Re: [hlcoders] A very fast novel game based on tf2 sdk, and makin money by sharing freely counterintuitively like billy

2011-10-30 Thread Andrew Ritchie
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

Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Andrew Ritchie
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

Re: [hlcoders] Linux build prediction? issues

2011-01-23 Thread Andrew Ritchie
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

Re: [hlcoders] Duplicate Keys with KeyValues

2010-11-15 Thread Andrew Ritchie
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

Re: [hlcoders] Creating VGUI Menus with tabs?

2010-11-12 Thread Andrew Ritchie
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'

Re: [hlcoders] Engine API?

2010-09-02 Thread Andrew Ritchie
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

Re: [hlcoders] Engine API?

2010-09-02 Thread Andrew Ritchie
...@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

Re: [hlcoders] Does Valve (America) offers internships?

2010-09-01 Thread Andrew Ritchie
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

Re: [hlcoders] Does Valve (America) offers internships?

2010-08-31 Thread Andrew Ritchie
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

Re: [hlcoders] client side grame frame

2010-01-04 Thread Andrew Ritchie
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

Re: [hlcoders] Inherited gamerules not transfering CNetworkVars

2009-11-04 Thread Andrew Ritchie
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

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Andrew Ritchie
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

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Andrew Ritchie
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

Re: [hlcoders] Modelling upheaval: Maya, DMX, XSI, Blender

2009-09-21 Thread Andrew Ritchie
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Andrew Ritchie
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

Re: [hlcoders] In game map editing

2009-09-12 Thread Andrew Ritchie
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

Re: [hlcoders] Lines of code in Source SDK?

2009-08-18 Thread Andrew Ritchie
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:

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Andrew Ritchie
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

Re: [hlcoders] Source SDK Beta Concluded

2009-06-15 Thread Andrew Ritchie
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

Re: [hlcoders] Why did VALVe remove almost everything we got in the new SDK beta update?

2009-06-12 Thread Andrew Ritchie
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

Re: [hlcoders] posting

2009-04-27 Thread Andrew Ritchie
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

Re: [hlcoders] subject: detecting entities in an area

2009-04-03 Thread Andrew Ritchie
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

Re: [hlcoders] Wierd Chatbubble problem

2009-03-22 Thread Andrew Ritchie
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

Re: [hlcoders] Orange Box SDK Beta (Not L4D)

2009-03-16 Thread Andrew Ritchie
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

Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Andrew Ritchie
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

Re: [hlcoders] Client-side only model entity that can be bone merged?

2009-01-22 Thread Andrew Ritchie
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

Re: [hlcoders] Making the player jerk up when hit

2009-01-18 Thread Andrew Ritchie
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

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-15 Thread Andrew Ritchie
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

Re: [hlcoders] Technical Design Document or Quick Reference Guide?

2009-01-11 Thread Andrew Ritchie
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

Re: [hlcoders] Possible Crash

2008-12-22 Thread Andrew Ritchie
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

Re: [hlcoders] Anyone using an SSD Drive for compiling?

2008-12-07 Thread Andrew Ritchie
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.

Re: [hlcoders] Client sending info to server : alternative to engine-ClientCmd(szCmd)

2008-12-05 Thread Andrew Ritchie
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

Re: [hlcoders] Lip Syncing.

2008-12-03 Thread Andrew Ritchie
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

Re: [hlcoders] L4D Plugin Headers

2008-11-13 Thread Andrew Ritchie
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

Re: [hlcoders] VPK Extractor?

2008-11-06 Thread Andrew Ritchie
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

Re: [hlcoders] Detecting point is outside world

2008-09-21 Thread Andrew Ritchie
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

Re: [hlcoders] Old recorded demos

2008-09-18 Thread Andrew Ritchie
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

Re: [hlcoders] SendTables animation problem

2008-08-21 Thread Andrew Ritchie
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

Re: [hlcoders] Player rmodels not updating pose to correspond with aim.

2008-08-14 Thread Andrew Ritchie
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

Re: [hlcoders] Per non local player client side simulation code - where do I put it ?

2008-07-29 Thread Andrew Ritchie
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

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Andrew Ritchie
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

Re: [hlcoders] Where is c_prop_portal.h

2008-07-07 Thread Andrew Ritchie
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

Re: [hlcoders] Debug linux server crash ?

2008-07-05 Thread Andrew Ritchie
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

Re: [hlcoders] Linux Orange Box

2008-06-22 Thread Andrew Ritchie
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

Re: [hlcoders] Linux Orange Box

2008-06-20 Thread Andrew Ritchie
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

Re: [hlcoders] Attaching a flame entity to the muzzle of a weapon

2008-05-24 Thread Andrew Ritchie
What about looking at how muzzle flashes are handled, they occur globally and in both weapon space and world space. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange Box SDK Code Update

2008-05-19 Thread Andrew Ritchie
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

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-18 Thread Andrew Ritchie
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

Re: [hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Andrew Ritchie
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

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Andrew Ritchie
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

Re: [hlcoders] Scale down mouse input?

2008-05-02 Thread Andrew Ritchie
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.

Re: [hlcoders] orange box tf2 third person animation code

2008-04-28 Thread Andrew Ritchie
As I said that's a possible fix for the Scratch SDK but the HL2DM is a bit more work though entirely possible. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] orange box tf2 third person animation code

2008-04-26 Thread Andrew Ritchie
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

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-25 Thread Andrew Ritchie
I blame tony's terrible coding. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] orange box tf2 third person animation code

2008-04-24 Thread Andrew Ritchie
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

Re: [hlcoders] orange box tf2 third person animation code

2008-04-23 Thread Andrew Ritchie
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.

Re: [hlcoders] VGUI command KeyValues management

2008-04-23 Thread Andrew Ritchie
void Button::SetCommand( KeyValues *message ) { // delete the old message if (_actionMessage) { _actionMessage-deleteThis(); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] 9way animation code example?

2008-04-15 Thread Andrew Ritchie
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

Re: [hlcoders] Rotating a player

2008-04-04 Thread Andrew Ritchie
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. ___ To unsubscribe, edit your

Re: [hlcoders] Medic-Beam effect

2008-03-11 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Get Map Name on Server that works for listen and dedicated!

2008-02-11 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] Is gpGlobals-mapname is what you're looking for? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Hiding the player's active weapon

2008-02-05 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] In your SetUpView method you could also try clamping your viewmodel FOV so it never goes below 1 or similar. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] ERROR: end frame before start frame in @Idle01 ???

2008-02-03 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] I am spartacus. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Any Source 2007 code update?

2008-01-10 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] Cheers for the update mike -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. --

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Timer or function that checks distance move everyframe

2007-11-26 Thread Andrew Ritchie
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Animation Blending

2007-11-21 Thread Andrew Ritchie
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. ___ To unsubscribe, edit your list preferences, or

Re: [hlcoders] (no subject)

2007-11-14 Thread Andrew Ritchie
Isn't m_vecOrigin a simulated variable so that it does get interpolated? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Orane box source code

2007-11-12 Thread Andrew Ritchie
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Orange Box Release breaks Episode 1 SDK...

2007-10-12 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Weapon holsters

2007-10-11 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. --

[hlcoders] CBaseClientRenderTargets and rendertarget interface

2007-09-29 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] TF2 Engine

2007-09-28 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg20622.html -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] CSS Player models in a HL2MP Based mod.

2007-09-19 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] New weapon effects not aligned to weapon world model

2007-08-25 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To

Re: [hlcoders] Filesystem seems to not be working in any mods of mine

2007-08-14 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] Is the problem that it's not loading it, or is it that it's treating those // as comments and not loading those lines? -- ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Array of Arrays as network variable?

2007-07-16 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To

Re: [hlcoders] Array of Arrays as network variable?

2007-07-16 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Populating multiplayer maps with items.

2007-06-22 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] View Snapping when other players enter vehicle

2007-06-06 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] I get this too from time to time in the normal SDK, however our code base isn't completely up to date. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Ragdoll initial pose

2007-06-05 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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

Re: [hlcoders] Crounching Override problem

2007-05-29 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] (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

Re: [hlcoders] Re: hlcoders digest, Vol 1 #3090 - 8 msgs

2007-05-29 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. -- ___ To unsubscribe, edit your list

Re: [hlcoders] Animation layers on the server side

2007-05-28 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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,

Re: [hlcoders] coin collecing system

2007-05-26 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. --

Re: [hlcoders] dynamically increasing weapon ammo

2007-05-20 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] Other than the clip and max clip size isn't the ammo stored on the player? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Module-based Models

2007-05-19 Thread Andrew Ritchie
-- [ Picked text/plain from multipart/alternative ] 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. --