Spencer 'voogru' MacDonald wrote:
Hello all,
I'm having a problem that seems to be relating to the players viewing
angles; basically I have a square area on a map.
Are you using an FOV of 90?
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that).
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the view? If so, see
CBasePlayer::CalcViewRoll()
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[EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
--
[ .zip of type application/octet-stream deleted ]
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The fake alfred is back, posting viruses again! :)
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r00t 3:16 wrote:
Ok maybe im dumb dunno but what does gib mean?
It's the singular form of giblets.
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)) break;
DoStuffWithLightEntity(pEnt);
}
CBaseEntity *pEnt = NULL;
for(; pEnt = UTIL_FindEntityByClassname(pEnt,light_environment); )
{
if(FNullEnt(pEnt)) break;
DoStuffWithLightEntity(pEnt);
}
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what you want (compares the key/value of all
entities to a constant string from the trigger_powerzone class instance).
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) ||
(FStrEq(pEntity-classname, light_environment))
{
// do light stuff here
}
}
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Vyacheslav Dzhura wrote:
So erm. Can anyone send this or this doesn't exists? Thank you very
very very much! :)
It doesn't exist.
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works?
Are you setting the Owner variable on the carried object to the player
that carries it? If so, make sure the owner is set back to NULL when
dropped otherwise the same player can't touch it again (you don't touch
things that you are the Owner for).
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to use an older version of Forsaken with no luck, still the same issue. Any
help would be greatly appreciated.
Attachments aren't allowed (they get stripped out).
Post your pictures in a private folder on a website somewhere and then
post the URL to those images.
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that run on both the client and the server).
Looking at the source code is the best way to understand how things
should be done.
Use the source Luke. - Obi-wan
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of the base classes).
And again, I haven't actually played with any of this code, but I'll bet
you a beer that the stuff I described here is pretty close to how things
work. :)
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r00t 3:16 wrote:
Anyone else run into this problem?
Yes, Imperio59 did, just 3 posts above yours. :)
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of your beam?
Why not just normalize the vector between tr.endpos and start, then
scale that vector up by a BIG number, then add that to the start
position to get the end position of the beam?
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= tr.endpos - start_position;
VectorNormalize(v_beam);
v_beam = v_beam * 100; // scale the vector up by large amount
Vector beam_end = start_position + v_beam;
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with a couple of walls in it. Create a beam that
goes from (0,0,0) to some fixed point in the world. Substitute those 2
coordinates (0,0,0 and fixed point) in your calculations and see if the
beam gets drawn to the proper places.
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. It's a warning. You can fix it (by adding the proper return type
to that function) or you can ignore it.
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Alfred Reynolds wrote:
Looks like a null pointer is trying to be de-referenced. Have you
stepped the code and verified that this is not the problem?
If it's 0x40, it's not NULL, but it's still borked up! ;)
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, then it will be the same regardless of whether the
server is Linux or Win32.
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memory more than once (or calling a destructor on something
that has already been destroyed).
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on all of them. I tried it twice, just in case it got hosed
during the copying, and had the exact same results.
Are you using the latest and greatest SDK (March 9th, 2005) or some
earlier SDK release?
Are you using Microsoft Visual Studio .NET 2003 or some previous Visual
Studio?
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Lance Vorgin wrote:
Hook the filesystem's read funcs, look for it reading a .res file, and
fake append your files to be sent to it. Muh :/
Heh-heh!
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/Getting_started_with_the_Source_SDK
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on the client (in the
DECLARE_MESSAGE() and MOTD on the server (in the REG_USER_MSG), or
vice-versa.
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that information
through a plugin.
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(like
func_ladder), but using TraceHull will allow you to hit those objects.
Try using TraceHull instead of TraceLine.
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(especially if you have no plan of ever using those
features in your MOD). Just because it's available doesn't mean you
have to use it.
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the country where the
law was created.
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.
You do realize that by saying this you're just BEGGING people to make
all kinds of crazy plugins to screw up the gameplay in your MOD, right? :)
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logs.
So I'm following the instructions and informing the webmaster. :)
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British_Bomber wrote:
real quick though, does anyone know who Douglas Adams is?
This is a joke, right?
If not...
http://www.douglasadams.com/
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. Bullets don't exist.
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crashing.
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Knifa wrote:
Hello.
How would I check if the player is in an SP game or an MP game?
Thanks.
maxClients is 1 in single player, = 2 in multiplayer.
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velocity in Half-Life2 because bullets
aren't entities (they are just hitscans).
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is on a ladder (physprop
or world).
//-
inline bool CGameMovement::OnLadder( trace_t trace )
{
if ( trace.contents CONTENTS_LADDER )
return true;
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alone, in
peace, so that we can concentrate on what this list was set up for,
creating code for Half-Life.
I'm out. No more replies from me in this thread.
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[EMAIL PROTECTED] wrote:
Please keep it on-topic guys..
Please trim unnecessary text from your replies. :)
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what makes the
357's bullet make the barrels fly around while the pistol just barely moves
them? How do you decide this?
My guess (out of the wild blue) would be...
CalculateBulletDamageForce();
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David Nelson wrote:
hey, how can we view sprites in the vtf format?
vtf2tga.cpp in the utils\vtf2tga directory.
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this...
REG_USER_MSG(PerfectDarkMessage, -1);
...to this...
REG_USER_MSG(PDMsg, -1);
...and it will probably work fine (don't forget to change the client to
match, and they ARE case-sensitive).
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) );
}
...from CBaseEntity::FireBullets() and adding it into
CSDKPlayer::FireBullet()???
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/
(we are still working on updating the SDK site, should be done soon).
From the Steam News...
Friday, January 19th 2005
Wow! What kind of CRAZY calendar does Valve use? No wonder the updates
are never when they say they will be! :)
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.
I got differences all over the place (first 2 files in
cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).
There's LOTS of changes in sdk\nav_*.*
Are you doing a Single Player MOD or Multiplayer MOD?
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many of these issues have you posted on VERC?
As for Physics, Jay Stelly responded to a post on VERC about maxspeed
being handled improperly...
http://www.chatbear.com/board.plm?a=viewthreadt=211,1104816723,4893id=768355b=4991v=flatold
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(will?) confuse the CS:S
code that internally handles fake clients.
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!!! WHAT YOU SAY???
All your base are belong to us!
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keys as numeric key pad keys
1,2,3, 4,5,6, 7,8,9. Does your laptop have a function key that converts
the leftmost 9 keyboard keys to numeric keypad emulation? Perhaps when
the observer panel is opening something is causing the emulation mode to
be entered.
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the executable. When it crashes enter the
command 'where' to get a stack traceback. I hope you compiled with
debug symbols enabled.
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that a
crouched player could not)...
+-+
| |
| |
| | +-+
| | | |
| | | |+-+
+-+ +-++-+
standing crouchedprone
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colliding geometry in the level (axis aligned bounding
boxes are a pain, aren't they?).
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-axis
...since the sloped side doesn't lie along the X axis (even if the
player was rotated 15 degrees clockwise).
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will extend outside the collision box when those
animations are played, players should be able to be hit when they are
leaning left or right.
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Ian Tyrrell wrote:
Hehehe, Bortman!
(sorry)
Yah! Bort! Bort! Bort!
(hey, I can't type for shit. i've been at work 65 hours this week
already and it's not even Friday yet). Crunch time sucks! Mind
thinking not clearly. Sleep imminent.
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pretty cool. :)
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allow me to cheat, but would only
allow me to cheat on my own server. Anybody that had installed
Admin-MOD for Half-Life knows what types of things are possible through
plugins, but these aren't caught by VAC.
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been disconnected and the second
can be more CPU intensive).
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a code/command to this for CS-Source?
I think this stuff does the admin_slap type feature...
http://www.sourcemod.net/
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(this fixes game
launching problems when you have spaces in the path name). Adding those
extra quotes is a good work around (for all the arguments after the
applaunch parameter), we will work on a fix that doesn't need this extra
quoting. - Alfred
You might want to try -game MyMod
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Jeffrey botman Broome wrote:
From the hlds email list...
The Steam launcher now quotes each parameter (i.e +connect +ip:port
) which the HL1 engine does not correctly parse (this fixes game
launching problems when you have spaces in the path name). Adding those
extra quotes is a good work around
(and not running it from the Steam Play
Games dialog. Try it yourself.
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, then do...
dir/s after.txt
Then do a 'diff' on before.txt and after.txt and see what changed.
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quite a bit in
skeletal animation)...
http://www.gamedev.net/reference/articles/article428.asp
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^--- That stuff up there ^
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that were failing. Reproducible: Always Steps to Reproduce: 1.
USE=static emerge gcc 2. emerge fam-oss or other packages that depend
on libstdc++.so.5
from here...
http://bugs.gentoo.org/show_bug.cgi?id=18050
(found using google.com and searching for time_put_w)
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Arguments before
starting the debugger, but that doesn't seem to make a difference, I
still get the same behavior.
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been testing things like this, if so, some input on
your findings would be nice to hear. Thanks.
This sounds like something like Spirit Of Half-Life2 could use (assuming
anybody ever creates it). :)
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Developers...
http://www.oreilly.com/catalog/physicsgame/
...if you are really serious about creating realistic physics in games,
you should definitely get that book (I hope your math skills are REALLY
strong). :)
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I have noticed that there's a lot less evil in the Source SDK than in the
HL1 SDK.
Although this one does include some bullshit, and stuff that sucks.
But the best comments are the descriptions of the npc_ entities...
// Purpose: Dr. Kleiner, a suave ladies man leading the fight against the
someone please point out where it is? thanks
The map command is handled by the engine. The MOD DLL code never sees
any of this.
You can use ServerActivate() and ServerDeactivate() in client.cpp to
know a map has been loaded and when a map is being unloaded (respectively).
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. :)
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response.)
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Knifa wrote:
PS: Can anyone tell me how to make a new thread for mailing lists? I'm
sort of new to these things.
Send a new message (not a reply) to:
hlcoders@list.valvesoftware.com
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source code
trees together.
Simply extract the new SDK source code out to a temporary directory, and
run the merge between your code and the latest code, pick and choose the
things you want to merge in, and merge them.
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directory, create a
MOD using the latest SDK, run Beyond Compare on the two main directories
and it will show you what has changed. :)
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), make all of your
vehicles flying vehicles (or very low hovering vehicles).
If you're doing a Road Rally kind of MOD, or a Demolition Derby kind of
MOD, best of luck to you. :)
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ChessMess wrote:
What about a Racing boat mod?
Are they flying boats? ;)
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). This is an oversimplication, of course, but
you get the general idea.
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does HydroRacers support on the
BF1942 engine?
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the
minimal amount of entity physics data over the network to keep the
clients and servers relatively in sync with each other.
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and will happily copy what someone
else has done rather than trying to invent the wheel themselves (even if
they could invent a much better wheel with a little bit of extra work).
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Ronny Schedel wrote:
Just use a thread.
Eek! Are the engine functions in the listen server and dedicated
server thread safe?
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links to apple.com...
http://developer.apple.com/fonts/Tools/index.html
...and this...
http://doubletype.sourceforge.net/
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to.
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Igor Murashkin wrote:
Hi, I'd like to post on this list, my email is
[EMAIL PROTECTED]
Um, okay. You just did! YAY!!! :)
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something which you
should not be doing. :)
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Ronny Schedel wrote:
These are bad news :\
So, how can I change the velocity of a player without
class access?
You can't. This isn't the Half-Life engine! :)
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Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interface function to Get and Set it! :)
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Jeffrey botman Broome wrote:
Jay Stelly wrote:
You should let us know what data you are trying to access in your
plugins so we can add it to an interface and implement it in HL2DM
CS:S.
That's easy. EVERYTHING! Every member variable of every class should
have an interface function to Get
() and GetAbsAngles() from the
CBaseEntity class. Resolving the member variables and functions with
CBaseEntity class at compile time in a plugin also seems to be a small
pain right now. :)
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the 'direction' vector before
creating the effect and see if that helps make things better.
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enabled that you should not...
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vsdebug/html/vxgrfchanginghowdebuggerhandlesexceptions.asp
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Ronny Schedel wrote:
Hmm, I get valid results (non zero) for CPlayerState::v_angle.
You can get the origin from ICollideable::GetCollisionOrigin().
Ah! Okay, I was grepping for angles not angle. I notice that
'kills' and 'deaths' is in there too!
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Ronny Schedel wrote:
Try to load the nonworking interfaces with gameServerFactory
instead of interfaceFactory. Especially IServerGameDLL needs
gameServerFactory.
Ah, cool. I didn't even think about that. Muchas gracias.
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