[hlcoders] Bizarre prediction related framerate issue in new SDK

2008-07-22 Thread Maurino Berry
Hi guys. After extracting the new OB sdk for hl2mp It felt as if I was playing at something like 30fps although the net_graph said i was getting 200. So after some research I realized it doesn't happen if you turn prediction OFF (cl_predict 0) Try going up to a wall with some detail on it and

Re: [hlcoders] Vanilla HL2MP SDK Crash w/ NPCs

2008-01-15 Thread Maurino Berry
All the calls to HL2Gamerules() do an unsafe cast of the gamerules singleton which is not a hl2gamerules class in hl2mp so it'll crash it when something accesses the result. You basically have to find those calls and fix them (or comment them out for now, as they're mostly stuff for alyx's

Re: [hlcoders] Re: NPC Animation Latency...

2007-12-04 Thread Maurino Berry
Hey there.. the default NPC jitter can be fixed with this : line 1920 of c_baseentity if (!IsSelfAnimating()) to if(IsSelfAnimating()) Although I think you can remove it entirely as this ended up having adverse effects when trying to actually do self animating entities (like properly predicting

Re: [hlcoders] Render Target Texture Translucent

2007-08-31 Thread Maurino Berry
You need to do: materials-SetRenderTarget(rt); materials-Viewport(0,0,rt-GetActualWidth(),rt-GetActualHeight()); materials-ClearColor4ub( 0, 0, 0, 0 ); materials-ClearBuffers(true,true); //Important - You missed this! However I encountered a problem where the RT would end up losing it's alpha

Re: [hlcoders] Render Target Texture Translucent

2007-08-31 Thread Maurino Berry
has color data w/ varying degrees of alpha that I want to draw intact. I can't do this w/ $alphatest 1. From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Render Target Texture Translucent Date: Fri, 31

[hlcoders] SDK_Lightmappedgeneric_dx9 and hammer compile

2007-04-19 Thread Maurino Berry
Hello. When attempting to compile a map with a custom lightmapped shader, it seems something in the compile process doesn't recognize it as being a lightmapped surface and doesn't save any lightmap data to it, this results in those surfaces appearing fullbright. However, If you rename them to

Re: [hlcoders] VAC problem?

2007-01-23 Thread Maurino Berry
What kind of a disconnect, can you post any error messages the users are getting? We might be suffering from the same thing, some kind of a response time out? On 1/23/07, Sylvain Rochette [EMAIL PROTECTED] wrote: A lot of our users the last night got disconnected from all the servers at the

[hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry
I'm attempting to simulate physics for an entity on the client as well as the server (a type of vehicle) Everything works fine except what feels like the 'drag' is different on the client/server, they're set to ignore gravity so they are hovering and a single boost with ApplyForceCenter/Offset

Re: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Maurino Berry
position from the server. On 9/12/06, Maurino Berry [EMAIL PROTECTED] wrote: I'm attempting to simulate physics for an entity on the client as well as the server (a type of vehicle) Everything works fine except what feels like the 'drag' is different on the client/server, they're set to ignore

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry
: Mon, 26 Jun 2006 10:49:44 +0100 The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some

Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry
Whomever started to flame this guy for his email is a complete tool, how do you draw the conclusion that his email relates directly to the source sdk, what if it means pong? _ Take advantage of powerful junk e-mail filters built on

Re: [hlcoders] [OT] GameExpertMaster

2006-04-26 Thread Maurino Berry
Out of all the offtopic things coming to my inbox, some guy hassling someone else about his email is the last thing I want from hlcoders, I think he should have kept that noise to himself, or emails the guy personally, there's no reason to have posted it here unless he was trying to make the guy

[hlcoders] Predicted PoseParameters?

2006-04-25 Thread Maurino Berry
I've recently coded some remote controlled turrets and I'm now working on clientside prediction. Setting the poseparameters on the client seems to work however using GetAttachment() on the client seems to still return the servers recognized position of the attachments, therefore the 'camera'

Re: [hlcoders] Predicted PoseParameters?

2006-04-25 Thread Maurino Berry
I don't think you understood the question, but thanks. From: Aaron Schiff [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Predicted PoseParameters? Date: Tue, 25 Apr 2006 16:03:45 -0500 -- [ Picked text/plain from

RE: [hlcoders] Calculating hitboxes from TouchTrace()

2005-11-07 Thread Maurino Berry
run a normal trace/raycast when there is a collision and store the data from it instead From: Teddy [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Calculating hitboxes from TouchTrace() Date: Tue, 8 Nov 2005 08:26:34 +1000

RE: [hlcoders] Flashlight oddity

2005-10-26 Thread Maurino Berry
There's not much support for projective textures in hl2, from what I understand it's an optimization, because checking where to project the texture is more expensive than simply projecting it both ways (i'm not 100% sure why that is, something to do with the depth buffer I think) but someone

RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Maurino Berry
Extended use of the html control results in hl2 closing and windows spamming you with virtual memory too low errors, as well as 30+ second solid 0fps lag spikes. (i.e. unusable for anything other than static viewing of a page, in my opinion) I ditched the html control entirely and use cURL to

RE: [hlcoders] vgui::HTML, Flashlight

2005-10-18 Thread Maurino Berry
It seems to happen after extended page views so I'd say there is a leak somewhere From: Alfred Reynolds [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] vgui::HTML, Flashlight Date: Tue, 18 Oct 2005 13:41:43 -0700 The HTML

RE: [hlcoders] poser parameters in a v_ model?

2005-09-07 Thread Maurino Berry
I'm not 100% so someone may correct me (please do) But I think a pose parameter being set is simply the delta between the positon/rotation of 2 keyframes, not a set of actual animation frames. Regardless, the AR2 model uses a poseparameter in the v model to control the vent (for some weird

Re: [hlcoders] Creating Custom Flex Sliders

2005-08-23 Thread Maurino Berry
This is already being done in our mod... Just look at how poseparameter and setposeparameter() works.. save off the players data (0-10 maybe) along with whatever other data you might be saving, and then have the server set the player models pose parameters to the values the player has selected..

Re: [hlcoders] Resetting model entity for CTF

2005-08-17 Thread Maurino Berry
Waste of an entity instead, in the ::Spawn() method of your flag entity, save the GetAbsOrigin() to some m_vecInitial then when you want to restore it just SetAbsOrigin(m_vecInitial); From: Andrew (British_Bomber) [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-07 Thread Maurino Berry
Render only the models/materials of models that are supposed to glow, to a seperate render target, then run a fullscreen effect on them(bloom), then render that buffer over the finished scene. From: Spektre [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

Re: [hlcoders] Can you add glow shells to a model in hl2?

2005-08-07 Thread Maurino Berry
shells to a model in hl2? Date: Sun, 7 Aug 2005 15:12:16 -0500 On 8/7/05, Maurino Berry [EMAIL PROTECTED] wrote: Render only the models/materials of models that are supposed to glow, to a seperate render target, then run a fullscreen effect on them(bloom), then render that buffer over the finished

Re: [hlcoders] 3d model in a VGUI panel?

2005-07-27 Thread Maurino Berry
I'll post a tutorial in a week or so. From: sykes [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] 3d model in a VGUI panel? Date: Wed, 27 Jul 2005 15:36:59 + Totaly looking to do the same thing for our MOD. Want to

RE: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Maurino Berry
use a model with a pose parameter and call SetPoseParameter(expand,GetPostParameter(expand)+rate); or whatever _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology.

RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-28 Thread Maurino Berry
You know after reading this again.. if you're trying to simulate realistic bullets, I've got a suggestion... I've developed a projectile simulator which takes things like wind/velocity into account using only a tiny structure of data, these are replicated to the clients and batch rendered using

RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-27 Thread Maurino Berry
There's probably a way to transform hitboxes into world space, in which case you'd check for the closest one, or you could back up a vector along the x negative units of the forward vector of the bolt when it collided, and run a raycast and grab the hitbox like that(bit hacky) From: ibutsu

RE: [hlcoders] Crossbow bolts/projectiles and hitgroups

2005-06-27 Thread Maurino Berry
that(bit hacky) From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Crossbow bolts/projectiles and hitgroups Date: Mon, 27 Jun 2005 02:22:48 -0400 There's probably a way to transform hitboxes into world space

RE: [hlcoders] 3 round burst

2005-05-09 Thread Maurino Berry
heh.. why dont you just use a think function for the weapon to call the fire method x amount of times even y amount of time in an interval, increasing m_iShotsFired (or something) until its larger than x, then stop the think _ Take

RE: [hlcoders] RE: HL2 Mini-map/radar

2005-05-03 Thread Maurino Berry
game_controls/MapOverview.cpp _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors.

[hlcoders] SetPoseParameter()

2005-04-24 Thread Maurino Berry
I've made a subclass of CBaseCombatCharacter and I'm attempting to modify aiming angles of a stock hl2 model (this is not an art problem) using the SetPoseParameter() method. I can set them just fine, and GetPoseParameter returns the correct values, however the model itself is not being rendered

RE: [hlcoders] SetPoseParameter()

2005-04-24 Thread Maurino Berry
changing the poseparameter on one of my models. Try that and see if it works. - Spk From: Maurino Berry [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: [hlcoders] SetPoseParameter() Date: Sun, 24 Apr 2005 13:07:13 -0400 I've made a subclass

RE: [hlcoders] RemoveAllPanels() causing read memory error

2005-04-01 Thread Maurino Berry
I and a few others had this exact same issue, I figured out that in reality it has nothing to do with removeallpanels and actually it's your debugging method! do NOT attach the debugger to the process, instead use the alternate method of launching it with the debugger, see ibutsu's method 1

[hlcoders] sdk mod dedicated server

2005-03-20 Thread Maurino Berry
By default, I'm not able to get a sdk mod to show up in source dedicated server list.. after adding type multiplayer_only to the gameinfo.txt I can get it to show up, but when I try to launch a dedicated server i get the error c:\program\gameinfo.txt does not exist seems like some code somewhere

Re: [hlcoders] Player speed in HL2MP?

2005-03-20 Thread Maurino Berry
check the cl_forwardspeed etc commands as well as sv_maxspeed _ Scan and help eliminate destructive viruses from your inbound and outbound e-mail and attachments.

[hlcoders] No muzzleflash dynamiclight on world

2005-03-12 Thread Maurino Berry
For some reason in the MP sdk muzzleflashes (casted by myself or any other entity) aren't lighting BSP, only model geometry, is there some type of cvar for this? or does anyone know what could be wrong? thanks. _ MSN® Calendar keeps

RE: [hlcoders] No muzzleflash dynamiclight on world

2005-03-12 Thread Maurino Berry
thanks dude :) _ Designer Mail isn't just fun to send, it's fun to receive. Use special stationery, fonts and colors. http://join.msn.com/?pgmarket=en-capage=byoa/premxAPID=1994DI=1034SU=http://hotmail.com/encaHL=Market_MSNIS_Taglines

RE: [hlcoders] Grass in large maps

2005-03-08 Thread Maurino Berry
for what you're asking.. simply making a mesh with a couple of polygons and a grass texture would work fine.. it would be about the same amount of work as them placing your brush entity, and would work much better and allow them to have much more control

RE: [hlcoders] too many bullet effects fireing on weapon

2005-02-22 Thread Maurino Berry
With the information given, I'd bet you have an #ifndef CLIENT_DLL encompasing part of the fire function that sets the nextfiretime... in other words the client is not notified of the delay between shots but the server is From: Draco [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To:

[hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
Please bare with me while I try to explain this crash, let me begin by saying I'm using the very first mp sdk source with no updates... and debug build is not helping at all. Perhaps the most frightening aspect of this crash is its consistancy between game launches, and its inconsistancy between

Re: [hlcoders] Bizzare/Random/Frightening crash

2005-02-21 Thread Maurino Berry
unfortunately cleaning it doesnt seem to help very often : I think I'm going to try compiling on another computer maybe if I can't get any more suggestions from here.. thanks though :D _ Designer Mail isn't just fun to send, it's fun

[hlcoders] Refraction/frame buffer distortion textures on the hud?

2005-02-18 Thread Maurino Berry
Is it possible to properly use refraction or frame buffer distruction textures on the hud/in vgui2? so far i've been able to render them but they only do their animations with a normal map - from what I can tell, the area they should be refracting is simply black, as if nothing was in the frame

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-07 Thread Maurino Berry
Issue resolved - the AIRelationship cleanup ended up using some halflife2 definitions which caused it to delete parts of an array out of bounds. Thanks for your input. _ Don't just Search. Find!

[hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
Hello, I've ported some of the AI classes from singleplayer to the MP sdk npc_turret_floor and npc_antlion. Aside from commenting out a few hl2 specific lines (references to combine soldiers etc) I left the files unchanged. I also ported the InitDefaultAIRelationships to CSDKGamerules. Anyway, the

Re: [hlcoders] Ported AI server recreation crash? cleanups?

2005-02-06 Thread Maurino Berry
No the debugger isn't operating correctly, it's just giving me an access violation. _ Powerful Parental Controls Let your child discover the best the Internet has to offer.

[hlcoders] Dynamically spawning a CPhysicsProp

2005-01-28 Thread Maurino Berry
I've been trying to create a CPhysicsProp dynamically, and it works fine, including the touch function except there is no real player collision. I can't stand on them, and no raycasts hit them (weapons, +use) They collide fine with eachother, and other vphysics objects(mapped in prop_physics) also

RE: [hlcoders] HL2DM SDK in January or February?

2005-01-17 Thread Maurino Berry
I'd be really interested in knowing this too as it will influence my development plan. _ Take advantage of powerful junk e-mail filters built on patented Microsoft® SmartScreen Technology.

[hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
It seems like when every vgui Frame is drawn, it fills its drawing area with the back buffer (I mean the scene before any vgui drawing has taken place) and then goes on to draw itself and all of its child controls You might have noticed this at the end of a hl2dm/css game when the scoreboard is

RE: [hlcoders] VGUI Filling before drawing?

2005-01-12 Thread Maurino Berry
Thanks for the information, I'm just drawing a border and a dark background for now to cover it up as I don't have the time to look at fixing it Any idea why its not supported though? it seems like you'd have to clear the buffer there one way or another on purpose before rendering, But then again

RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Having a frame open will get mouse control, yes. However I want it like the main menu, buttons that open different frames (without having any frames visible) and the only way I can think of to achieve this would be to have a frame the size of the screen then containing the buttons and the sub

Re: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
I meant simmilar to the main menu, but completely unrelated... this is going to be a menu you can toggle and open different frames like inventory, skills, etc _ Take charge with a pop-up guard built on patented Microsoft® SmartScreen

RE: [hlcoders] quick menu question

2005-01-07 Thread Maurino Berry
Thanks, I know what I have to do now. I'm just used to having a full canvas to work on, instead I'll have to create frames for the different bits, instead of making it the size of the screen _ Don't just Search. Find!

[hlcoders] quick menu question

2005-01-06 Thread Maurino Berry
I want to create a menu which contains multiple frames (drag around, overlap etc like the main menu) and I don't know which baseclass to use as the parent (in order to gain mouse control) I obviously can't use a fullscreen Frame because as soon as I click this it will come into focus ontop of the

[hlcoders] menu baseclass?

2004-12-16 Thread Maurino Berry
Hello, I'm trying to create a menu and I'd like to know which class to use as the base... I've tried alot of things, like using a Frame and making it fullscreen and hiding all the options, and then populating it with child controls... this works except if one of the children is another Frame