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

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I have no idea. You should do some basic debugging. Take a look in CBaseEntity::FireBullets, this is where the code for shooting originates On 8/23/06, Vitaliy Protasov [EMAIL PROTECTED] wrote: And? Did you know fast fix for that? Message:

[hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I went to sharedstats.com and took the top 10 players and some middle players (451-460) and averaged their headshots per kill percentage (they were suprisingly close, around 5% difference). The number came out to 45%! Nearly half of all kills are a result of headshots... So, here are my

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread David Kiger
I assume you're questioning the size of the head hitbox? If so, this isn't exactly a good way to do it... But in any case, I'd wager that the main reason that many kills are headshots is because people aim for the head. It's not like there's an equal chance to hit any hitbox relative to the

RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
I don't really care about the size of the hitbox. Because if it is roughly the size of the model's head, there is no problem. I want to know where the code determines where bullets go and how they hit something. Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon to determine

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The CSS code isn't available On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote: I don't really care about the size of the hitbox. Because if it is roughly the size of the model's head, there is no problem. I want to know where the

RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
So the source where this occurs is specific to CSS? Thanks, Michael -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robbie Groenewoudt Sent: Wednesday, August 23, 2006 10:20 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Headshots Per

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Yes, just as the weapon/damage code is specific to any mod. On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote: So the source where this occurs is specific to CSS? Thanks, Michael -Original Message- From: [EMAIL

Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] First of all: You will probably need to look at the size of the head in the hitbox of the model because the bullets are randomly according to the shotmanipulator. And I doubt that Valve changed it so it aims for the head. For more information

RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Tony \omega\ Sergi
Headshot kills are more frequent in CSS, because it only takes like 1 headshot to kill, whereas the whole rest of the body takes a lot more damage. So logically, random or not, if you're spraying and praying, or aiming toward the head, as long as one shot makes contact, it's gonna be a headshot

[hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
Hi All- I wanted to let you know that last week's Source engine update should have fixed the Linux terrain physics issue (crash) that cropped up with the SDK update on 8/4. Let me know if you still see problems running the Linux dedicated server with older MODs. -Thanks, Mike

Re: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Nick
Just curious, It was hinted that there would be yet another update to the codebase? Did I misunderstand or will there be another codebase update within the next week or so? Thanks BTW: I love all of the new updates that have been happening lately. On 8/23/06, Mike Durand [EMAIL PROTECTED]

RE: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
Yes, I plan to release an updated SDK with new, working shaders in the next week or so. The miscellaneous little fixes I've mentioned in the past few days would be in there as well. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Nick Sent:

Re: [hlcoders] Physics becoming out of sync

2006-08-23 Thread Jeremy Swigart
-- [ Picked text/plain from multipart/alternative ] Thanks for the help. I put the code you posted above at the bottom of PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots). So far everything seems to work now. Hopefully there aren't unintended side effects. On 8/22/06,

RE: [hlcoders] Linux Dedicated Server Crash Fix

2006-08-23 Thread Mike Durand
That will be coming, but I need to finish fixing the shaders first. -Mike -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Benjamin Davison Sent: Wednesday, August 23, 2006 10:18 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Linux

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

2006-08-23 Thread bloodykenny
The SDK was a year overdue and 365 thousand lines long, affording lots of opportunities for code diversion, so I won't say it's impossible for something to have been mismerged. On the other hand, I don't see how anything I mismerged could cause the behavior that the new SDK exhibits. It looks

[hlcoders] Level transitions don't work anymore with new SDK-code

2006-08-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Hey, It seems that with the new SDK-code, level transitions in multplayer, as described by the tutorial at http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer, doesn't work anymore. I'm getting the error: Host_Error:

[hlcoders] Re: bspzip

2006-08-23 Thread LDuke
-- [ Picked text/plain from multipart/alternative ] I tried a compile with no vis or rad and it still happens, so it's not linked to the HDR. On 8/23/06, LDuke [EMAIL PROTECTED] wrote: I've used Pakrat, Map Analyst, and my own list of files with bspzip. Most of the materials (both on models

[hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread TheDisturbedOne TheDisturbedOne
-- [ Picked text/plain from multipart/alternative ] When I parent the breakable surf to the door in a map. It works fine in HL2, but in my single player mod it gets quite jittery. I haven't touched any door or glass files. Can anyone else reproduce this? --

Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Scott Loyd
this? http://3dwire.net/bin/doors.avi That is with doors using a custom entity (func_rebreakable_surf), a rebreakable surface entity that respawns. func_rebreakable on those same doors works fine, so I am a little stumped as to why my modified ones are causing that... :( Plus if I shoot out

Re: [hlcoders] func_breakable_surf func_door_rotating

2006-08-23 Thread Steve Rabouin
-- [ Picked text/plain from multipart/alternative ] I think the problem you are refering to is the same I posted about earlier on this list. This is a maping problem and not a code problem. Your map is using a feature that had been left for compatibility, but has been removed in the last SDK