[hlcoders] Strange Bullet Impact Sound Problem

2006-08-22 Thread Hyperjag 3
Hello, I have encountered a very strange problem since the last major SDK update. It is actually two similar issues, and happens both in my mod and a blank mod with no changes at all. The first issue only happens when you're hosting a listen server in a map with level-specific soundscripts:

[hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] So I'm doing bots for Fortress Forever and I have run into a problem that appears to be a bug with the game. The odd thing is that I can't reproduce it myself as a player, and so far have only observed it happen to the bot players. There is a

Re: [hlcoders] Source Engine Bugs

2006-08-22 Thread Andrew (Bromfitsen)
-- [ Picked text/plain from multipart/alternative ] Good call, there's room for being nub :D But using a companies own mailing list to get advice and help for writing hacks is just an insult to them, and those of us writing legit free mods. Big ups Mike :D --

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] I think the bot's physics object has fallen asleep. If you look at the call stack for VPhysicsShadowUpdate its called like this in physics.cppPhysFrame: // apply updates if ( pPhysics !pPhysics-IsAsleep() ) { pEntity-VPhysicsShadowUpdate(

Re: [hlcoders] Player movement issues after SDK update?

2006-08-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] My guess is this the result of a bad code merge. I don't think it's an SDK problem because I and many others would be spamming this mailinglist. On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Player movement issues after SDK update?

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Okay, seems like the problem is in CBasePlayer::PhysicsSimulate, where the UpdateVPhysicsPosition is not being called for bots. PhysicsSimulate is the main place where UpdateVPhysicsPosition is called. There's also a wrapper for

Re: [hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Garry Newman
-- [ Picked text/plain from multipart/alternative ] I think the problem here is that it's showing the 3rd and first person view. It's showing the tracer coming from the 3rd person model.. On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Is your complaint that the muzzle flash appears

Re: [2][hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Витас Протасов
No i mean the trails go in wrong position for some weapons, i know trail in firebullers struct for weapons based on UTil_Tracer(...,...,...) And i speak about SP. So, some fix? * [EMAIL PROTECTED] [Tue, 22 Aug 2006 01:24:03 -0700]: Send hlcoders mailing list submissions to

Re: [2][hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Turn digest mode off please :( Anyway, do the tracers only start on the wrong location or is also the direction not good? On 8/22/06, Витас Протасов [EMAIL PROTECTED] wrote: No i mean the trails go in wrong position for some weapons, i know

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Thanks the help. Are you having the same problem with your bots or just going out of your way to be helpful? Either way I appreciate it. On further investigation, it appears the problem is due to the bots user commands going through a different

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Not working on bots myself just trying to be helpful. You're right about the user command stuff, that's why the UpdateVPhysicsPosition is not being called, maybe someone from Valve can suggest potential problems with calling

RE: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jay Stelly
It's safe to call UpdateVPhysicsPosition() directly. It's setting a target for the player's physics controller in the next frame of physics simulation. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Swigart Sent: Tuesday, August 22,

Re: [hlcoders] Source Engine Bugs

2006-08-22 Thread Jeff Strickland
thanks! On 8/21/06, Mike Durand [EMAIL PROTECTED] wrote: Hi All- I just wanted to let the list know that we have banned '[EMAIL PROTECTED]'. We appreciate that the vast majority of the contributors to this list are very helpful and we will not tolerate people who cause trouble and behave

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Ok, so I tried ProcessUsercmds(cmd, 1, 1, 0, false); in place of IBotController::RunPlayerMove(cmd); It fixed the lift bug it seems but broke the view angles, and the bot kept facing his spawn direction or something. That's probably not too hard

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Is there anything that would mess that up? I tried calling UpdatePhysicsShadowToCurrentPosition(), which calls UpdateVPhysicsPosition( GetAbsOrigin(), vec3_origin, gpGlobals-frametime ); but it didn't fix the problem. The blue box shown in the

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Well, I just tried this class CSDKBot .. { public: ... virtual void PhysicsSimulate() { BaseClass::PhysicsSimulate(); // Since this isn't called for bots.. call it here? UpdateVPhysicsPosition(

Re: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Hmm, I didn't use m_vNewVPhysics* in my call. perhaps thats the problem. I called UpdatePhysicsShadowToCurrentPosition(), which is apparently a rather useless function. I'll try that when i get home. Thanks On 8/22/06, Paul Peloski [EMAIL

Re: [hlcoders] Strange Bullet Impact Sound Problem

2006-08-22 Thread Ryan Sheffer
-- [ Picked text/plain from multipart/alternative ] Has anyone come across anything to do with this issue? We have been really struggling to find the cause, but to us it seems something is set on the engine to make these sound replacements as a possible debug feature. We are using release DLLs for

[hlcoders] RE: Strange Bullet Impact Sound Problem

2006-08-22 Thread Hyperjag 3
I did more work on fixing this problem myself, and I found out that it was caused by a very minor change Valve made to the PlayImpactSound function in fx_impact.cpp. The actual call to emitsound had been changed to C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName,

Re: [hlcoders] RE: Strange Bullet Impact Sound Problem

2006-08-22 Thread Adam \amckern\ Mckern
Good to 'hear' :) --- Hyperjag 3 [EMAIL PROTECTED] wrote: I did more work on fixing this problem myself, and I found out that it was caused by a very minor change Valve made to the PlayImpactSound function in fx_impact.cpp. The actual call to emitsound had been changed to

RE[3][hlcoders] New Bug found in Ep1 Source code

2006-08-22 Thread Vitaliy Protasov
And? Did you know fast fix for that? Message: 4 Date: Tue, 22 Aug 2006 12:52:19 +0100 From: Garry Newman [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] New Bug found in Ep1 Source code Reply-To: hlcoders@list.valvesoftware.com -- [ Picked text/plain from