[hlcoders] Bizarre prediction related framerate issue in new SDK

2008-07-22 Thread Maurino Berry
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?

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Re: [hlcoders] Vanilla HL2MP SDK Crash w/ NPCs

2008-01-15 Thread Maurino Berry
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
 --

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Re: [hlcoders] Re: NPC Animation Latency...

2007-12-04 Thread Maurino Berry
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.
  --
 
 
 
 
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Re: [hlcoders] Render Target Texture Translucent

2007-08-31 Thread Maurino Berry
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.

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Re: [hlcoders] Render Target Texture Translucent

2007-08-31 Thread Maurino Berry
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.
  
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 daily.
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[hlcoders] SDK_Lightmappedgeneric_dx9 and hammer compile

2007-04-19 Thread Maurino Berry

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

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Re: [hlcoders] VAC problem?

2007-01-23 Thread Maurino Berry

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


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[hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry

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.

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Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry

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.

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

:)

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

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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry

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?

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Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry

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
--

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[hlcoders] Predicted PoseParameters?

2006-04-25 Thread Maurino Berry

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.

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Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Maurino Berry


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
--

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RE: [hlcoders] Calculating hitboxes from TouchTrace()

2005-11-07 Thread Maurino Berry

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

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RE: [hlcoders] Flashlight oddity

2005-10-26 Thread Maurino Berry

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
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RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Maurino Berry

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
  
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RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Maurino Berry

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?

2005-09-07 Thread Maurino Berry

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.

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Re: [hlcoders] Creating Custom Flex Sliders

2005-08-23 Thread Maurino Berry

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

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Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Maurino Berry

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.

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-07 Thread Maurino Berry

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

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Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-07 Thread Maurino Berry

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?

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Re: [hlcoders] 3d model in a VGUI panel?

2005-07-27 Thread Maurino Berry

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
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RE: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Maurino Berry

use a model with a pose parameter and call
SetPoseParameter(expand,GetPostParameter(expand)+rate); or whatever

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RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Maurino Berry

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

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RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-27 Thread Maurino Berry

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

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RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-27 Thread Maurino Berry

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

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RE: [hlcoders] 3 round burst

2005-05-09 Thread Maurino Berry
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
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RE: [hlcoders] RE: HL2 Mini-map/radar

2005-05-03 Thread Maurino Berry
game_controls/MapOverview.cpp
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[hlcoders] SetPoseParameter()

2005-04-24 Thread Maurino Berry
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.
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RE: [hlcoders] SetPoseParameter()

2005-04-24 Thread Maurino Berry
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.
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RE: [hlcoders] RemoveAllPanels() causing read memory error

2005-04-01 Thread Maurino Berry
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
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[hlcoders] sdk mod dedicated server

2005-03-20 Thread Maurino Berry
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?
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Re: [hlcoders] Player speed in HL2MP?

2005-03-20 Thread Maurino Berry
check the cl_forwardspeed etc commands as well as sv_maxspeed
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[hlcoders] No muzzleflash dynamiclight on world

2005-03-12 Thread Maurino Berry
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.
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RE: [hlcoders] No muzzleflash dynamiclight on world

2005-03-12 Thread Maurino Berry
thanks dude :)
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RE: [hlcoders] Grass in large maps

2005-03-08 Thread Maurino Berry
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
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RE: [hlcoders] too many bullet effects fireing on weapon

2005-02-22 Thread Maurino Berry
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
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[hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
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...
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Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
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
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[hlcoders] Refraction/frame buffer distortion textures on the hud?

2005-02-18 Thread Maurino Berry
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.
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Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-07 Thread Maurino Berry
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.
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[hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
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.
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Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
No the debugger isn't operating correctly, it's just giving me an access
violation.
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[hlcoders] Dynamically spawning a CPhysicsProp

2005-01-28 Thread Maurino Berry
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.
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RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Maurino Berry
I'd be really interested in knowing this too as it will influence my
development plan.
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[hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
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.
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RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
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
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RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
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.
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Re: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
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
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RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
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
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[hlcoders] quick menu question

2005-01-06 Thread Maurino Berry
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.
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[hlcoders] menu baseclass?

2004-12-16 Thread Maurino Berry
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.
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