I disagree. Putting your changes in a derived class requires readers to look
in two (or more) places to understand how the code works. That kind of
complication is only justified when you need *actual* polymorphic behavior.
Modifying the behavior of an existing class because it's incorrect (or
The SDK is improving all the time, but only to the extent necessary for
Valve to make awesome games. While an XML-based weapon system might be what
*you* need, or maybe what *you think the community needs*, it's not what
Valve needed. I suggest if that if you have list of massive improvements
that
I think it's probably smartest to keep your mapsrc/modelsrc/src under SVN,
and have a script that automatically builds your mod assets when the SVN
revision changes. Then have the team use rsync to download the built assets
into their sourcemods folder.
As for SVN vs P4 vs git. SVN wins because
Nothing wrong with compressed files hosted on a website or torrent. I don't
want another piece of software just to keep one (or even a few) mods up to
date. If you give people the option I'm sure most will not want to install
another mod toaster. You're just making work for yourself trying to find
downloaded.
unreal tournament handled this really nicely + was available to the
modder :D - steam do have a mechanism, except its a walled garden :/
+ damn you Jonas!, you got me grammar and spell checking EVERY email now!
;o)
S.
2009/6/1 Paul Peloski paulpelo...@gmail.com:
Nothing wrong
@Steve: I would not use the camera solution because it's doing the same
thing (rendering to a texture and scaling it) but in an indirect and map
dependent way.
@Jonas: I would not use the vgui text drawing functions because every font
size/style combination you get a handle for caches a lot of
npc_freeze will disable the NPC under the crosshair; under the hood it calls
CAI_BaseNPC::ToggleFreeze
Paul
On Fri, Apr 10, 2009 at 11:22 AM, quetzacolt...@aol.com wrote:
Hello there,
I am making a mod and trying to turn off the NPC's ai. I know there is a
command to turn off all of the
Even better than having to throw out your code every-time valve updates, you
could use git (http://git-scm.com/). Which makes merging disjoint source
code branches easier (and as a bonus it's also a solid, free, version
control system).
Paul
On Tue, Mar 17, 2009 at 9:42 AM, Jonas 'Sortie'
Sounds like the linker is discarding those symbols because analysis has
determined they are unreferenced. Linker option /OPT:NOREF (
http://msdn.microsoft.com/en-us/library/bxwfs976(VS.80).aspx) sounds like it
might fix the problem, if it works. I believe there are still some symbols
that won't be
Those server-dispatched effects can be suppressed when it makes sense for
them to be (ie. local player might have already predicted the effect). Check
out SetSuppressHost. In fact this is probably why it works from
Event_Killed:
te-SetSuppressHost( NULL );
g_MultiDamage.GetTarget()-TakeDamage(
Sounds like you're trying to set the bodygroup from inside the weapon itself
when you actually want to do it on the viewmodel, which is a separate entity
you can from the player.
On Thu, Jan 15, 2009 at 12:33 PM, Willem Engel wil...@refreshmi.nl wrote:
Hello! I keep running into a problem with
Probably easier if you post the relevant code. I read what you wrote twice
and I still don't know how to help.
Regards,
Paul
On Tue, Aug 5, 2008 at 8:45 PM, James C Lea [EMAIL PROTECTED] wrote:
Hey guys,
This issue has been plaguing me for a week.
Anyways, in my dynamic crosshair code in
Just to clarify, you only need to mark the *declaration *of a member
function virtual and only in the base class:
class X { public: virtual float f() { return 0; } };
class Y : public X { public: float f(); }; // 'virtual' can be omitted here
float Y::f() { return 1; } // 'virtual' is illegal
IMPLEMENT_NETWORKCLASS_ALIASED( CWeaponAK74, DT_CWeaponAK74 )
change to:
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAK74, DT_CWeaponAK74 )
Note the missing C in CWeaponAK74 in my version. The _ALIASED macro adds the
C_ and C automatically
Regards,
Paul
On Wed, Aug 6, 2008 at 7:16 PM, Øystein Dale
1. CBasePlayer::m_flMaxspeed is going to overwrite
CMoveData::m_flClientMaxSpeed, so modify the one in the player instead.
2. engine-GetClientConVarValue
Regards,
Paul
On Mon, Jul 28, 2008 at 9:23 PM, Henry Chang [EMAIL PROTECTED] wrote:
hi new to the list! Been trying to code on my own for
1.
/game/shared/hl2mp/weapon_frag.cpp is the weapon (viewmodel) for the HL2DM
frag grenade
/game/server/hl2/grenade_frag.cpp is the grenade entity itself (not the
weapon)
2. There are some prototype grenades, satchels, tripmines, SMG grenades,
etc. There are two versions for weapons because the
Congrats Jeremy I know you've been waiting for this for a long time. You've
done some great work in those videos. My concern is that I really love
playing TF2 and I don't think there's a need for bots in that game. I hope
it's pretty clear when you're playing with bots and easy to avoid (ie, in
I can see this actually, on the Portal page of the Steam Store it says
Includes Source SDK. I would be a little confused trying to explain
Includes Source SDK to myself, I think it's:
- Source code for the latest (give or take) HL2 and HL2DM
- Some sample code that doesn't get you much further
a
lot of people with questions like So where's the code for CS:S and
Where's the code for the Portal Gun.
Regards,
Paul
On Mon, Jul 7, 2008 at 11:47 AM, Olly [EMAIL PROTECTED] wrote:
How many retail games do you know that release the source code?
2008/7/7 Paul Peloski [EMAIL PROTECTED]:
I can
, Tony omega Sergi [EMAIL PROTECTED]
wrote:
This is true, the SDK has a bad name. If anything it should be GDK, but
it's
almost too late now.
On Mon, Jul 7, 2008 at 12:03 PM, Paul Peloski [EMAIL PROTECTED]
wrote:
Well, I'm happy modding HL2 as I've been doing for years. Just saying
:
Are you saying they should rename Source SDK to HL2DM
SDK ?
On Mon, Jul 7, 2008 at 11:03 AM, Paul Peloski
[EMAIL PROTECTED] wrote:
Well, I'm happy modding HL2 as I've been doing for years. Just
saying that
it's not a big leap of logic to assume that if Portal comes
I was able to merge the new code in the SDK with our mod. I didn't find that
we were missing any libs or headers. I merged by Creating a mod through
the SDK with the Source code only option, then using WinMerge.
Regards,
Paul
On Thu, Jun 12, 2008 at 10:35 AM, Matt Stafford [EMAIL PROTECTED]
Some tips for MP weapons:
Should be mostly shared code. Most work that is done on the server should be
done on the client as well, anything that is called out of ItemPostFrame
especially (PrimaryAttack, SecondaryAttack, Reload, WeaponIdle, etc) needs
to be very similar if not identical on the
#include filesystem.h
class CGCFMount : CAutoGameSystem
{
public:
bool Init()
{
filesystem-AddSearchPath( cstrike, GAME );
filesystem-MountSteamContent( 240 );
return true;
}
};
CGCFMount gGcfMount;
Works for me after the update, my mod is based on 218.
On
#define SF_BRUSH_ROTATE_CLIENTSIDE 16
#define SF_BRUSH_ACCDCC 16
.. turning on Acc/Dcc for func_rotating has the unwanted side-effect of
making it client-side.
Regards,
Paul
___
To unsubscribe, edit your list preferences, or view the list archives,
/jtc1/sc22/wg21/docs/papers/2007/n2271.html
Paul Peloski wrote:
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Why doesn't Valve use the STL, anyways? I've always wondered. I really
like
the STL (and Boost). Is there some important consideration I missed
about
their usage
it?
Also, they do have some performance benchmarks buried at the bottom:
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html#Appendix_20
Nate
On Fri, Feb 15, 2008 at 9:55 AM, Paul Peloski [EMAIL PROTECTED]
wrote:
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Garry's mod has DOF and you can develop applications for it using Lua
If you want to develop in C++, on Source, with DOF, there is a good review
of DOF techniques in GPU Gems 1 (great GPU programming book published by
NVidia) which you could use
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in_main.cpp: CInput::CreateMove
This function fills out the members of a CUserCmd structure which represents
the player's input (regardless of the type of input device), the input is
then sent to the server and processed by game movement to clip
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Beat you to the punch!
Regards,
Paul
On Jan 31, 2008 2:10 PM, Christopher Harris [EMAIL PROTECTED] wrote:
So you have the two vectors coming in on the client machine correct? To
get
the best movement out of your information would be best
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Is that derived from a class in make_mossman_gordons_love_interest.cpp ?
Regards,
Paul
On Jan 29, 2008 12:37 PM, Garry Newman [EMAIL PROTECTED] wrote:
You forgot please_kill_alyx_off.cpp
garry
On Jan 29, 2008 5:19 PM, Kori [EMAIL
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Don't get your hopes up. Notice how he left off the year on 1/23. He really
means 1/23/2009. Why else would he specify the date in that format when he
could have just said later today.
Regards,
Paul
On Jan 23, 2008 4:54 AM, Tom Leighton [EMAIL
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The gravity gun creates a clientside prop_physics, and simulates
client/server separately. When the prop is released from the gravity gun,
the clientside prop is destroyed. So yeah, it works the way you said would
be the best way already.
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Why doesn't Valve use the STL, anyways? I've always wondered. I really like
the STL (and Boost). Is there some important consideration I missed about
their usage with the Source SDK?
Regards,
Paul
On Jan 11, 2008 3:07 PM, Yahn Bernier [EMAIL
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I'd help in a community effort to clean up and document SDK code. It would
have to be in the form of a patch, since it's illegal to redistribute the
actual SDK. The only problem is that it's a little late to start on an
effort like that,
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IPhysicsObject *phys= VPhysicsGetObject();
phys-EnableMotion( true );
phys-EnableGravity( true );
phys-EnableCollisions( true );
phys-Wake();
One of those should do it, taken from some old hl2ctf code that moved the
flag from a bonmerge follow
strange.
I can probably manage this problem by setting EF_NODRAW and removing this
flag when it is really near gravgun but it is really strange.
I will try to understand why it happens.
Btw, Paul, thank you again for your help. I really appreciate.
2007/12/12, Paul Peloski [EMAIL PROTECTED
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It's kind of funny that it works in 2003. I'm with Jay, from what you've
shown it doesn't look like that code should work in any compiler.
typedef PD_GlobalData* PD_GlobalDataInterface;
Would make more sense at least.
Regards,
Paul
On Dec
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I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's
still in the shipping SDK and someone is still encountering it at least once
a month.
We need an SDK code update, Mike!
Regards,
Paul
On Dec 5, 2007 1:09 PM,
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lua/luabind play fine with source, I've tried that before. It must be
something you've done wrong, but you haven't given enough info for me to
make a suggestion what that might be.
Regards,
Paul
On Dec 4, 2007 8:52 AM, Tom Leighton [EMAIL
them
excluded from the project) it all works as expected. However with them
included i get RECVTABLE errors for m_iFOV (MISSING CLIENT RECVPROP)
If i then add those files to client, it compiles and i can then load
into a map however i get the behaviour below.
LuaBind 0.7
Lua 5.1
Paul
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Make a render target, push it and a viewport the size of the render target,
then render your vgui panel and pop the render target. Then break the face
of the watch into its own .vmt, and in that vmt for the watch use
$basetexture
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Hi guys,
I'm trying to make an NPC that is longer than he is wide. For example he
would be walk down a human sized hallway, but not turn around in the
hallway. The problem I ran into is that the hulls are AABB, which means
either I make the box
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Well, there is UTIL_TraceEntity/AI_TraceEntity, which seems to be able to
sweep an OBB. But I don't think the path finding code is set up to use it.
Though of course I haven't read every file in the SDK and I was hoping there
was some NPC/code
something off of the HL2 app-id,
sometime now before it gets updated to orange box.. with the new
achievements and whatnot..
Hence why source sdk base exists.
On Nov 16, 2007 9:01 AM, Paul Peloski [EMAIL PROTECTED] wrote:
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Well, I know
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He brings up a good point though, can you mod for HL2 anymore? Shouldn't the
tools come in 3 versions? There are tools and source code for HL2, EP1, EP2
(almost). Why not have the option to access them all. Forcing mod makers to
upgrade their
and that there will be two.
If it was going to be replaced entirely do you REALLY think he would
be spending all this headache inducing time working to make both sets
of tools work concurrently? If you answer yes to that question
you're pretty daft.
-Tony
On Nov 16, 2007 7:53 AM, Paul Peloski [EMAIL PROTECTED
in this century. Good luck.
~~ Ondra
On 16.11.07 12:58 Uhr, Paul Peloski wrote:
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He brings up a good point though, can you mod for HL2 anymore? Shouldn't
the
tools come in 3 versions? There are tools and source code for HL2, EP1,
EP2
(almost
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This is the wrong place for that topic. The hlds list might be better.
Although I like critical hits myself, they add some unpredictability to what
would normally be me getting owned every time I play. Undoubtedly the
feature brings new and
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How much of your code is based on the HL2MP weapon_rpg. You might want to
look at CWeaponRPG::PrimaryAttack, CMissile::Spawn, no velocity is set for
the missile until CMissile::IgniteThink is called 0.3s later. The delay was
added intentionally,
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Does the HL2MP crossbow have the same delay? I never noticed it..
Regards,
Paul
On 10/24/07, William Ravaine [EMAIL PROTECTED] wrote:
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Im not using the missile entity from the HL2 rpg, Im
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Those small beams use the alignment of the attachment to draw, though. So if
you traced them out straight from the attachment they'd be pretty far off
the mark. If you use the vector from the attachment's world position to the
actual trace
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Hey Mike,
Any word when the big merge will be ready for us to try? Now that the
Orange Box is out and we've played the games we're itching to get our mod
code working with the new engine. Any chance it will be this month?
Regards,
Paul
On
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I pointed this one out on hlcoders 14/8/06 and Yahn was the one who said to
remove the line entirely. The original suggested fix by me was to remove the
!
Regards,
Paul
On 9/26/07, Justin Krenz [EMAIL PROTECTED] wrote:
I tracked down the
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Does physenv-CreateSphereObject do what you want? Check out CPhysSphere,
which creates a sphere instead of using the models physics data. I'm
assuming that, internally, creating a physics sphere this way will use fast
sphere/plane intersection
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Can you give me an idea how cinematic physics works? A lot of the level
designers on Black Mesa have been asking about it and we've been holding off
on making certain sequences hoping that we will be able to use this new
feature, but nobody has
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Hey guys,
I found a bug with LoopingLerp_Hermite (cl_dll/lerp_functions.h). Here is my
proposed fix: http://pastebin.ca/686895
LoopingLerp_Hermite is used to interpolate m_iv_flCycle and
m_iv_flPoseParameter. The function is capable of looping
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The only thing this is supposed to fix is looping issues. There was a jitter
on the edge of interpolated loops going in the negative direction. So if
theres a gun turret that's supposed to spin backwards and it hits the edge
between -180 and 180
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Look at baseclientrendertargets.h, InitClientRenderTargets is the
appropriate place to create render targets. You can see Valve's render
targets being created in baseclientrendertargets.cpp
Regards,
Paul
On 8/8/07, [EMAIL PROTECTED] [EMAIL
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I think you're trying to draw an effect after the world (and not occluded by
the depth buffer), but before the other models (so as to be
occluded/overlapped by them.) You can achieve this with ignorez and
depth-sorting. Set ignorez 1 and then
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I agree with what you're saying and I don't find it rude or inappropriate
for hlcoders, since its an honest question and coming from a background
modding other games or working with better SDKs (ie, ones that don't come
free with a video game)
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Search the hlcoders archive for
sv_showlagcompensation
cl_interp
The hitboxes you see with sv_showhitboxes are not the hitboxes that shots
are traced against. If there are problems with hit registration in source,
it's not as simple as you
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The problem with net_graph also effects cl_showfps and any debug text, it's
probably in that material system DrawColoredText function...
Regards,
Paul
On 6/12/07, Kevin Ottalini [EMAIL PROTECTED] wrote:
This (net_graph crash) was a reported
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sv_showlagcompensation 1
will show you what Garry is talking about, whenever you shoot at someone
(including bots) it will draw a special blue hitbox set that shows how the
player is moved during lag compensation.
There's also cl_interp, which
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I managed to get the information I needed using a material proxy (not the
ideal solution since I wanted to know at the texture level not the material
level). But the OnBind does tell me when the material's basetexture is
actually going to be
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Hi guys,
Is there a way to find out if a texture was used (as opposed to just loaded
but not rendered)? +mat_texture_list (debugging tool) knows whether or not a
texture was used - mat_texture_list_all removes unused textures from the
list. How
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I added the second test as an assert and it wasn't hit when spawning 100
barrels and 20 SDK bots. How many props does it take before you start to hit
that error?
UseTexture looks a little fishy, I've noticed some other bugs with
flickering and
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SOLID_OBB says its not implemented yet but I think it works, SOLID_OBB_YAW
might work as well (seems like what you'd want). For an NPC use
HULL_WIDE_SHORT.
Regards,
Paul
On 3/26/07, Minh [EMAIL PROTECTED] wrote:
This is a multi-part message
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Hi guys,
I would like to spawn an entity and send a user message from the entity's
Spawn function (so it the entity creation and user messages will likely be
in the same packet), on the client I'd like the client side version of the
entity to be
remember at this point. I think
they might not.
Unreliable messages do just dissappear.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Monday, March 19, 2007 10:30 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders
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Jay C. ([EMAIL PROTECTED]), give us a break. You use back to the point.. to
refer your personal gripes about Valve. Most your messages are unfriendly,
not helpful, or rants. Let's keep this list useful, friendly and on topic. I
vote to ban Jay C.
,
sizeof(fullpath));
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, February 21, 2007 10:34 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Resolve relative paths to full path?
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Hi guys,
Is there an easy way to resolve the relative path:
/resource/ to C:\Program Files\Steam\SteamApps\SourceMods\mod\resource\
I looked through the SDK for a while but I couldn't find and easy solution.
I stumbled on something that does
think you want.
Yahn
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, February 21, 2007 8:26 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Resolve relative paths to full path?
--
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and it did the same
thing each time. Any ideas?
Regards,
Paul
On 2/22/07, Paul Peloski [EMAIL PROTECTED] wrote:
Wow, how did I miss that. Thanks Yahn.
Regards,
Paul
On 2/22/07, Yahn Bernier [EMAIL PROTECTED] wrote:
Try: IFileSystem::RelativePathToFullPath
You might need to have
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When you added FL_PRONING (in const.h), did you increase PLAYER_FLAG_BITS
(right below that)? If you didn't the m_fFlags will not come down with the
FL_PRONING bit and the error correction system could erase that bit on the
client - client code
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1) I made a post on here a while ago about predicting triggers (basically
using the spatial partition to find triggers in the players AABB on the
client side, then calling the touch function if they are inside the players
AABB - what SolidMoved
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The wiki is wrong, I pointed out this bug a long time ago. Whoever added it
to the wiki neglected to read Yahn's opinion which was that removing the
offending lines entirely seemed to fix all animation jitter.
Regards,
Paul
On 2/7/07, Adam
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http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery
I think Yahn said that if you remove the lines mentioned here, it fixes
jittery NPCs in demos?
On 1/15/07, Nate Nichols [EMAIL PROTECTED] wrote:
I put up a
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Put a breakpoint at CHL2_Player::EnableSprint you will see its called from
CPlayerPickupController::Init to disable sprinting when the player is
controlling a physics object.
Regards,
Paul
On 1/5/07, Adam amckern Mckern [EMAIL PROTECTED]
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On the client side CMoveHelperClient::ProcessImpacts is empty in the SDK,
indicating that Valve never intended for triggers to be touched on the
client. I added this code to CMoveHelperClient::ProcessImpacts to test if
the player's AABB (after
/alternative ]
Yeah I love it when some 14 year old server admin fucks with my settings
and
sets my fire command to a suicide command.
This is a good console command that was lng overdue.
On 11/18/06, Paul Peloski [EMAIL PROTECTED] wrote:
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I don't think cl_restrict_server_commands is a mistake or bug. If there are
exploitable client cvars that need to be monitored by a server plugin, those
exploits need to be fixed. Officially supported fixes (not Mani-mod client
cvar enforcement)
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What does the debugger tell you? Try getting one of the people experiencing
this problem to attach windbg (
http://www.microsoft.com/whdc/devtools/debugging/default.mspx) to hl2 and
break into the debugger when the problem occurs.
I'm sure
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I'd like it if discussion happened in public. I'd like to know what kind of
changes are planned. I think off-list talk should be reserved for exploits.
What bot enhancements are planned exactly and will it apply to Valve's
Source games as well
:
Paul Peloski wrote:
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I'd like it if discussion happened in public. I'd like to know what kind
of
changes are planned. I think off-list talk should be reserved for
exploits.
What bot enhancements are planned exactly and will it apply
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Nothing new for me when launching with -beta sdk.
Regards,
Paul
On 11/1/06, Benjamin Davison [EMAIL PROTECTED] wrote:
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Looks like a beta was released yesterday.
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I got studiorender to render the same model more than once in DrawModel,
like what you're probably doing for that light switch. It also allowed me to
pass a StudioRenderConfig_t to UpdateConfig before each model render without
this crash.
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Well first off, you don't need to navigate to the game ui panel from
PANEL_ROOT, you can use
enginevgui-GetPanel( PANEL_GAMEUIDLL );
Regarding SendMessage it looks like the KeyValues needs to be named
Command and the key/value pairs are just
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Well, there may be a better way to do it, but you can use the IEngineVgui
and IPanel interfaces to do this. First get a VPANEL handle for the game ui
panel. Note that the game UI is created in a different dll so you have to
use VPANEL handles and
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The subject of your message gave me a good laugh, and upon reading the
message I laughed even harder when I read .. caused the player to touch
itself.
Thanks,
Paul
On 10/7/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
I noticed in my mod,
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I actually noticed this bug too, but it took me a while to realize that this
was the same bug. I have a client-side only entity that's parented to a
PVSCHECK entity and when the parent goes dormant the same behaviour occurs.
I worked around the
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I just noticed that if you override GetPVSNotifyInterface in a derived
class then the PVS notifier will not be removed from m_PVSNotifyInfos,
because the callstack for RemovePVSNotifier looks like this:
CClientEntityList::RemovePVSNotifier
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I meant to say that I didn't check if there were OTHER instances of calling
virtual functions from a destructor, its possible that this isnt the only
bug of this kind.
Regards,
Paul
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To
expended... It's a bug
I
guess
On 9/22/06, Paul Peloski [EMAIL PROTECTED] wrote:
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I'm at home now, sv_showlagcompensation the right name, it's
implemented
in
player_lagcompensation.cpp with the following
to check if a bullet has hit someone.
Interpolation has nothing to do with lagcompensation.
On 9/23/06, Paul Peloski [EMAIL PROTECTED] wrote:
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What Teddy said is probably the best place. CBaseEntity::FireBullets is
probably not good because
problems with shots
registering. Maybe this is a bug in the new SDK?
On 9/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
Closest I see is player_showpredictedposition, but it doesn't seem to
visually change anything at all.
At 2006/09/21 08:41 AM, Paul Peloski wrote:
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Check that the lag compensation system is still being used to move entities
when a player is shooting, IIRC you can use sv_showlagcompensation 1 or
something similar to show some hitboxes when a player is being lag
compensated (ie, you have to be
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Well, I'm not sure how much bandwidth would really be saved by changing the
networking of armor or health (only an int trimmed to 8 bits?) but here is
something I found that might save a lot of bandwidth..
I got the idea for this from a comment
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I think the bot's physics object has fallen asleep. If you look at the call
stack for VPhysicsShadowUpdate its called like this in physics.cppPhysFrame:
// apply updates
if ( pPhysics !pPhysics-IsAsleep() )
{
pEntity-VPhysicsShadowUpdate(
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