Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-23 Thread jetscope
Something else to add to the confusion :-) In vgui_int.cpp, I commented out the line g_pVGuiLocalize-AddFile( resource/hl2mp_%language%.txt, GAME );, and added one to specifically load my mod's localization file - it still doesn't work. Regards, Radimir

Re: [hlcoders] Mod doesn't recognize custom translation file

2010-01-23 Thread Yorg Kuijs
Nor do I then in my own mods, the _english.txt works fine for me, isn't gameinfo_path the mod directory? Anyway I've tried to help him on the Steam coding forums already and referred him to try here. Would it be an option to make a new testmod and test out if you can get the file working

[hlcoders] Hardcoded particle collison

2010-01-23 Thread Adrian
Hello there. I'm trying to change my HL2 DM's effects to more 21 century one's. Here are sparks - since I can't be arsed with switching every single particle to EP2 particle system, I just wanted to make them bigger, make them last longer and the thing that's most important - to give them

[hlcoders] Knowing if we're playing a demo Server side

2010-01-23 Thread Janek
Hi List, I would like to determine if I'm currently playing a demo server side. Client side you can use engine-Is PlayingDemo(), but it is only client side. Is there a way to get this state server side only. It's due to a portion of code I have to execute in a function which is server side only.

Re: [hlcoders] Knowing if we're playing a demo Server side

2010-01-23 Thread Janek
I'm thinking that it's probably a stupid question as playing demo, server shoudn't be sollicited, should it ? J. 2010/1/23 Janek jan...@gmail.com Hi List, I would like to determine if I'm currently playing a demo server side. Client side you can use engine-Is PlayingDemo(), but it is only

Re: [hlcoders] Knowing if we're playing a demo Server side

2010-01-23 Thread Saul Rennison
Yeah I don't think that the server is even used? Thanks, - Saul. On 23 January 2010 12:30, Janek jan...@gmail.com wrote: I'm thinking that it's probably a stupid question as playing demo, server shoudn't be sollicited, should it ? J. 2010/1/23 Janek jan...@gmail.com Hi List, I

[hlcoders] Vehicle View Judder

2010-01-23 Thread Chief Whosm
Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are the best terms I can think of. Now I originally wasn't going to ask this because in ShadowSource it wasn't *too* bad, it jumped around but it was *just* bearable. However todays test game

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Saul Rennison
Hope this helps: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes Thanks, - Saul. On 23 January 2010 22:03, Chief Whosm chiefwhosmoralsareelas...@googlemail.com wrote: Hi, Whenever you use vehicles in hl2mp, the view in them is all out of synch, ghosting/juddering are

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Christopher Harris
Here is a page which has needed fixes: http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes It fixes vehicle view jitter, but there is no true prediction because the vehicle movement logic only occurs on the server. So in a high latency situation players will experience the vehicle

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I take it that it would be a lot of work and take a skilled programmer to re-write prediction for the vehicles to put more of it client-side? On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris char...@resrchnet.comwrote: Here is a page which has needed fixes:

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
We actually managed to do a vehicle implementation that made the controls strictly client authorative. Basically, the driver of the vehicle gets his own vphysics object created and he controls it on his client machine, and passes the origin and angles to the server. The server then passes that

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Saul Rennison
All objects are interpolated I think... the problem is the client could send bogus origins and result in hacking. Never trust the client! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: We actually managed to do a vehicle implementation that made the controls strictly client

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
Yea, that's definitely an issue.. but if the server did some checks on his end, the server can see if the updates were valid or not and basically just ignore the invalid updates or do something accordingly. Like if the client sent an update that he was at position X, and then half a second

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Matt Hoffman
I know little about networking and interpolation, but why can't the vehicles be set up like a client? Clients only appear jerky in high ping (150+) situations. -- Theoretically you could stop interpolating the player entity in the vehicle (movement wise) and do the vehicle instead. I think. :p

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Saul Rennison
Minh Le? THE Minh Le? :O The original creator of CS? On Sunday, January 24, 2010, Minh minh...@telus.net wrote: Yea, that's definitely an issue.. but if the server did some checks on his end, the server can see if the updates were valid or not and basically just ignore the invalid updates or

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Minh
Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders? /me takes a cold shower Saul Rennison wrote: Minh Le? THE Minh Le? :O The original creator of CS? On Sunday, January 24, 2010, Minh minh...@telus.net wrote: Yea, that's definitely an issue.. but if the server did

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Saul Rennison
YES! THAT'S ME! omgomgomgomgomg. Wait till I tell my girlfriends who came by the say hi! On Sunday, January 24, 2010, Minh minh...@telus.net wrote: Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders? /me takes a cold shower Saul Rennison wrote: Minh Le? THE Minh Le? :O

Re: [hlcoders] Vehicle View Judder

2010-01-23 Thread Tony omega Sergi
All you have to do for the stock vehicles to smooth out the local view is to invalidate the local playres bone cache after the entities have simulated, and then do a partial view recalculation so that the local player is seated in the vehicle correctly. The issue arrives in MP because the local