Seriously? I find his concerns about the speed of C# on 64 bit machines
running under a D3D based interpreter to be highly insightful. And p2p in
clients in Source, he may well be pushing the Source engine into a whole
new era. Who are you guys to hold back such progressive ideas?
On Mon, Oct
statement? Anyone else went through
this?
I'm no prediction expert, would like to hear from those that are :)
-- Maarten
On 24/01/2011 1:25, Andrew Ritchie wrote:
I had similar experiences with our port to orange box. I had originally
thought that it might be my own fault for handling
I had similar experiences with our port to orange box. I had originally
thought that it might be my own fault for handling a lot of our free look
and weapon aiming client side but we even tracked the same issues in the
base SDK on listen servers under fake ping. I can't say it's identical
since
In the file you can just add more
gamelist
{
AdditionalID120
AdditionalID121
AdditionalID122
AdditionalID123
}
and then parse it out in code using a sub key iteration. If you want to add
duplicates in code I think it's a case of
pffft roll you're own, it's what all the cool kids do.
On Sat, Nov 13, 2010 at 12:09 PM, Tony omega Sergi omegal...@gmail.comwrote:
PropertyDialog.
you create inherit PropertyPage for your panel, and add them to a
PropertyDialog.
-Tony
On Sat, Nov 13, 2010 at 7:45 AM, Trevor 'Drak'
There's a fair few doxygen's out there but in reality most people just ge
their hands dirty by following the SDK classes.
The only tricky parts of the SourceSDK would be the NPCs in the
singleplayer, beyond that the SDK for multiplayer really implements skeletal
stuff to start rooting around with
...@list.valvesoftware.com
When replying, please edit your Subject line so it is more specific
than Re: Contents of hlcoders digest...
Today's Topics:
1. Re: Does Valve (America) offers internships? (Andrew Ritchie)
2. Re: linux binary compiling issues, missing reference (Nick
botman.hlcod...@gmail.com wrote:
WHAT? Are you calling somone on the internets a liar?
How dare you sir. How dare you. :)
On 8/31/2010 7:22 PM, Andrew Ritchie wrote:
Liar
On Tue, Aug 31, 2010 at 7:17 PM, Minh Leminh...@telus.net wrote:
now in FixKorea?
Unfortunately, yes.
On 8/31
Liar
On Tue, Aug 31, 2010 at 7:17 PM, Minh Le minh...@telus.net wrote:
now in FixKorea?
Unfortunately, yes.
On 8/31/2010 6:23 AM, WRNM wrote:
Oh, sorry I went serious =_=. BTW Just for curiosity, Are you the 'Minh
Le' now in FixKorea?
Richard
Date: Tue, 31 Aug 2010 00:41:29 -0700
clients DO LOAD plugins... via console commmand plugin_load...
ok, that's not the main question.
how to run commands every frame/tick in client?
2010/1/4 Andrew Ritchie gotta...@gmail.com
Quite simply the client does not load or run plug ins. If you were
making
your own mod then you
it's a bit messy looking but assert in release mode usually replaces with
nothing or in Source's case ((void)0) instead of the expression. So aslong
as you don't go messing with enabling asserts in release and don't use the
pEnt the compiler can live with it without erroring. Might get a warning
Extra load on servers would imply a 100 ping player and a 500 ping player
require different amounts of processing. The 2 obvious places this could
potentially occur in Source are the think/movement calculations on each
packet and rewinding players in prediction for the shot calculations. The
The purpose in this is what? Are you proposing you could have single
handedly removed all of Source's BSP requirements, improved Source's
geometry streaming, created that full terrain system and ensured it worked
with the other game systems by yourself within a year?
It looks very nice, the fact
Unreal Tournament 2003 shipped with a version of Maya, the PLE, so there may
be something similar still available.
On Mon, Sep 21, 2009 at 1:35 PM, Tom Edwards t_edwa...@btinternet.comwrote:
The release of the Heavy model sources (which is excellent BTW) has
confirmed that Valve's modellers
What would the difference between this and normal hammer be? The only thing
you could do was run game logic, you'd still have to run the compilers
each time to see the resulting changes. There are rough features in place
that make it appear like at some point Source was able to talk back to
what i know we can have a map load draw brushs and put
colsision physics on it, is that not something that can be doen with the
sdk, anyway the uses of this are opening map editing to more less
knolageable players wanting to make a map.
Andrew Ritchie wrote:
What would the difference between
400k+ Depending on what you define as code it could be much more but
there's atleast that. Only within the Client and Server projects, and it's
always up for debate how much of it is functionally part of each project.
On Wed, Aug 19, 2009 at 1:34 AM, Adam Buckland adamjbuckl...@gmail.comwrote:
Surely this topic could be split into several different points. Personally I
see 4 different ones here.
1) Engine features
2) Tools Capabilities
3) Tools Availability
4) Tools Presentation
The first is ignorable, Valve is clearly only going to add new features or
change things, like BSP and
Botman has won this round of spot the irony. You'd probably be better asking
IF and then for the models that they did the Meet The Teams with. Should
they be exactly the same as the in game ones then in fairness there's not
fixing to improve them from Valve's perspective, as those are quality
At the end of the day isn't it Valve who get to decide what tools should
be publically available? They might have their reasons or they must just
think you had too much stuff in your OB bin folder already.
On Fri, Jun 12, 2009 at 10:02 PM, James K jimmy4...@gmail.com wrote:
About 2 hours ago we
Ironic?
On Mon, Apr 27, 2009 at 7:37 PM, Piotr Burzykowski locwo...@gmail.comwrote:
Hi,
Can we avoid the silliness of another pointless thread? This is spam of
the worst kind which the good Valve people will simply skip/delete along
with valid threads.
Best regards,
Piotr Burzykowski
add a filter entity that only passes on weapon_crowbars and then tie it to a
logic counter or whatever they are. most of your problem could be solved
through mapping afaik
On Fri, Apr 3, 2009 at 8:29 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:
Are you using a trigger? If so, what are
You could just zero out the pitch component of the look vector.
On Sun, Mar 22, 2009 at 10:15 AM, cheeseh-bu chew...@gmail.com wrote:
changing the offset should do it as previously stated, however you want it
to be above the players head, therefore you use the Z axis not the X axis
Vector
Fail, you'll have to scrap it all and start again. :P
Though you probably should format the change log a bit better
On Tue, Mar 17, 2009 at 12:50 AM, Tony Sergi to...@valvesoftware.comwrote:
Missing, sorry ;)
Vmtcheck/vmt_tweak shouldn't have been mentioned either. My bad.
-Tony
Are you refering to the DSP effect?
that's found in void CBasePlayer::OnDamagedByExplosion( const
CTakeDamageInfo info )
On Sat, Feb 28, 2009 at 3:02 PM, Aditya Gaddam adityagad...@gmail.comwrote:
Hi,
I've been looking with no result in the GCFs in my steamapps directory to
try and find
We have a load out model that exists only on the client side and the weapon
model for this follows a player model... just elaborate on what it does, and
the code we use for that weapon setup is.
m_pLoadoutWeaponModel-FollowEntity(m_pLoadoutModel, true,
m_pLoadoutModel-LookupAttachment( M1_Root
If you want it to return to it's previous position then you should use
ViewPunch
On Sun, Jan 18, 2009 at 3:13 PM, Willem Engel wil...@refreshmi.nl wrote:
You could use the the viewkick function used when shooting (in
baseweapon I think). If you put that somewhere in TakeDamage then all
should
Wouldn't architectural designs showing class relationships be more pressing
than going through and commenting every single function with that format?
What's the biggest problem people are complaining about? Is it that they
don't understand that int GetIDTarget() const; is a method that gets the
Quake was made by id who made the engine... And UT3 is designed and built
as a middleware as much as an engine.
The easiest way to get programmers into Source is to just startup a project
and let them check out the SDK classes. It's a solid grounding point as you
see the highest level player
The obvious question is, Does it stop happening if you use UTIL_Remove?
I've not run into it, though our knock down code never hit public release
and I used the SDK base, but I'm fairly sure I used UTIL_Remove and was ok
other than the god aweful bandwidth hogging.
On Mon, Dec 22, 2008 at 10:37
I'd imagine you might see some improvements with intelisense if you're using
Visual Studio, and probably a bit of an improvement on the compiling when
it's creating and reading the obj files, but have no hard evidence.
You may have the honour of being the first one to actually put it to the
test.
You could mod the CUserCMD class I believe so that it is capable of holding
extra data, like at the very end have a bit to indicate whether there is
more data to be read or not. The issue you could have with that is the
chance of the information never arrive or being discarded for being too late
Yeah..I'm not paying $45.00 for something that could be learned for free..
that's rofl indeed, don't tell Universities that or you'll put them out of
business!
On Wed, Dec 3, 2008 at 9:49 PM, Jake [EMAIL PROTECTED] wrote:
I love you.
Matt Hoffman wrote:
Youtube katana314, he has several
You're probably best waiting until after the full game is released. Given
that the L4D available is a Demo I doubt Valve would be too happy with
potential customers being driven off because they played on a server that
didn't play the way the game was supposed to.
On Thu, Nov 13, 2008 at 10:05
for bloodlines perhaps, for L4D no
On Fri, Nov 7, 2008 at 2:45 AM, Jake [EMAIL PROTECTED] wrote:
I was wondering if a tool that would extract vpk files (VTMB Bloodline
Pak files (Not same version), and Left 4 Dead Pak Files (Mainly the one
I'm talking about...) would come out with the newest
Trace straight down and see if you hit sky/nodraw?
On Mon, Sep 22, 2008 at 2:12 AM, Minh [EMAIL PROTECTED] wrote:
here's a tuff one. How do you find out if a point is underneath/behind
terrain (ie. displacement ) ?
Gayan Ediriweera wrote:
I don't think you can use traces because the map
Wouldn't you also need the appropriate client/server libraries that match up
with the version you recorded the demos in?
On Thu, Sep 18, 2008 at 4:24 PM, Nick [EMAIL PROTECTED] wrote:
The only possible solution valve could do for such a thing is a version
system.
Valve GAME ENGINE demo
Make sure you're updating your animstate
On Thu, Aug 21, 2008 at 3:12 PM, Emiel Regis [EMAIL PROTECTED] wrote:
Hello,
I used omega's SendTable fixes in my mod (based on HL2MP Orangebox code),
but I can't get animations to work - every player is always jesus pose.
Here are the SendTables and
Is this on the local player or other players?
On Wed, Aug 13, 2008 at 11:11 PM, Jed [EMAIL PROTECTED] wrote:
I've got a problem where a players playermodel isn't updating it's aim
to correspond with where the player is looking. I noticed it today
while testing on-line and against some bots
UpdateClientSideAnimation or ClientThink perhaps?
On Tue, Jul 29, 2008 at 5:41 PM, Maarten De Meyer [EMAIL PROTECTED]wrote:
Hi list!
Simple question really, I want to simulate a part of a certain weapon's
behavior on the client, since it's visual and I don't want the visual
aspects
Not releasing it means you don't get to make your portal inspired mod, I
don't think that hurts Valve in anyway since they get to maintain full
control over how the tech they developed for portal is used.
On Mon, Jul 7, 2008 at 3:55 PM, Nick [EMAIL PROTECTED] wrote:
If someone is big enough to
Yea and now they're both plain and boring :P :P
Though even your Template mod seems to be tailored for multiplayer.
On Mon, Jul 7, 2008 at 6:14 PM, Tony omega Sergi [EMAIL PROTECTED]
wrote:
I wish I knew. ;)
It's funny, after I did it, I ended up re-creating two of my personal mods
with
last time you asked a question
On Sat, Jul 5, 2008 at 10:16 PM, Nick [EMAIL PROTECTED] wrote:
Thanks! I cannot remember the last time someone posted so much good
information..
On Sat, Jul 5, 2008 at 3:03 PM, Bombela [EMAIL PROTECTED] wrote:
Yes, it's called coredump.
On many GNU/Linux
I'm sure Valve have learned to ignore 95% of the criticism they receive and
treat the other 5% with mild indifference as they have been successful thus
far. The SDK is still far more than enough to make mods, a few bugs here
and there won't hold every single mod back. Hell the fact that people
No, we call that life.
On Fri, Jun 20, 2008 at 6:26 PM, Tony omega Sergi [EMAIL PROTECTED]
wrote:
Awesome :D so just about 20 hours of anger and wanting to throw linus over
a
cliff paid off ;)
-Tony
On Fri, Jun 20, 2008 at 6:42 AM, John [EMAIL PROTECTED] wrote:
Great work omega this
What about looking at how muzzle flashes are handled, they occur globally
and in both weapon space and world space.
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Grats Tony you've got an HLCoders thread being dedicated to just who you are
and what you do :)
On Mon, May 19, 2008 at 5:34 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
Yes, he's contracted. VPNs in I believe.
It's been a while since I checked Valve's people page. The new bios
aren't as funny
http://www.youtube.com/watch?v=yEdCmN9WeWc
But now we are getting a very limited environment with the OB engine. I'm
sure that the lack of a particle editor or some bugs in the code didn't hold
the CS team or TF guys back from developing their games which then became
huge successes and resulted
maybe something like this would work for you
CReliableBroadcastRecipientFilter everyBody;
UserMessageBegin( everyBody, SendAudio );
WRITE_STRING( Sound.Name );
MessageEnd();
On Sat, May 17, 2008 at 3:14 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
The only function I have found that emits
I want to play Episode 3 more, so I'm happy enough with the the SDK update
happening when it happens. Besides the update more than likely has enough
changes to warrant the time spent on it.
On Sat, May 17, 2008 at 5:25 PM, John [EMAIL PROTECTED] wrote:
Come on Valve :D All us modders deserve
Just skimming through my own code I did most of my stuff in void
CInput::ApplyMouse( QAngle viewangles, CUserCmd *cmd, float mouse_x, float
mouse_y ) and started with a scale of 1 and altered it based on states and
such and then when it applied the values to viewangles I scaled it by that
factor.
As I said that's a possible fix for the Scratch SDK but the HL2DM is a bit
more work though entirely possible.
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Well here you go I guess, this isn't the ultimate soloution. But it works
and it's the simpilest
just replace m_angEyeAngles[PITCH] in the local player update with the
EyeAngles()[PITCH] like they did with yaw and have fun. As I said above all
you had to do was look at the way the animstate was
I blame tony's terrible coding.
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Yes the Start from Scratch option is multiplayer and all multiplayer mods
from Valve in the SDK implement client side animations, the Scratch SDK is
also the simplest to get perfectly smooth animations on the local client as
the fix for it really is trivial, if you're looking to do HL2MP it as
The Advanced SDK for a long time has had great local player third person
animations, no jitters and such as some of the HL2DM stuff sometimes has,
even though that's entirely possible to fix. If you're desperate to use the
HL2DM stuff though it is possible to smooth out as well.
void Button::SetCommand( KeyValues *message )
{
// delete the old message
if (_actionMessage)
{
_actionMessage-deleteThis();
}
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For what you're looking to do you will just have your X and Y movement
controllers and you get X and Y components of your 2D movement scale it to 1
and -1 then set your pose parameters to that, rather than how HL2DM does the
yaw of your movement.
Unless I'm miss reading the question then that's
The retrieval of render angles should just be passed through to the
animstate class anyway. In the animation state you can do all the rotations
you want and the code will be shared on client and server if you want it to
be.
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You may want to look at the beam type TE_BEAMFOLLOW never used it myself but
it seems to atleast be similar to what you are looking to do if not
exactly. However I'm refering to a type from the Ep1 code so it may no
longer exist or have been
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For world based things that our players say I use the EmitSound( sound.name,
soundTime, duration ); as Tom mentioned, I'm fairly sure duration there
just passes back how long the sound will take to play and soundTime is how
far into the sound to
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Is gpGlobals-mapname is what you're looking for?
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In your SetUpView method you could also try clamping your viewmodel FOV so
it never goes below 1 or similar.
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I am spartacus.
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Cheers for the update mike
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Also on the topic of the ragdoll, you maye want to look at the m_pRagdoll
member of C_BaseAnimating, if that's valid you can use the GetRagdoll method
in it to retrieve the ragdoll_t structure which is where AFAIK an array of
the actual ragdoll
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Visual Studio 2k5, click Class View tab, double click the class you are
interested in, that opens up the Object Browser, if it doesn't automatically
go to it you can then just browse to your class. Click on the + beside it
and it will drop down
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Ah sorry, you'd imagine it would be able to do that since you can have
classes display both their base types and derived types. Ah well sorry
about the prior post then, I can't really offer much to that topic.
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The code wasn't written by me for our watches, but we no longer use them so
I'm sure Jon won't mind me sharing :S But ours are pretty much setup the
exact same way tutorial shows, now this could be an error on our part
because the original to Ep1
Of you look at how the duck timers and and such are saved off into the
players local data and updated in gamemovement you should have a
starting point.
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Source has examples of both, HL2MP uses prebuilt layers with gestures
(self contained one cycle layers AFAIK) and the Scratch SDK uses the
CSS style run time built layering. So you can do what you like.
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Isn't m_vecOrigin a simulated variable so that it does get interpolated?
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Safely in the hands of Mike Durand, it hasn't been released yet, but
will be released in a future update to the Source SDK.
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Does the Ep1 SDK automatically mounts the 2007 Materials? I thought it still
used the older engines materials which would be fine for hammer, otherwise
if you're mounting the GCFs yourself I'd suggest waiting for Valve to
officially update the
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I personally did it in the weapons draw method, and included the name of the
attachment in the weapons script file. Then all it it does is when the
weapon is inactive it sets the models location to the appropriate attachment
on the player.
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Just a quick question to see if anyone knows if CBaseClientRenderTargets is
no longer how the _rt_WaterReflection, _rt_Camera etc.. rendertargets are
being intitalized. We've added our own rendertargets for simple view
bluring and I've been
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http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html
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If you compare the SDK and HL2DM anim state you'll see that the construction
of player animations is entirely different, CSS relys on layering at run
time for almost all the poses where HL2DM just adds gestures to the base
activity. You could
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the location of the viewmodel is really only known by the client, what
traces and muzzleflashes do is grab the location of the world model weapon
when the effect is non local player.
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Is the problem that it's not loading it, or is it that it's treating those
// as comments and not loading those lines?
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Garry, that is brilliant. And probably the best soloution, only worry about
one clip at a time and leave total ammo to the server, could probably
eliminate some traffic at the same time.
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I appologize, was a bit eager there to thank garry since it solved the
problem I had. I don't need the GUI and the only thing the client needs to
know is the amount in the current clip and the next clip for reloading
sake. Didn't mean to steal
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I think the HL2DM SDK comes with an example of this, but I did a similar
thing a year or so ago, if I remember correctly I just used a file with
keyvalues containing the entity's position, name and extra data needed for
it to spawn correctly and
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I get this too from time to time in the normal SDK, however our code base
isn't completely up to date.
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If you're talking about the client side ragdolls in the normal SDK, doesn't
it grab their last animation and cycle position when creating the ragdoll,
at the same time it grabs the model instance. For the local player it grabs
just run_lower or
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(CurrentViewheight - DesiredViewheight) / (LowestHeight - HighestHeight) =
percentage transitioned or something like that, lol I just made it up there,
appologies if there's a simplere way to do, such as simply finding the
difference between your
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Muahahahah our plan of continuously bombarding you with delightful hlcoders
information has succeeded, you are ours for ever now!
or do what everyone else says.
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Afaik the updating of reloads and stuff is blocked in using the #ifdef
CLIENT_DLL style checks, you could remove those, which I believe will cause
a bit of work in terms of getting the UpdateLayerGeneric or whatever it's
called running smooth,
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I'd suggest looking at how the health packs are done in HL2, it's
practically going to be the same way health is handled for the player and
instead of NPCs dropping the health packs it will be other players.
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Other than the clip and max clip size isn't the ammo stored on the player?
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Just use the models and their animation. Every animations has a silenced
and unsilenced version, make an attach and detach animation, then in code
just call the appropriate activities depending on the silencer state and
away you go.
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