RE: [hlcoders] Client-side BSP models
off the top of my head and probably wrong anything created in HUD_CreateEntities has to be created every frame... HUD_CreateEntities is basically how you add something to the render list :s jc -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Philip Searle Sent: 02 March 2004 20:03 To: [EMAIL PROTECTED] Subject: [hlcoders] Client-side BSP models I've been looking through the code in entity.cpp (client dll), and playing around with HUD_CreateEntities() and CL_TentEntAllocCustom(). I've been able to create client-side models and sprites, but is there any way to use these functions to make a client-side BSP model? Something like func_illusionary, but without a server entity. It seems to me that this would be a very useful thing for entity-heavy mods like Natural-Selection. I tried setting the client-entities model to *51 (which I know exists - it's a func_door), but it doesn't seem to work. I inserted trace statements to ensure the entity was being created, and it seems that it is deleted after a single frame. Has anyone else managed to get client-side BSP models working, or are they not possible? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.592 / Virus Database: 375 - Release Date: 18/02/2004 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.592 / Virus Database: 375 - Release Date: 18/02/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Crazy Ideas for Crazy Modding!
i dont think that would be a good idea, it might lead SCO to find HL.. and if SCO found out about Half-Life they would claim that they invented 3d gaming and declare valve, id and co anti-american. they would then claim that because of some obscure license clause they own half-life. *shakes fist* -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Oskar Lindgren Sent: 17 February 2004 19:35 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Crazy Ideas for Crazy Modding! )Linux( A port of Linux that runs under HL, this would make cheating easier and enable the user to broswse, check thier mail and a lot more while playing. - Original Message - From: tei [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, February 17, 2004 7:56 PM Subject: [hlcoders] Crazy Ideas for Crazy Modding! Hi modders! I have some ideas for /crazy/ mods. I am slighty bored of normal mods people write, so I have this examples of crazyness to break boredoom. )The Crazy Monkey Mod.( Thats a tiny one, a generator of random messages to stress the half-life client to death. Thats may expose some undocumented bugs or reveal powerfull features. )GPL SDK( Thats other crazy idea. Write from scrach a SDK for Half-Life to able GPL mods. Maybe to use GPL code (like png loaders, ODE, whatever...) (note1) )Quake For HalfLife( Thats a quakeC vm for HalfLife that can load and run progs.dat files, so you can reuse old mods and old bots for Half-Life. Lets Reaper bots alive again or Teamfortres Quakeworld run on Half-Life! ( qw netcode functions can be faked with dummies to avoid breakind the hl netcode ). We have not spare time, but we have ideas! rogh :D --Tei (note1) Some code to load Quake3 QVM is available has GPL out here. Maybe some complete fool can make Wolfestein: Enemy Unknom mod run with the half-life engine and new medias :D ___ 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 --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.588 / Virus Database: 372 - Release Date: 13/02/2004 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.588 / Virus Database: 372 - Release Date: 13/02/2004 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
FW: [hlcoders] any1 had steam probs?
when it does it i get an entire copy of steam in c:\ (with errorlogs, bin, config etc). next time it happens i will post a more detailed list (but i cleared up before i got this email :X). its happened twice now using my quick launch shortcut - steam says its updating and seems to update to c:\, then it prompts for login details and then fails to load. after clearing out the new copy of steam the old one works as normal and connects straight away. Target: C:\Program Files\STEAM\Steam.exe Start In: C:\Program Files\STEAM Shortcut Key: None Run: Normal Window Comment: None Im running on Windows XP (Service Pack 1). John jc Carr -Original Message- From: Taylor Sherman [mailto:[EMAIL PROTECTED] Sent: 03 January 2004 01:43 To: jc Subject: RE: [hlcoders] any1 had steam probs? Are you launching Steam via a shortcut? Which OS are you running? Thanks, Taylor -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of jc Sent: Wednesday, December 31, 2003 11:48 AM To: [EMAIL PROTECTED] Subject: [hlcoders] any1 had steam probs? i've just noticed it seems to be updating to C:\ rather than the folder in C:\Program Files\STEAM. this causes it to fail to load properly (platform library?). i keep deleting the files, but they keep coming back. is this just a config error? i know this is not a steam support list but its affecting my ability my mod! thx jc ___ 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] any1 had steam probs?
i've just noticed it seems to be updating to C:\ rather than the folder in C:\Program Files\STEAM. this causes it to fail to load properly (platform library?). i keep deleting the files, but they keep coming back. is this just a config error? i know this is not a steam support list but its affecting my ability my mod! thx jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Huh?
It might be easier if you had a goal, for example if you want to create something mappers use to put a static model in the world we could point u to a specific example. Have you visited www.thewavelength.net ? that has some tuts and also hosts the hl tut directory thingie. jc -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of K. Mike Bradley Sent: 25 December 2003 20:05 To: [EMAIL PROTECTED] Subject: [hlcoders] Huh? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am looking thru the MP.dll source and I am trying ti find the functions or entry points. I see in game.cpp the func ... GameDLLInit I guess this is called once by the engine? what are the func (and in what files) are the engine call backs? How does this thing work? -- ___ 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] Is there anyawy to get steam on the lan and not have to connect each time?
lol i didnt even realise i had a copy of steam.dll in the hl folder :p thanks again ^_^ jc -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Tony omega Sergi Sent: 12 December 2003 20:32 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time? ;) every update (every wednesday) CHANGES steam.dll so every time you update you have to remember to replace steam.dll also, since this last wednesday, we no longer need to have duplicate steam.dll, which is valve +10 points. -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net John Carr wrote: :O! i want to bear your children ^_^ thankies ^_^ its purfect now ^_^ jc -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Tony omega Sergi Sent: 12 December 2003 19:47 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time? did you guys forget to delete steam.dll from the half-life folder for debugging? ;p -omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net John Carr wrote: My steam is messed up at the moment. I tried fiddling about with it... I can connect to steam but I cant start any hl mods. Anyone got any advice? I really dont want to have to do a reinstall because Im on 56k (I got lucky with the 3mb steam file - i cant seem to see it anymore :X). Its a real problem because I have yet to get steam/hl working (on my windows 98se box i could get into hl but it would hanging on starting a listenserver or connect, on xp the hl menu wont even come up). Ta for anything u can think of, jc -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Kyle Sent: 12 November 2003 07:09 To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time? Well I fixed it but... I'm trying really hard to be optimistic here, but this is 4th time, I have took a week or so off from coding, I did not use steam during the duration and when I returned steam did not work. I tried restoring, even deleting the blob file, rebooting, nada. Only way to fix it is to uninstall, then REMOVE the steam dir and reinstall. 4th time valve, maybe I'm doing something really weird to my computer each time, I don't know hot to explain it because it makes no since. Its almost like steam is mad is because I ignored it for week. Yes I know that's stupid to say, but its just my metaphor for how it has behaved on my pc. I'll do more testing because I would like to help you guys as much as possible make this a sold app as I see It has potential beyond any game network ever created. BTW I read the patch chances, can I remove the second copy of steam.dll to debug? I'm glad its no longer necessary because I was really confused the first time steam.dll was modified in an update, my program behaved very strange and it took me a few hours to realize I had to copy over the new dll. Anyway im glad that's fixed -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kyle Sent: Tuesday, November 11, 2003 9:30 PM To: [EMAIL PROTECTED] Subject: [hlcoders] Is there anyawy to get steam on the lan and not have to connect each time? This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Think it's a simple problem with my end, steam hangs up when it says connecting to server Any advice? I have not used steam in about a week, so I think its being a few gigabytes of patches already *tongue in cheek*. Anyway, it updated fine, but I just can't start or join any server. I need to get back to coding, I have been wasting my time this week with final exams. -- ___ 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 --- Incoming mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.548 / Virus Database: 341 - Release Date: 05/12/2003 --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.548 / Virus Database: 341 - Release Date: 05/12/2003 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit
Re: [hlcoders] Re: Re: Re: HL2 Source
I dont have the code, my point is that nows its in the open it is gonna get used by cheaters. So if the main obstacle to valve releasing the HL1 code was the threat of cheating the main reason for not releasing HL1 code just went bye bye. So they could let us have the HL1 code now. And also if modders arent selling their mod and the use of HL1 source fragments helps them to make a CS busting mod within the terms of the SDK (ie it is running on valve software) surely that cant be a bad thing? Surely valve wouldnt mind the source been used for good (as its out there anyway now)... lets face it, its gonna get use for evil no matter how many users u threaten with that ISP letter unfortunately. The ones to be afraid of arent stupid enough to come here and go har har i have the hl2 src, bow before me you stupid f**tards. jc Brian A. Stumm wrote: On Sun, 5 Oct 2003, jc wrote: http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg ROFLMAO! The best I've felt all day. Oh one question tho: as the dload apparently includes hl1 source is it accpetable to use the code to push mods further? Im talking about things like grabbing access to the DirectX wrapper stuff and accessing other internals for pushing the renderer and any custom effects that bit harder. I think this is a genuine question now as they were gonna release HL1 source anyway - now that cheaters are no longer a problem (they already have it o_o) the HL1 source could be legalised maybe? Possessing this code is breaking many laws. Just because you weren't the one that hacked valves network doesn't make it ok to download and possess this code. I suggest you delete and destroy and copies of this code you have ASAP. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Re: Re: Re: HL2 Source
http://www.justinrossetti.com/albums/HalfLife2/dllsource.jpg ROFLMAO! The best I've felt all day. Oh one question tho: as the dload apparently includes hl1 source is it accpetable to use the code to push mods further? Im talking about things like grabbing access to the DirectX wrapper stuff and accessing other internals for pushing the renderer and any custom effects that bit harder. I think this is a genuine question now as they were gonna release HL1 source anyway - now that cheaters are no longer a problem (they already have it o_o) the HL1 source could be legalised maybe? jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] my stupid ?'s
hi valve: good job with steam. when the bugs are sorted out it will be a great little prog. one problem: once i have steam all setup and installed can i back everything up? at the minute its downloading a few hours worth of updates (bloody 56k for ya) and when its done i dont want to have to redload the same files again (when windows inevitably borks up and needs reinstalling). i was just thinking about copying my steam to a cd/rw once a week so when everything does go in the shape of a pear i have a recent start point for steam... is this possible? jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Looking for a HLSTATS, SQLServer and ASP Coder
The point is you have the *choice*. With mircro$haft you have freedoms taken away. oh how much does it cost to set up a legal ASP box? And how much for a legal PHP/Apache box :o?? I personally dont trust anything from a company that large. Having read about how ms manipulated and held back netscape i am convinced they should be kicked squarely in the nuts. Of course if you like expensive software from the bloat king who am I to try an change your mind. Myself, well I will be returning to my Linux box to play with my backend PHP library code. Which was so easy to write its untrue. If you can figure out C++ then I challenge you not to find PHP the most easy language on the planet. jc Daniel Koppes wrote: True... but PHP can run on IIS too :) At 17:46 16/08/03, you wrote: ASP only runs on Micro$haft IIS -- the most remotely hacked web server on earth. Flexible in terms of the number of ways you can be 0wn3ed, maybe. At 09:18 PM 8/15/2003 -0400, you wrote: You are obviously biased. ;) With 14 years of professional development experience I can say hands down I find ASP (and more so .net) far more flexible and capable the PHP any day. However, it, like Perl, awk, sed, etc all have their place in the scheme of development ;) Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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] (no subject)
and the same empty message goes to hlcoders, hlds and hlds_linux O_o Tony omega Sergi wrote: There appears to be a lot of use error lately =) -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: July 26, 2003 8:57 AM To: [EMAIL PROTECTED] Is it just me or is there no message body? Problem with the listserver parsing the message? -Phil More than likely it's user error sending the message. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] (no subject)
O_o weird... your reply got here before the message you were replying to O_o jc Daniel Koppes wrote: It's the FBI watching us. At 01:40 27/07/03, you wrote: and the same empty message goes to hlcoders, hlds and hlds_linux O_o Tony omega Sergi wrote: There appears to be a lot of use error lately =) -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: July 26, 2003 8:57 AM To: [EMAIL PROTECTED] Is it just me or is there no message body? Problem with the listserver parsing the message? -Phil More than likely it's user error sending the message. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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: AW: [hlcoders] (no subject)
holy cow now! tell me its not true... someone was just about to send me the latest version of ms office and a leak of hl2. flipping FBI :( ;-) jc Punisher wrote: Now we have to stop sharing our warez here ? -Ursprungliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Auftrag von Daniel Koppes Gesendet: Samstag, 26. Juli 2003 16:35 An: [EMAIL PROTECTED]; [EMAIL PROTECTED] Betreff: Re: [hlcoders] (no subject) See? More proof. At 02:25 27/07/03, jc wrote: O_o weird... your reply got here before the message you were replying to O_o jc Daniel Koppes wrote: It's the FBI watching us. At 01:40 27/07/03, you wrote: and the same empty message goes to hlcoders, hlds and hlds_linux O_o Tony omega Sergi wrote: There appears to be a lot of use error lately =) -omega Blackened Interactive - http://www.blackened-interactive.com Omega Wing - http://owing.blackened-interactive.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: July 26, 2003 8:57 AM To: [EMAIL PROTECTED] Is it just me or is there no message body? Problem with the listserver parsing the message? -Phil More than likely it's user error sending the message. :) Jeffrey botman Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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 -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ 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] stencil buffer
i think i *might* have it. but it wont work, dont know if its me :/ :: hook the SetPixelFormat function =D Trying to make a modified cl_metamod... Will eventually strip out the plugin management bit so it just hooks me the SetPixelFormat stuff... if (!InterceptDllCall( GetModuleHandle(NULL), Gdi32.dll, SetPixelFormat,(PVOID)newSetPixelFormat, (PVOID*)oldSetPixelFormat,NULL)) ::MessageBox(NULL, its not worked!, :|, MB_OK); and well wot do you now O_O it tells me the opp failed :( InterceptDllCall works for GetProcAddress in cl_metamod :/, wot am doing wrong... This is my replacement code: typedef int (WINAPI *SetPixelFormatFunc)(HDC,int,PIXELFORMATDESCRIPTOR*); SetPixelFormatFunc oldSetPixelFormat; int newSetPixelFormat(HDC hdc, int ipix, PIXELFORMATDESCRIPTOR *pfd) { pfd-cDepthBits = 32; pfd-cStencilBits = 1; ::MessageBox(NULL,testing!, test!, MB_OK); return oldSetPixelFormat(hdc,ipix,pfd); } Obviously this will probably get detected by VAC or woteva so Im gonna have to label it heavily or something :/ jc wrote: Pretty pretty please? Something like: stencil = Cvar_Get( r_stencilbits, 0, 0 ); pfd.cStencilBits = (int)max(0, stencil-value); If you dont I'll end up killing myself trying to do something with WGL_ARB_pbuffer or another render-to-memory hdc _. You dont want me to end up killing myself do you O_o death by code thats how I want to go jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] stencil buffer lives!
well it does :) hooked GetProcAddress from cl_metamod type setup, then used that to intercept the ChoosePixelFormat call and set the stencil buffer bit. result! worried about VAC stuff though :/ qconsole.log: !--snip-- Probing OpenGL Hardware... Vendor: ATI Technologies Inc. Renderer: Radeon 9100 DDR x86/MMX/3DNow!/SSE Version: 1.3.3604 Win9x Release Stencil Bits 8 Depth Bits24 Color Bits: 16 ATI_vertex_array_object:(found) ATI_element_array: (found) ARB_vertex_buffer_object: (absent) GL_ARB_multitexture:(found) GL_ARB_vertex_program: (found) GL_EXT_fog_coord: (found) GL_EXT_point_parameters:(found) GL_EXT_texture_env_combine: (found) GL_EXT_texture_filter_anisotropic: (found) GL_NV_point_sprite: (absent) !--snip-- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] stencil buffer
Well then how about a favor :)? There is gonna be another engine and sdk update so... (1) how about an r_stencilbits cvar :O? (2) a client.dll callback which lets us alter the pixelformatdescriptor (3) refresh the engines hdc after the client's Initialize function using wglGetCurrentDC pretty please?? jc Alfred wrote: Read the MSDN documentation on SetPixelFormat, you can only call it once per HDC (so you calling it a second time has no effect). You can't destroy the HDC as HL is using that to render into. - Alfred ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] stencil buffer
Pretty pretty please? Something like: stencil = Cvar_Get( r_stencilbits, 0, 0 ); pfd.cStencilBits = (int)max(0, stencil-value); If you dont I'll end up killing myself trying to do something with WGL_ARB_pbuffer or another render-to-memory hdc _. You dont want me to end up killing myself do you O_o death by code thats how I want to go jc Alfred Reynolds wrote: sorry, can't do. The dynamic destruction and recreation of the game engines hdc would require major changes that we don't want to do at this time. Wait for HL2 (its not long now). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] stencil buffer
Phantom wrote: iirc you cant have a stenscil buffer with a 16bit z-buffer, you have to use a 32bit z-buffer, 24bits being for z-buffer data and the remaining 8bits are used for stencil infomation I was sure the nehe stencil tuts had a 16bit z-buffer :/ and I still cant get it to work. There is no change in any of the values when i get windows to describe the current pixel format. Its a though its going back to the old settings _ Anyone got this to work? Shimms you said it could be done O_o... how the hell Do I have to destroy the DC as well O_o? g_hDC = wglGetCurrentDC(); g_hRC = wglGetCurrentContext(); if (!g_hDC || !g_hRC) { ::MessageBox(NULL, OpenGL Could Not Be Located O_O, ERROR, MB_OK); exit(1); } PIXELFORMATDESCRIPTOR pfd; // we use hl's original pix format as a base... int iPixelFormat = GetPixelFormat(g_hDC); DescribePixelFormat(g_hDC, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), pfd); wglMakeCurrent( g_hDC, NULL ); wglDeleteContext( g_hRC ); g_hRC = NULL; pfd.cStencilBits = 1; pfd.cDepthBits = 32; iPixelFormat = ChoosePixelFormat( g_hDC, pfd ); SetPixelFormat( g_hDC, iPixelFormat, pfd); g_hRC = wglCreateContext( g_hDC ); wglMakeCurrent( g_hDC, g_hRC ); jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl1 requests, hl2 hopes
Is that safe O_O? [ Converted text/html to text/plain ] You can enable your own stencil buffer by removing the default GL context and creating your own in dllmain. Not sure how to do it in D3D, but you get hte idea. Shimms ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl1 requests, hl2 hopes
I tried this is the Initialisise function and in a dll entry point: void GL_Spawn() { PIXELFORMATDESCRIPTOR pfd; g_hRC = wglGetCurrentContext(); g_hDC = wglGetCurrentDC(); // get the current pixel format index int iPixelFormat = GetPixelFormat(g_hDC); DescribePixelFormat(g_hDC, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), pfd); wglMakeCurrent( g_hDC, NULL ); // sort out the old, evil render context... if( g_hRC != NULL ) { wglDeleteContext( g_hRC ); g_hRC = NULL; } // modify our pixel format O_O pfd.cStencilBits = 1; // set our modified pixel format iPixelFormat = ChoosePixelFormat( g_hDC, pfd ); SetPixelFormat( g_hDC, iPixelFormat, pfd); // create a new render context! g_hRC = wglCreateContext( g_hDC ); wglMakeCurrent( g_hDC, g_hRC ); } because i didnt have any stencil buffer code to try out I made a client command to use the DescribePixFormat again and tell me some details about the setup... void GL_ConDump() { PIXELFORMATDESCRIPTOR pfd; DescribePixelFormat(g_hDC, GetPixelFormat(g_hDC), sizeof(PIXELFORMATDESCRIPTOR), pfd); // useless facts to dump to console :) char *vendor = (char*)glGetString(GL_VENDOR); char *renderer = (char*)glGetString(GL_RENDERER); char *version = (char*)glGetString(GL_VERSION); // dump to console a list detailing requested extensions... gEngfuncs.Con_Printf(Dumping OpenGL Data...\n); gEngfuncs.Con_Printf(\n); // snip out version/vendor printout... gEngfuncs.Con_Printf(\n); gEngfuncs.Con_Printf(Stencil Bits %d\n, pfd.cStencilBits); gEngfuncs.Con_Printf(Depth Bits%d\n, pfd.cDepthBits); gEngfuncs.Con_Printf(Color Bits: %d\n, pfd.cColorBits); gEngfuncs.Con_Printf(\n); // snip out extension checks... gEngfuncs.Con_Printf(\n\n); } Depth and Color are reported as 16 but the stencil bit is still 0 O_O... If I call the GL_Spawn from the huds init or vidinit then i get a white screen or a white console so the context is getting messed around with... any ideas? Marco Leise wrote: And anyway, it is teh stencil buffer!!! Imagine all the things you can do with it. Even if it seems to be unsafe ther MUST be a way. Looking forward to some freaking realtime shadows. What's the mod? Is that safe O_O? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] hl1 requests, hl2 hopes
The only difference is i get the pixel descriptor thing from the existing context then make my own based on it, but enabling the stencil buffer O_o Marco Leise wrote: hmm, there are a few demo programs for OpenGL on the net - some use stencil buffers. I would suggest you download one of them and compare your code to it. Maybe also try this 'debug message spam' about the config in one of these demo programs to go sure stencil buffer is reported correctly. Does it work with 16-bit at all? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] hl1 requests, hl2 hopes
couple of requests for valve: (1) i dont know is the stencil buffer is enabled in HL1 but in the next sdk could it be? Maybe a callback in the client to ask it if it wants anything... If the function isnt in the dll then defaults are used. (2) read only cvars. i'd like to be able to store values in cvars and be able to use them direct in code and allow users to see if they are set from code. i could have little query client commands to simulate this but a FCVAR_READONLY seems neater... onto hl2 questions how much physics code is exposed in hl2 to the mods? and is it predicted? oh my main question is: do 56k players have any chance with hl2 multiplayer ? *gets saving for cable or ADSL _* jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] new hl1 sdk??
anyone any idea when? and will we get vgui2? and any other valvey stuff? jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] black screen when I start a server with my mod.
i have the exact same problem. its like my game menu but screwed up. it only happened when i upgraded to a radeon 9100 (with my screwy old S3 virge it was fine). running in a window gets rid of this problem but if i run full screen i have to esc/resume. also it affects the windowed mode if u start in full screen and switch to windowed. it does it in every mod i tried :/ jc - Original Message - From: MoD [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 22, 2003 1:32 PM Subject: Re: [hlcoders] black screen when I start a server with my mod. I get a leftover 640X480 picture of the game menu after starting a listen server, esc resume and its ok. Brandon, try running at different resolutions and report what gives. Also, make sure you used a vanilla SDK, I like to mess with a line of code here and tehre and I sometime forget about it... -- MoD. - Original Message - From: Phil [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 22, 2003 11:37 AM Subject: RE: [hlcoders] black screen when I start a server with my mod. At some resolutions, you will see a large square in the top-left corner instead of it covering the whole screen. Is there any known cause of this? -- Windows [n.] A thirty-two bit extension and GUI shell to a sixteen bit patch to an eight bit operating system originally coded for a four bit microprocessor and sold by a two-bit company that can't stand one bit of competition. (Anonymous USEnet post) -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Daniel Koppes Sent: Sunday, June 22, 2003 8:21 PM To: [EMAIL PROTECTED] Try pressing escape (after it's done loading) then click 'Resume Game' Happens with other mods too. At 20:03 22/06/2003, you wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I just recently got a new computer and reinstalled half-life. I copied the valve folder and changed the name of folder to test and the liblist.gam to game Test Mod type multiplayer_only mpentity info_player_deathmatch gamedll dlls\hl.dll Using VisualStudios.net I compiled the original hl.dsp and cl_dll.dsp in the SinglePlayer Source code folder and had it place the new .dlls in the appropriate places within the test folder. Now the original deathmatch mod works fine. But when I change the game to Test Mod and start a server, I don't even see the console. Its just completely black. However it doesn't freeze, as soon as I press esc it goes back to the menu. I can't explain why it does this, can anyone help? -Brandon Renfrow -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Programmer and Modeller for http://pokemod.fragoff.net/The http://pokemod.fragoff.net/Pokemod -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] origin problem
and i got my joypad working in owing :) was the joyyawthreshold (or one of other thresholds _) set to 0.25 and all others were 0.15. jc - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, June 16, 2003 11:53 PM Subject: RE: [hlcoders] origin problem Oh yeah, and if anybody cares, I got it fixed =) It was soo stupid. It magically stopped working whenever the player is a movetype that the engine uses. *boggle* Ie: movetype_walk or movetype_fly meant no updates. *boggled* oh well, fixed now. omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Tony omega Sergi Sent: June 15, 2003 3:45 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] origin problem I made a post about that, it seems to spin if you have a gamepad, and not an actual joystick, or, a joystick + gamepad driver. If I have my gravis gamepad active in game controllers, it seems to randomly spit input in and cause it to spin around like mad :/ But if I disable it, it doesn't do it. As for the origin thing. Grr! It makes no sense. However, I think I may be onto something. It seems to update whenever the player is dead, but if they're alive.. inside hud_addentity all of the stuff (except curstate/prevstate) is invalid! omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of jc Sent: June 15, 2003 1:49 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] origin problem i know that coding over a weird bug is never a good thing but couldnt you just set ent-origin = ent-curstate.origin? oh nice demo btw :) bit hard to control :blinks: i gave up on my playstation pad after 30 secs and went to kb and still couldnt control it... seems to spin on its own _ jc - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 15, 2003 5:09 PM Subject: RE: [hlcoders] origin problem I know that. This is while they ARE in pvs. I said, the origin isn't what its SUPPOSED TO BE. Only when they die/respawn. Even more mystery.. When I print out in hud_addentity, I added another little bit to it.. gEngfuncs.Con_Printf(player: %i, x: %f, y: %f, z: %f\ncso: x: %f y: %f z: %f\n, ent-index, ent-origin.x, ent-origin.y, ent-origin.z, ent-curstate.origin.x, ent-curstate.origin.y, ent-curstate.origin.z ); guess what happens? ent-curstate.origin is correct, all the time! But ent-origin is only whatever it was when it last respawned or died! I don't get it at all. Nothings being filtered on the server side, its all correct in processplayerstate (which means its obviously already in pvs, since its sending to the client, but in hud_addentity where it does the magic of allowing it to render or not (from my understanding) its wrong at this point! omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of matthew lewis Sent: June 15, 2003 11:41 AM To: [EMAIL PROTECTED] Subject: [hlcoders] origin problem This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Individual player origins are only sent to clients when the player is in the client's PVS. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view
Re: [hlcoders] origin problem
huh i meant i had to set joyyawthreshold to 1.0 then it worked. jc and i got my joypad working in owing :) was the joyyawthreshold (or one of other thresholds _) set to 0.25 and all others were 0.15. jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] origin problem
i know that coding over a weird bug is never a good thing but couldnt you just set ent-origin = ent-curstate.origin? oh nice demo btw :) bit hard to control :blinks: i gave up on my playstation pad after 30 secs and went to kb and still couldnt control it... seems to spin on its own _ jc - Original Message - From: Tony omega Sergi [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Sunday, June 15, 2003 5:09 PM Subject: RE: [hlcoders] origin problem I know that. This is while they ARE in pvs. I said, the origin isn't what its SUPPOSED TO BE. Only when they die/respawn. Even more mystery.. When I print out in hud_addentity, I added another little bit to it.. gEngfuncs.Con_Printf(player: %i, x: %f, y: %f, z: %f\ncso: x: %f y: %f z: %f\n, ent-index, ent-origin.x, ent-origin.y, ent-origin.z, ent-curstate.origin.x, ent-curstate.origin.y, ent-curstate.origin.z ); guess what happens? ent-curstate.origin is correct, all the time! But ent-origin is only whatever it was when it last respawned or died! I don't get it at all. Nothings being filtered on the server side, its all correct in processplayerstate (which means its obviously already in pvs, since its sending to the client, but in hud_addentity where it does the magic of allowing it to render or not (from my understanding) its wrong at this point! omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of matthew lewis Sent: June 15, 2003 11:41 AM To: [EMAIL PROTECTED] Subject: [hlcoders] origin problem This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Individual player origins are only sent to clients when the player is in the client's PVS. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] 9wb problems
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hey. im trying to get the 9-way-blending code to work. i got the files shimms posted compiled in and working. there are few problems tho (third person mod): all my models seem to look to the right (depends on animation - eg swim works :S) jump and some other anims dont play properly. i understand there is some related server side code, has anyone here got it? also, did anyone have the above problems? (oh, the m_bLocal thing is set to false so its) jc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 9wb problems
so if the models have controllers they screw up? my models are not 9wb yet, just putting code in place so that mod can slowly transfer to new sys. and all full body anims are hard coded somehow on client :S man i am a dumb ass :S jc - Original Message - From: Adrian Finol [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, March 29, 2003 8:34 PM Subject: RE: [hlcoders] 9wb problems If they are always looking to the right maybe you still have controllers in your model? I've seen that behavior before and it was caused by that. About the animations that don't play properly, what happens? There is hardcoded numbers for animations that are full body (no gait sequence). You might want to look at these numbers: #define ANIM_WALK_SEQUENCE 2 #define ANIM_JUMP_SEQUENCE 28 #define ANIM_LAST_NONGAIT_SEQUENCE 27 //Marks the latest non gaited sequence About the server side code, I don't remember if we ever released this, I'll get it together and post it here if we didn't. -Original Message- From: jc [mailto:[EMAIL PROTECTED] Sent: Saturday, March 29, 2003 4:50 AM To: [EMAIL PROTECTED] Subject: [hlcoders] 9wb problems This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] hey. im trying to get the 9-way-blending code to work. i got the files shimms posted compiled in and working. there are few problems tho (third person mod): all my models seem to look to the right (depends on animation - eg swim works :S) jump and some other anims dont play properly. i understand there is some related server side code, has anyone here got it? also, did anyone have the above problems? (oh, the m_bLocal thing is set to false so its) jc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] stretching an image in vgui
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] how can i stretch a CImageLabel so that the tga fills the whole area... like... say m_ClassImage = new CImageLabel(someimage, XRES(10), YRES(0), XRES(40), YRES(40)); if im right that makes an image label 40x40.. but the image doesnt stretch... so only looks right at oen resolution... i tried m_ClassImage-m_pTGA-setSize but that is protected :S its giving me a headache - how do i make it so that my vgui image is the size i pass to the constructor or the size i pass in a setSize ? jc -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Yet another svc_bad error message... this one is weird
let us dream they treat us well, but i doubt that will happen... well i live in hope.. cos my mod is gonna need a lot of models - Original Message - From: omega [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 10, 2003 8:04 PM Subject: RE: [hlcoders] Yet another svc_bad error message... this one is weird Or better yet, make the model limit dynamic, like edict's are in quake2. (hell, make edicts dynamic too) -omega Frontline Force - http://www.frontlineforce.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sniper Sent: March 10, 2003 2:38 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird Well, Half-Life Single Player and Multiplayer / Counter-Strike is obviously within the model count limit. Otherwise, it wouldn't be able to run! So the system requirements still hold up with what's on the box, for what the person [purchased]. However, if the model limit increases, it will therefore only apply to modifications. If the end-user has a problem, it's not Valve's fault. They would have to contact the mod team. So I see no reason not to increase the model precache limit. Hmm? Sniper - Original Message - From: [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 10, 2003 6:11 AM Subject: Re: [hlcoders] Yet another svc_bad error message... this one is weird I just checked the install EULA: 7. Limited Warranty. SIERRA, ID SOFTWARE AND SIERRAS LICENSORS EXPRESSLY DISCLAIM ANY WARRANTY FOR THE PROGRAM, EDITOR, AND MANUAL(S). THE PROGRAM, EDITOR, AND MANUAL(S) ARE PROVIDED AS IS WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND/OR NONINFRINGEMENT. Now, I might read this wrong, but the way I read the sharkspeak, you make no guarantees that the software will even run. (Fitness for a particular purpose in this case, displaying graphics.) Of course they can't guarantee that. There are bound to be freaky combinations of hardware which stop it running. Which means you _don't_ have to commit to the specs. You might want to chat with your friendly lawyer and see if this might hold water in court, if you take my proposal seriously... There is such a thing as customer good faith, you know... -- Laurie Cheers ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rescaling clipping problems (again!)
i tried the compensation thing and it didnt work that well. a weapon/attack that used UTIL_TraceHull suddenly f*cked up. it worked before the GetHull... fix, with the GetHull fix and the zhlt hack the players get stuck in the walls. so i've just stopped with the pre-GetHull fix code for now. maybe valve could resolve this issue - ie wtf is wrong with our code or a fix to engine in the next release? jc - Original Message - From: Entropy a href=/faq.html#spam[EMAIL PROTECTED]/a To: a href=/faq.html#spam[EMAIL PROTECTED]/a Sent: Friday, February 21, 2003 6:23 PM Subject: [hlcoders] Rescaling clipping problems (again!) I believe I have found the source of the clipping errors after rescaling. If you look at pmove-visents[x].model-hulls for the world and BSP models, you'll see that the clip_mins and clip_maxs for the hulls are the original hull sizes. If that part of the engine hasn't changed from the Quake I source, this would cause the offset returned from SV_HullForEntity to be wrong by the difference of the player's mins - clip_mins, which is consistent with what I had previously seen and tried to compensate for by modifying ZHLT. (see http://www.mail-archive.com/a href=/faq.html#spam[EMAIL PROTECTED]/a/msg04565.html and http://www.mail-archive.com/a href=/faq.html#spam[EMAIL PROTECTED]/a/msg04622.html) It looks like the clip_mins and clip_maxs are set in the engine (in the Quake I source, it's hardcoded in Mod_LoadClipnodes). At any rate, setting BSP models' clip_mins and clip_maxs to the correct hull sizes resulted in correct collisions. Jim ___ 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] Rescaling clipping problems (again!)
where abouts did you set the values (remembering that im not much more than a dumb ass n00b) jc - Original Message - From: Entropy a href=/faq.html#spam[EMAIL PROTECTED]/a To: a href=/faq.html#spam[EMAIL PROTECTED]/a Sent: Friday, February 21, 2003 8:40 PM Subject: Re: [hlcoders] Rescaling clipping problems (again!) jc wrote: i tried the compensation thing and it didnt work that well. a weapon/attack that used UTIL_TraceHull suddenly f*cked up. it worked before the GetHull... fix, with the GetHull fix and the zhlt hack the players get stuck in the walls. so i've just stopped with the pre-GetHull fix code for now. If you change the clip_mins / clip_maxs, you don't need the modifications to ZHLT, you just need a hullfile. I haven't noticed any problems with getting stuck since changing this, so if you decide to try it I'd be interested in hearing if you have any problems. Jim ___ 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] Rescale clipping problems solution
i am having the same troubles - the world collisions worked and entity collisions didnt until i fixed the GetHull functions. im gonna go try this hack, see how well it works :) how succesful did this hack work for you Jim? omega, are jims findings ringing any bells?? jc - Original Message - From: Jim Hunter [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 21, 2003 5:01 AM Subject: [hlcoders] Rescale clipping problems solution This is a followup to my previous posts on the clipping problems introduced by rescaling. I apologize for not replying to that thread, but I've deleted the original message. I wanted to post this to share the solution (more of a hack) that I found in case anyone else is interested. It appears that the problems occur because of changing the mins in GetHullBounds and HUD_GetHullBounds. When the mins are changed, it causes an offset in any hull traces equal to the difference of the new mins minus the original (-16, -16, -36) mins. My guess is that the engine adds the original mins as a constant to the start and end positions of the trace at some point (I would appreciate it if someone from Valve could confirm this). My solution was to change hlcsg so that the brush expansion for making the clipping trees (if that's the correct term) compensates for this. I changed the following code in Zoner's Half Life Tools' hlcsg project, in hullfile.cpp, in the function LoadHullfile: Original code: g_hull_size[i][0][0] = -x; g_hull_size[i][0][1] = -y; g_hull_size[i][0][2] = -z; g_hull_size[i][1][0] = x; g_hull_size[i][1][1] = y; g_hull_size[i][1][2] = z; Changed to: // Hack to compensate for HL engine having problems with // hull mins other than (-16, -16, -36) // Yes, I know the math could be simplified, but it seemed // clearer to me what the change was doing by leaving // it like this. g_hull_size[i][0][0] = -x - x - g_hull_size[i][0][0]; g_hull_size[i][0][1] = -y - y - g_hull_size[i][0][1]; g_hull_size[i][0][2] = -z - z - g_hull_size[i][0][2]; g_hull_size[i][1][0] = x + x + g_hull_size[i][0][0]; g_hull_size[i][1][1] = y + y + g_hull_size[i][0][1]; g_hull_size[i][1][2] = z + z + g_hull_size[i][0][2]; This change should still allow the program to work properly if the original hull sizes are used, but will also allow the use of a modified hull with correct clipping. Jim ___ 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] Creating a persistant statistic database?
i really hope they are still working on it; i just added the test version to my mod Valve if u r listening... plz finsih VPP... please! jc - Original Message - From: JR [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 10, 2003 2:31 AM Subject: Re: [hlcoders] Creating a persistant statistic database? Is Valve still working on this? Has the backend been written? - Original Message - Check out the Valve Player Persistence API , which shows you how to do this type of DB stuff. I can't remember the URL, but there is a mirror of the d/l here http://www.edgefiles.com/index.php/file?id=590 Jeff Codiac Fearn - Lead Coder, Web Master, Server Administrator for SWARM http://swarm.edgegaming.com - ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Additional Weapon Functions
so the multi fire mode tut thing works? i tried it and couldnt get it going (prolly need to mod the delta.lst?? ah who cares, i've worked around that anyway) anyway, my point is i saw some post saying that the stuff in the tut was not possible (over @ thewavelength.net) whos' right? jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] water gone screwy :(
i just made a hull file like this 11 11 18 16 16 16 11 11 11 so duck hull is off by 1 unit on z-axis (but i doubt that would cause water to go nuts) the water used to work just fine. then all of a sudden the problem appeared like this: --- WATER --- GAP BELOW WATER --- the only change in the map is that is is compiled with the hull file above and with a different version of ZHLT. The water used to work. and according to one of my mod's mappers it still does when tested with another mod so *shrug* i dunno i only noticed problem after rescale. it could be anything really. jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] water gone screwy :(
all of a sudden the water in my mod has stopped working properly (in doesnt extend down fully any more - there is space under the water !!). the water was working before and im clueless as to what could be causing this. i first noticed the problem after rescaling using this tut: http://www.nofadz.com/blackened/hltuts/rescale.html the maps are compiled with a modified hull file using ZHLT has anyone had any problems like this before and can anyone suggest how i can fix this? i look at func_water in the sdk and its linked to a door so im even more clueless.. jc ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders