render the children unuseable. I'd look at the main menu source but from what I've been told it's in the gameui.dll Can anyone make a suggestion on how I could achieve this? Thanks in advance. _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] menu baseclass?
Hello, I'm trying to create a menu and I'd like to know which class to use as the base... I've tried alot of things, like using a Frame and making it fullscreen and hiding all the options, and then populating it with child controls... this works except if one of the children is another Frame (which is what I need) It seems Frames focus(z position) is handled differently... what I mean is if I click any control of the 'Mother Frame' that Mother frame is brought highest in the z level (ontop of the children Frames, rendering the children frames unclickable) I assumed becuase they were children of the mother frame that wouldn't happen but it seems as I said it doesn't work that way... I also can't figure out how to get a Panel to have a cursor (I've tried setting the cursor value manually, and ofcourse SetMouseInputEnabled) Can anyone make a suggestion as to what I should use as a baseclass for my menu? I've looked at all the example menus and they use a Frame which just wont work... the Main Menu looks to be perfect but unfortunately we don't have the code for that. Thanks in advance. _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen Technology http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders