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
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
Thanks Justin, that was indeed crashing my mod.
Mark.
www.ioscocer.com
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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
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
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
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.
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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
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
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
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
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.
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
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
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 -
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
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
This is a multi-part message in MIME format.
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[ 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
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.
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.
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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.
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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
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)
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.
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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
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
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.
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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
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,
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. :)
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.
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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
...maybe if you asked a specific coding question they may be more inclined
to answer ;)
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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
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.
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,
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
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.
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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.
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To
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.
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.
__
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
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
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]
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
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
-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
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
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
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:
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.
ok thanks, I'll give it a go, drwtsn32.exe helps a bit but never had much
luck with it in the past.
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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.
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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.
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
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
Dunno about host_framerate but I tried fps_max when I made mine recently,
www.planethalflife.com/vampire/vs.avi -gratuitous pimpage
routetwo.
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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.
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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
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
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'
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.
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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
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