[hlcoders] Forcing player position

2008-11-02 Thread Mark Gornall
Hi, A lot of times in my mod I set the player position using SetAbsOrigin. I've always done this (since HL1) on the server and it was fine but in Source the players seem to be able to take a step forward (if they're pressing movement keys as I try and reposition them) before the server

[hlcoders] COLLISION_GROUP_PLAYER

2008-05-06 Thread Mark Gornall
Hi, I'm using the default Advanced SDK player collision with COLLISION_GROUP_PLAYER etc. But when people play online the players can quite easily vibrate right through each other (when both players are moving). You don't have to try hard, even if you're just backtracking somewhere and cross

Re: [hlcoders] Advanced SDK, know exploits/crashes?

2008-04-06 Thread Mark Gornall
Thanks Justin, that was indeed crashing my mod. Mark. www.ioscocer.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

[hlcoders] Advanced SDK, know exploits/crashes?

2008-04-05 Thread Mark Gornall
Hi, I released my Source mod last week and I've got a bunch of bugs to fix, but there are reports of people crashing servers, somehow, as soon as they join. My guess is they're typing something into console. Is there any known ways to crash the Advanced SDK? Are there some commands I should be

[hlcoders] randomness

2008-03-21 Thread Mark Gornall
Hi, I'm using the Advanced SDK, Ep1 edition and I seem to be having real trouble getting radomness in the random numbers. I can see that there is code there for predicted/shared randoms, but I'm just using RandomFloat or random-RandomFloat but it seems to always give the same numbers. Anyone

Re: [hlcoders] randomness

2008-03-21 Thread Mark Gornall
Yeah I noticed it uses the same stream after each restart, but it wasn't just that. It was more the distribution, for example when playing a 'rndwave' sound for footsteps, I have 12 wavs and it mostly seems to play the same few over and over (see list below - I printed out the sound name from

[hlcoders] Re: hlcoders digest, Vol 1 #3499 - 2 msgs

2007-12-23 Thread Mark Gornall
Hey Minh, I tried the weightlist you suggested and it works absolutely fine in HLMV... unfortunately I get the same problem in game, the upper anim plays but it's as if the yaw rotation of the player goes all wobbly when he runs. Mark. ___ To

[hlcoders] aim layer animation

2007-12-22 Thread Mark Gornall
Is there an simple way to play an anim on the top half of the body in the Advanced SDK. I've looked at the CSS aim stuff and I don't need it as complex as that, I just want to occasionally play a differnt anim on the top half of the player. I got it working a bit but the lowerbody run blend goes

[hlcoders] linux compile / hlds

2007-12-20 Thread Mark Gornall
Nevermind, I fixed this one now too, was using wrong libs... Mark. I fixed it now. However now I get this sort of thing: /usr/bin/gcc-3.4 -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o ./obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o ./obj/vcpm/public/interface.o

[hlcoders] linux compile / hlds

2007-12-19 Thread Mark Gornall
I fixed it now. However now I get this sort of thing: /usr/bin/gcc-3.4 -o ./vcpm ./obj/vcpm/makefilecreator.o ./obj/vcpm/vprojtomake.o ./obj/vcpm/vcprojconvert.o ./obj/vcpm/public/characterset.o ./obj/vcpm/public/interface.o ./obj/vcpm/public/generichash.o ./obj/vcpm/public/KeyValues.o

[hlcoders] linux compile / hlds

2007-12-18 Thread Mark Gornall
Hi, I'm trying to update linux Hlds as part of the linux compile process (to get tier0_i486.so etc) but when I try to update with this command: ./steam -command update -game cstrike -dir . I get this error: Checking bootstrapper version ... Getting version 27 of Steam HLDS Update Tool

[hlcoders] looped fire anim event

2007-10-04 Thread Mark Gornall
I'm trying to play a looping anim using DoAnimationEvent / CalcFireLayerSequence but it only plays once and then returns to idle even though loop is specified correctly in the qc file. Is there a way to make it loop until another event is sent? Mark.

[hlcoders] playing an anim

2007-07-03 Thread Mark Gornall
Hi, so in the advanced SDK how do you play a simple full body player anim? The problem I see is that no matter what ACT_ you set up in Player.cpp, when it reaches ComputeMainSequence() the function CalcMainActivity(); is called, which just stomps all over any specific ACT_ that has been set up by

[hlcoders] player anims in multi

2007-06-23 Thread Mark Gornall
Hi, I've just noticed that when I play my mod online the other clients in the game don't seem to be playing the correct animations, from my point of view, but your own player does. For example, if someone strafed you would expect to see them play a strafe anim, but you don't, they just play

[hlcoders] Re: bbox collision?

2007-02-21 Thread Mark Gornall
I neglected to mention that the problem I am having is with thirdperson view. The firstperson view seems fine. Anyone know why that would be? (advanced sdk) Thanks. r2. Message: 4 From: Mark Gornall [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Date: Wed, 21 Feb 2007 00:03:08 -

[hlcoders] bbox collision?

2007-02-20 Thread Mark Gornall
Hi, In HL1 I had a SOLID_BBOX entity that the player could push. It slowed the player down a little and in the entities Touch I gave it some velocity and it all work fine. I'm trying to do the same thing in HL2 but the player gets jerked back and it's not smooth at all now. I've had a look at

[hlcoders] MOVECOLLIDE_FLY_BOUNCE

2007-02-06 Thread Mark Gornall
Hey, I'm trying to work with an HL2 entity that has movement type of SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); but the FL_ONGROUND flag never gets set when the entity hits the ground (I'm checking GetFlags() FL_ONGROUND) and I cannot see where or why it is wrong, just

[hlcoders] Z_CheckHeap

2005-04-02 Thread Mark Gornall
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, I'm seeing this error occasionaly on Windows dedicated servers for IOS (Half-Life 1). It happens only once every few days or constant use. Doesn't happen on Linux. L 03/29/2005 - 06:24:18: FATAL

[hlcoders] two quickies :)

2003-11-30 Thread Mark Gornall
1. How'd you play an anim backwards? I want to do it when IN_BACK is set. 2. I put a gamestartup.mp3 in \media, the console reports that it loaded ok but it doesn't play (or rather, I don't hear anything). Is there some code I need to add to start it? Thanks, Mark.

[hlcoders] RE: command line to run a mod

2003-11-30 Thread Mark Gornall
I can launch the mod fine from the command line but is there a way to launch with a specific map? +map mapname doesn't seem to work anymore. I really want to do this so I can launch a tutorial map from a menu or icon :( Thanks, Mark. ___ To

[hlcoders] Re: HL2 Source Leaked

2003-10-03 Thread Mark Gornall
I'm with Stan and Mike, in fact I think the users who have admitted downloading the source code and/or redistributing it should be banned from this list and prosecuted for handling stolen property. ___ To unsubscribe, edit your list preferences, or

[hlcoders] Fw: Re:origin / collision problem

2003-06-25 Thread Mark Gornall
On further investigation, it does indeed look like a 32 unit bounding box is the limit. Anything smaller and I get the descrepancy on the right/up sides of a box bsp. If I make my entity -16 to +16 then it works fine. Shame is if I remove the bbox the ball sinks into the ground but at least the

[hlcoders] Fw: Re:origin / collision problem

2003-06-23 Thread Mark Gornall
Ok, I'll try one more time, then I'll give up (on the problem and probably on this list!) The fist image (5K) shows the *closest* I can push the ball to the wall without it stopping as if it's collided with something: http://www.planethalflife.com/ios/collision_bad.jpg The second image (4K)

[hlcoders] Re:origin / collision problem

2003-06-17 Thread Mark Gornall
Are all your walls aligned with the X and/or Y axis? Yes, I'm testing in a rectangular, axis aligned box. Is there any other debug I can try to see what's going on? Thanks, Mark. ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] origin / collision problem

2003-06-16 Thread Mark Gornall
Hi, I'm seeing something strange with a simple, small entity to bsp collision. It seems that on the 'up' and 'right' walls of a map the entity cannot be 'flush' with the wall but on the 'left' and 'down' walls of the map the entity goes right up to the wall and collides correctly. Now, you'd

[hlcoders] ducking

2003-03-04 Thread Mark Gornall
Hi, Is there a simple way to make the duck hold for a certain time once the duck key has been pressed. By default it just drops out immediately and you stand right back up. The only way I got it to work for a set time was to change the client input code so that forces an 'in_duck' keypress for

[hlcoders] Re:[hlcoders]backwards anim playing forwards

2003-02-12 Thread Mark Gornall
Hi, I fixed it. I was looking for a code problem when in fact I had exported new_run from Max with the 'In place mode' button on and for some reason that broke the gaitsequence. Thanks for the replies, Mark. ___ To unsubscribe, edit your list

[hlcoders] [hlcoders]backwards anim playing forwards

2003-02-11 Thread Mark Gornall
Hi, I recently noticed a problem when a player runs backwards it continues to play the run animation forwards instead of in reverse. If you walk backwards it plays the walk animation in reverse. The run never used to do this and I can't for the life of me work out what I changed to create

[hlcoders] client weapons not playingback

2003-02-07 Thread Mark Gornall
Hi, I just released an update for my mod that included three new client weapons (we've been using client weps with no problems since sdk2.2). However, there is now an intermittent problem that only affects the new weapons. When you fire none of the client effects playback, so no fire animation,

RE: [hlcoders] Viewport Question

2003-01-21 Thread Mark Gornall
lmao. -Original Message- From: Chris 'Tal-N' Blane [mailto:[EMAIL PROTECTED]] Sent: 21 January 2003 08:30 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Viewport Question First it's fogging, then it's particle systems. .. viewports must be the new 'black' this year. :)

[hlcoders] spectator fov

2003-01-20 Thread Mark Gornall
Hi, Has anyone got the 'first person spectator cam' to use the same fov of the player you are spectating? (i.e. as they use a weapons with a zoom) If so, how? thanks, Mark. __ This mail has been scanned for all known viruses by UUNET

RE: [hlcoders] first person spectator cam

2003-01-03 Thread Mark Gornall
Did you get the fov working in first person spectator mode? All I want to do is copy the fov from the person you're watching (using the g_iUser2 variable I imagine) to the current client. I wanted to refresh it in view.cpp, I tried accessing it using pparams, entity states, curstate etc but can't

RE: [hlcoders] Engine enhacements been added in next HL patch?

2003-01-03 Thread Mark Gornall
...maybe if you asked a specific coding question they may be more inclined to answer ;) __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre.

[hlcoders] first person spectator cam

2003-01-02 Thread Mark Gornall
Hi, I use the sdk2.3 first person spectate cam when you are dead (like CS). You can see the gun model of the person you are spectating fire but there is no reload anim played when the player reloads. Nor does the fov change when they zoom. Both these things work in CS's cams, I was wondering if

RE: [hlcoders] first person spectator cam

2003-01-02 Thread Mark Gornall
Hi, I already use client side events for all weapons. I'm specifically talking about when your spectating someone else that view.cpp/hud_spectator.cpp doesn't know to play the reload or somehow my reload anim isn't linking up with the spectate code. Thanks, Mark.

RE: [hlcoders] sv_maxspeed

2003-01-02 Thread Mark Gornall
It hides in server.cfg listenserver.cfg -Original Message- From: Jeff Thornhill [mailto:[EMAIL PROTECTED]] Sent: 02 January 2003 12:56 To: [EMAIL PROTECTED] Subject: [hlcoders] sv_maxspeed My thanks to botman for his help with the upward velocity stuff (Still trying to get it to work,

[hlcoders] [hlcoders]choosing gamerules

2002-11-26 Thread Mark Gornall
Hi, Is there a nice way to determine gamerules when the map loads? Say, by looking for an entity in the map? I think gamerules might be set too early on for such things as 'findentitybyclassname' to work, so is there another way or do you have to just look at the 'prefix' on the map name (which

RE: [hlcoders] strcpy( m_pPlayer-m_szAnimExtention,

2002-11-20 Thread Mark Gornall
Assuming it's a new player model, are there other player models loaded before this that DO NOT have the new anims? Try loading only your new model and see if it still happens or re-compile all your player models so the anims match in each. Mark. ___ To

RE: [hlcoders] strcpy( m_pPlayer-m_szAnimExtention,

2002-11-20 Thread Mark Gornall
I still think it's getting them from another player model. Recompile both teams with the new anims. Check that you are not still loading a 'Gordon' somewhere before your teams get set up? e.g. remove SET_MODEL(ENT(pev), models/player.mdl); Mark. ___ To

[hlcoders] ERROR: No EXPORT

2002-11-19 Thread Mark Gornall
Can't find address: 0f8b2e4b ERROR: No EXPORT: mynewclass:Think (0f8b2e4b) Anyone know: a.) What causes these errors? b.) How do you fix them? c.) Are they serious? (since they don't seem to break anything but I have to rule them out in case they are affecting something) Thanks, Mark.

RE: [hlcoders] ERROR: No EXPORT

2002-11-19 Thread Mark Gornall
1.) A missing EXPORT macro in the functions declaration.. so it should look like this in your class declaration: void EXPORT Think (void); I tried shoving EXPORT on front of everything in sight, the error still shows up. Mark. __

[hlcoders] movetype_follow question

2002-11-18 Thread Mark Gornall
Hi, I'm trying to attach an object to the player. It's seems to be the norm to do something like this on the attachment object: pev-movetype = MOVETYPE_FOLLOW; pev-solid = SOLID_NOT; pev-aiment = Owner-edict(); pev-owner = Owner-edict(); pev-nextthink = gpGlobals-time + .1; SetTouch( NULL

RE: [hlcoders] SDK 2.3 spectator modes

2002-10-18 Thread Mark Gornall
I had to add an extra pfnServerCmd to send the selected camera mode back to the server so the server can update it's copy of user1 with the new value the player chose on the client. Look for 'follownext' in hud_spectator.cpp and copy the way it works (although you still have to add the server code

RE: [hlcoders] Why doesn't zoom work anymore ?

2002-10-17 Thread Mark Gornall
Didn't 2.2 introduce client weps? It's probably the client code overriding your server settings. Search client dll for fov and disable it. Just a guess. Mark. -Original Message- From: Mike Beamish Blowers [mailto:beamish;maverickdev.com] Sent: 17 October 2002 12:10 To: [EMAIL PROTECTED]

RE: [hlcoders] little bug in the SDK 2.3 ?

2002-10-17 Thread Mark Gornall
valve use '!!' a few times in the sdk so it's probably deliberate. -Original Message- From: Cortex [mailto:cort;meloo.com] Sent: 17 October 2002 16:51 To: [EMAIL PROTECTED] Subject: Re: [hlcoders] little bug in the SDK 2.3 ? Oh yes, it could be a good explanation. But, why wouldn't it

RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall
PROTECTED]]On Behalf Of Mark Gornall Sent: Monday, October 07, 2002 4:26 AM To: '[EMAIL PROTECTED]' Subject: [hlcoders] First Person Deadcam Hi, I merged with SDK2.3 and got it all running. The first person deadcam works but there is no weapon model displayed. Any idea why? or where I should

RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 4:32 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First Person Deadcam Sorry, I wasn't clear enough. You become a spectator when you are dead in my mod (like CS) and I

RE: [hlcoders] First Person Deadcam

2002-10-08 Thread Mark Gornall
they are offset ect. Hope that points you in the right direction. -Brandon Programmer for Day of Defeat -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Mark Gornall Sent: Tuesday, October 08, 2002 4:32 AM To: '[EMAIL PROTECTED]' Subject: RE: [hlcoders] First

RE: [hlcoders] The big new SDK? (for Valve)

2002-06-14 Thread Mark Gornall
Eric distinctly said there would be an sdk release around the same time as the 1.1.1.0 patch, which by my estimation is, err, now... Don't think he meant a 1.1.1.0 SDK, hopefully a 1.1.0.9-ish sdk though. Either way, I'd like to know since I may hold back a patch for my mod a few days if a new

[hlcoders] intermission?

2002-06-10 Thread Mark Gornall
Hi, Since SDK2.2, when the level changes at the end of a multiplayer map, it shows the 'intermission' scoreboard, then loads the next map correctly, then my mod gets stuck in limbo as the team menu's don't display. I tracked it down to the fact that the engine seems to still be calling:

RE: [hlcoders] intermission?

2002-06-10 Thread Mark Gornall
wow, cool :) You pointed me out the raison why my VGUI menus didn't want to lol, glad I could be of service. I'd still like to know *why* the intermission isn't being cleared, but I guess I'll just remove the check in ShowVGUIMenu and release a client patch. :( routetwo.

RE: [hlcoders] voice comms

2002-06-07 Thread Mark Gornall
ok thanks, I'll give it a go, drwtsn32.exe helps a bit but never had much luck with it in the past. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs Virus Control Centre.

RE: [hlcoders] [hlds] Half-Life Beta Server Release (x.1.0.9.c)

2002-05-13 Thread Mark Gornall
Would it be possible to have the speed cheat fix back in, it's playing havok with my mod :( - apologies for not asking a direct coding question to all involved, but it is mod related ;) Mark. __ This mail has been scanned for all known

RE: [hlcoders] CS Retail support

2002-04-25 Thread Mark Gornall
I'm not sure, but plenty people play my mod using CS Retail with no problems. I'm would expect some maps to fail if they couldn't find the valve textures, but then again we use nowadtextures a lot but it would certainly fail if it couldn't find the HL gibs so they must be there somewhere too.

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Mark Gornall
oh great, I've only just got the last one going for my next release :( I'm tempted to drop support for it, they're a pain to produce the overviews when you've got 17+ maps, nobody uses it and it crashes my maps if it doesn't have a info_player_start in it, even though I still think it should

RE: [hlcoders] 1109 HLTV bugs

2002-04-25 Thread Mark Gornall
Are you still seeing it now with the new release? I haven't tried it since 1109, I'll try it out tonight. I spent last night just playing online making sure everything was ok with the online game under 1109, which it was :) routetwo www.vampireslayermod.com

RE: [hlcoders] Demo formatting

2002-04-19 Thread Mark Gornall
Dunno about host_framerate but I tried fps_max when I made mine recently, www.planethalflife.com/vampire/vs.avi -gratuitous pimpage routetwo. __ This mail has been scanned for all known viruses by UUNET delivered through the MessageLabs

[hlcoders] [hlcoders]HL demos

2002-03-21 Thread Mark Gornall
Anyone know anything about the format of '.dems'? I wanted to edit some (by hand) but I get bad # of directories' error - presumably some sort of checksum? Mark. __ This mail has been scanned for all known viruses by UUNET delivered

RE: [hlcoders] HLTV

2002-02-08 Thread Mark Gornall
Oh, but it is hard: It isn't always possible for mods to just 'throw info_player_starts' in as many maps are custom made and may not have access to the original rmf's and many other reasons. The only option is to use David Flor's mapfix.exe but this still means re-distributing 50M of maps. If

[hlcoders] HLTV bobbins

2002-02-06 Thread Mark Gornall
Hi, A HLTV proxy connects to my server and I send it game details, teamnames and score etc but when a client connects to the proxy server how does it(HLTV) know what to pass on? (i.e. the client is no longer getting info direct from my server code since it's connected to the proxy). The

[hlcoders] HLTV Spectator

2002-01-04 Thread Mark Gornall
Hi, I've just merged my mod with the full sdk2.2 and I'm trying to get it to work with HLTV. I start a server, run HTLV ont he same PC, connect 127.0.0.1. The proxy shows up as a spectator on the server and everything seems fine. I then browse the game from another PC and see the 'eyeball'

RE: [hlcoders] HLTV Spectator

2002-01-04 Thread Mark Gornall
Hi, I found the util on The Opera webby. I'm sure I downloaded it when David Flor first wrote it but seem to have lost it. I'll give it a try tonight and see if it fixes my problem. Thanks, Mark. __ This mail has been scanned for all

RE: [hlcoders] Overflow problem

2001-11-28 Thread Mark Gornall
Hi, OK I'll have a look at my MESSAGE_BEGIN's but I can't think of any that I'm sending a lot. My problem is trying to reproduce it so I can tell if I've improved it at all, is there any debug methods like setting my 'rate' very high or using 'fakelag' or something? Also, for players on the