After looking at the peeking I am starting to think this would be more like
a side step left / right...
I think rolling the player 5-10 degress right / left will probably make the
motion a little better.
Would the same apply to set the roll ?
I know I wouldn't use SetEyeOffset but I quess it is
changing the view offset actually changes the virtual _position_ of
the eye, I think the angle is a bit different, but yeah definitly
manipulating the angle a little bit would make it look better.
On Tue, 18 Jan 2005 02:55:38 -0500, r00t 3:16 [EMAIL PROTECTED] wrote:
After looking at the
Sorry for the previous e-mail.
Oh, and please tell us what areas you are having trouble coding so we
can add more/better examples for you.
- Alfred
Ok, i tell you:
First Area: HL2DM animations
I have imported succesfully the HL2DM models into the SDK. Using LEG_8ANIM
LegAnimparameter instead
I get the impression that most people are wanting the standard things
to be there already for them, like scoreboards and teamplay systems
(including voice icons and chat coloring and stuff), rather than coding
their own.
For some beginners (I consider myself once, so perhaps I can speak for
them,
Um, the max is 32 chapters.
my substance v0.35 installment had already 35...
xdiesp
ed el sen gì,come venne,veloce
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What I would do is change the carry ammo in your player to be the
amount of clips in reserve, just give it a smaller number. each ammo
object you touch gives you 1 more of that number, not 30 or whater.
then in your reload, you --decrement the carry ammo variable and set
the m_iClip variable in
I think it has todo with so much stuff that is broken or non
functional in the current SDK that has to-do with it.
I would rather have most of the grunt work done for me then having
to reimplement basic stuff like scoreboards or team menus. While I do
admit implementing it yourself is a great way
It doesn't contain anything more that the current SDK.
The only real difference is has some HL2 weapons predicted (the current
SDK has all its weapons predicted also)
and it has a some more examples to work from. If you want to make a HL2DM
clone or get more examples
then it will be useful,
Any possibility of any server plugin updates? Perhaps the ability to change
a user's origin? It would be great if there could be a function that allows
us to modify the damage done per shot before it is processed.
Not sure if you wanted a feature request or not :P
Also, will hudmessages be
Mike Blowers wrote:
Wow... Steam must have downloaded the wrong SDK for me then !
How about these issues then (just to start with)
Go Thirdperson The player has 4 arms.
The Physics is nothing like HL2DMHow many times have you been
teleported
across a level just because you happened to walk
Please be very specific when talking about what is broken with the SDK.
We'll work on any problems or difficult areas that you're running in to.
Erik
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Tuesday, January 18, 2005 5:30 AM
To:
I can't speak for most people here but the current SDK is sparse I
personally like learning the engine by doing most the basic work
myself but I think most people would like a solid base to work off,
and not have to create the basics like A round timer for example.
Erik, Can I ask what is planned
We will be releasing a basic bot API for plugins (with a very simple
example). We have also extended the IPlayerInfo structure to return more
data about player. You should use the
IServerPluginHelpers::CreateMessage() function to communicate with end
users from a plugin (oh, and we added a
Bot API? Is that going to be using bits of the CS:S bot code?
Also that change list mainly seems geared towards plugins, also has
valve fixed the memory eating error with hammer and steam?
On Tue, 18 Jan 2005 10:55:27 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
We will be releasing a basic
Thats very good news, i can't wait to extend those. I lack time to
investigate stuff, but i am sure when the new SDK release is there, it
will give us a lot more control over things (well as far as its needed
of course).
I heard, but did not test this yet, that the current 'bot plugins' do
not
It could be nice if you could add something to print to chat area so we
don't have to use UserMessages for that.
Also, any news about whether the GameFrame function will be changed to
be called even when the server is empty? That would be a very nice feature..
Alfred Reynolds schrieb:
We will be
Sounds to me like the FN got enabled. Or somehow the NUM LOCK got
enabled.
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
===
S. Hendriks wrote:
I heard, but did not test this yet, that the current 'bot plugins' do
not work with the CSS release. (Botman, could you confirm?) Any info on
this?
I would assume this has to do with CS:S now officially supporting bots
(internally). Bots created through plugins may (will?)
Sorry are you saying you are adding the ability to communicate with end
users in the next release or that we, just as a general note, should use
CreateMessage() to send things to users?
How does DIALOG_ENTRY take input from a user?
-Original Message-
From: [EMAIL PROTECTED]
/me exit from shadows
I have tried that thing on my engine moths ago. And result on a dificult
thing, also because I sux as a coder.
http://telejano.berlios.de/option/rollhead1.jpg
I suggest contacting other moders guy with already working code and ask
for a copy paste. I see some Q3 mods that
I will get it, it isn't that bad.
Not that I have a semi working peek I understand things better.
Yes I agree about the models peeking through walls.
However if you adjust the bounding box, this should prevent them from
sticking their head through things.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
When we release it you will see :)
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bug Sent:
Tuesday, January 18, 2005 12:14 PM To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] HL2DM SDK in January or February?
Sorry are you saying
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).
- Alfred
Original Message
From: [EMAIL
This is a multi-part message in MIME format.
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I want the HL2DM SDK because my mod plans are a little modifications in DM.
But also I wanted to learn more and more with the basics things like create
HUDS, gamerules, etc. So I'm learning too. So
Alfred Reynolds wrote:
CS:S will work with 3rd party bots (implementing the bot API was a good
test of this). I suspect that current bot plugins don't work because
they have to use assorted hacks to work (and the release probably
invalidated some of those hacks).
WHAT!?!?!?!? Plugins using
I still feel dirty from reading that forum post with all the hex offsets
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Tuesday, January 18, 2005 1:26 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders]
That would make sense, i did not dig into this, but i can't wait for the
'official' bot plugin to work with, feels a lot more comfortable then ;)
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
Does the pose parameter you are using in the animation code match the
pose parameter in the model?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January 18, 2005 1:22 PM
To: hlcoders@list.valvesoftware.com
Subject:
I can imagine,
Though the cBaseEntity access gained on the more 'clean' is not that
bad!?
===
Stefan Hendriks
FunDynamic RealBot
http://www.fundynamic.nl
http://realbot.bots-united.com
http://www.bots-united.com
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I change the pose parameter in this function in base_playeranimstate.cpp,
Using HL2DM animations.
void CBasePlayerAnimState::ComputePoseParam_BodyPitch()
{
// Get pitch from v_angle
Manip has access to CBaseEntity without any kind of hacks or cheap tricks or
modifications to the SDK... but more on that later (don't e-mail me!).
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: 18 January 2005 21:30
To:
What happens when you step through it? Does it successfully get the
index of the pose parameter? Is the pitch correct? Does
SetOuterPoseParameter do the right thing?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jose Luis
Gonzalez
Sent: Tuesday, January
I have been trying to get particles to emanate from one of my weapon's
projectile. I am using the simple emitter code provided in the SDK
Docs and nothing seems to get rendered, I have even copied the code
exactly and still nothing. Then I changed the projectile to the
env_sparkler entity which is
Can you please stop changing the posting titles because it starts a
new conversation thread on most clients.
On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez [EMAIL PROTECTED]
wrote:
This is a multi-part message in MIME format.
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One
Random number? Where is that number coming from? We need more info to
help you fix this problem.
What happens if you do this:
int pitch = GetOuter()-LookupPoseParameter( aim_pitch );
if ( pitch 0 )
return;
SetOuterPoseParameter( pitch, -90 );
Does your player model
Thats exactly what I did for clips. It's the most simplest way.
Ie: the max ammo the gun can take is say 6 meaning, 6 clips. Then you have
clipsize set somewhere.
When you pick up ammo, it would give 1 or 2, meaning, 1 or 2 reloads. Not 1
or 2 rounds. The hud then already works fine, you'd just
I was looking at the included game menus and on the
Options-Multiplayer there is a field to enter a player name. I tested
changing the player name from the menu, and it works. That field is
defined in the resource file like so:
NameEntry
{
ControlName
That control is defined internally to GameUI.dll, you don't have access
to it (it is just a vgui::TextEntry with OnTextChanged() overriden to
check/set cvar values).
- Alfred
Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Flanagan Sent: Tuesday,
Line 334 in c_sdk_player.cpp should be:
CODE
m_PlayerAnimState-Update( EyeAngles()[YAW], EyeAngles()[PITCH] );
Or at least that's what I did and it works. There may be a better way
to fix it.
http://forums.thewavelength.net/index.php?showtopic=11219hl=pitch
On Tue, 18 Jan 2005 15:14:24
Hi I am currently adding a slap command to my mod. I am good with
coding and gameplay related stuff, hence having working scoreboards,
team selection, war code etc, but am new to the graphics side of
things.
If anyone could give me some assistance with what would be the best
way to do this it
I think this specific topic deserves a new thread, dont you? (It isnt
really related to the SDK release? ;))
Ben Davison wrote:
Can you please stop changing the posting titles because it starts a
new conversation thread on most clients.
On Wed, 19 Jan 2005 00:05:14 +0100, Jose Luis Gonzalez
True, but there are 5 variations of the original topic now :P
On Wed, 19 Jan 2005 11:03:12 +1100, Tim Nagel [EMAIL PROTECTED] wrote:
I think this specific topic deserves a new thread, dont you? (It isnt
really related to the SDK release? ;))
Ben Davison wrote:
Can you please stop changing
I am probably overlooking the obvious here but how do I set the view angle ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 18, 2005 3:20 AM
Subject: Re: [hlcoders] Peeking - Left
Probably missing the obvious here, but how do you set a view angle.
For just changing the camera view SetViewOffset works is there something
similar for the angle as well?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Hasan Aljudy [EMAIL PROTECTED]
To:
could you psot your code?
if you don't set the alpha values or sie values or color values it
might not render. also if alpha is 0 well obciously it won't render :P
I presonally have used the simple particle emitter and it worked for
me, and I'm deriving my own emitter from it.
On Tue, 18 Jan
Yeah, but this doesn't allow him to reload partially used magazines
later, like he said he wanted to.
On Tue, 18 Jan 2005 18:23:10 -0500, Tony omega Sergi
[EMAIL PROTECTED] wrote:
That's exactly what I did for clips. It's the most simplest way.
Ie: the max ammo the gun can take is say 6
Is there some place in the SDK that resets the players actual viewing camera
angle every frame or something?
In player.cpp LeaveVehicle()
SnapEyeAngles();
Is really the only place I can find where it actually sets the angle. (Kind
of like when you get stuck in the angle when leaving the jeep when
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