RE: [hlcoders] GetBonePosition

2001-12-20 Thread Adrian Finol

 Well, if it's on the client.dll, you can always get the bone position from
m_rgCachedBoneTransform. That'll give you a world space bone position.

-Original Message-
From: Patrick Phillips
To: [EMAIL PROTECTED]
Sent: 12/20/01 10:52 AM
Subject: RE: [hlcoders] GetBonePosition

It doesn't matter.  I want the world position, but either way it does it
all 
I have to do is either add or subtract the entity's origin.


From: Adrian Finol [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: 'Patrick Phillips ' [EMAIL PROTECTED], 
'[EMAIL PROTECTED] ' [EMAIL PROTECTED]
Subject: RE: [hlcoders] GetBonePosition
Date: Thu, 20 Dec 2001 07:26:22 -0800

  Do you want to get the World position for that bone, or just the
relative
position for the bone?.

-Original Message-
From: Patrick Phillips
To: [EMAIL PROTECTED]
Sent: 12/20/01 3:19 AM
Subject: [hlcoders] GetBonePosition

People on the Wavelength forums seem to have a hard time replying to
things
beyond the usual How do I make a vehicle? or I need help coding my
mod!,
so I've resorted to using this list (also because Valve reads it too).
GetBonePosition is whack.  In the first and second versions of the SDK
2
it
worked somewhat correctly, but now it's either giving nothing or crap.
In example, I try to get bone 59 (right hand) in the player/player
model
and
I get (0, 0, 0) for the origin vector.
I made a test file with all bone positions and angles from 0 to 68, and
0 to
48 had contents, although crap, but all others didn't.
So, I'm thinking this already-buggy function just doesn't work in the
new
versions.
I'll gladly accept it otherwise if anyone's willing to enlighten me on
how
to do it. I'll even post my entire entitie's code for this if that's
required.

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[hlcoders] Suggestions for Debugging

2001-12-20 Thread Cruise

OK, here's the problem. After a second level load, or a respawn after
death, my mod will freeze. No errors, no debug messages from it or
msvc, and hit break just lands in the middle of hl.dll disassembly.

Now, yes, I know that it's crashing there because of something I did
somewhere else, and I know roughly where, I can even make it happen
everytime...but because of he way it's crashing, I can't find out what
the hell it was doing at the time i crashed. I'm going to try the
Tracer logging suggestion (lots of ALERTS revealed nothing) and see if
it helps, but I can't imagine I'm the first one to get this sort of
crash.

Any clues? How do you guys debug yours? :P

---
Cruise
www.casual-tempest.net
www.wytedragon.com
opera.redeemedsoft.com

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Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread _Phantom_



got a time machine?

  - Original Message - 
  From: 
  Nathan Taylor 

  To: HLCoders 
  Sent: Thursday, December 20, 2001 11:29 
  PM
  Subject: Re: [hlcoders] VALVe: 
GMAX?
  
  Zoot the hardcore engine programmer at Gearbox Software, I can read the 
  news lines now... :)
  
  
- Original Message -
From: 
Oskar 'Zoot' Lindgren
Sent: Thursday, December 20, 2001 6:27 
PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] VALVe: 
GMAX?




?! Why? It sux(to old)!? Even the free engine is 
better! I can help gearbox make a engine :)


Msg to GearBox:

Email me and I will help you make a 
enigne!


/ Zoot

  - Original Message - 
  From: 
  Neale 
  Roberts 
  To: [EMAIL PROTECTED] 
  
  Sent: Friday, December 21, 2001 12:16 
  AM
  Subject: Re: [hlcoders] VALVe: 
  GMAX?
  
  Yes.
  
  
- Original Message - 
From: 
Oskar 'Zoot' Lindgren 
To: [EMAIL PROTECTED] 

Sent: Thursday, December 20, 2001 
11:12 PM
Subject: Re: [hlcoders] VALVe: 
GMAX?

Is cs:cz using the HL engine?

- Original Message - 

  From: 
  Nathan 
  Taylor 
  To: HLCoders 
  Sent: Friday, December 21, 2001 
  12:04 AM
  Subject: Re: [hlcoders] VALVe: 
  GMAX?
  
  no auto-save? 
  
  bahhh, not worth it! :P
  
  
- Original Message -
From: 
Scott Velasquez
Sent: Thursday, December 20, 
2001 11:47 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VALVe: 
GMAX?
No, I don't think it does, but there are some nice 
things it *does* do likeloading point files, portal files, and 
hull files.-scottv-Original 
Message-From: 
[EMAIL PROTECTED][mailto:[EMAIL PROTECTED]]On 
Behalf Of Neale RobertsSent: Thursday, December 20, 2001 10:36 
AMTo: [EMAIL PROTECTED]Subject: Re: [hlcoders] 
VALVe: GMAX?Ooodoes it have 
autosave?:)- Original Message -From: 
"Scott Velasquez" [EMAIL PROTECTED]To: 
[EMAIL PROTECTED]Sent: Thursday, December 
20, 2001 4:32 PMSubject: RE: [hlcoders] VALVe: 
GMAX? Actually, you will be getting GearCraft from 
us (Gearbox) when we're finished with CS: Condition Zero, 
most likely in downloadable form due toCD space 
constraints. Scott Velasquez a.k.a. 
_-{MeNaCe}-_ Programmer Gearbox Software 
(www.gearboxsoftware.com) 
-- re.cur.sion n.: 
See Recursion. 
-- 
-Original Message- From: 
[EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED]] On Behalf Of Tim 
Holt Sent: Tuesday, December 18, 2001 1:45 PM To: 
[EMAIL PROTECTED] Subject: Re: [hlcoders] 
VALVe: GMAX? Just give us the fabled GearCraft 
:^) Really I think what most mappers would say is "I 
want WorldCraft, but also add..." and then some 
features. Like better leak file tracing (visualize in 
3d rendered mode), option to display models in-editor (like 
sprites now), better abstract view of entity relationships 
to handle complex setups, ability to toggle sprite view of 
ents (as defined in FGD) on and off, ability of 
different RMF files to maintain their own "These are 
the texture files for this map" info, better management of 
large texture collections, etc. etc. GMAX is cool, 
but really, what's it got over WC? Editing models, 
etc. is nice, but 95% of mappers are just that - 
mappers. Not modelers, etc. 
Waldo Eric Smith wrote:  What do 
you want to see out of GMAX?   
  -Eric   
  -Original Message-  From: Eric 
Smith [mailto:[EMAIL PROTECTED]]  Sent: Monday, 
December 17, 2001 4:56 PM  To: 
'[EMAIL PROTECTED]'  Subject: RE: 
[hlcoders] VALVe: GMAX?   We're looking into 
it. 
-Eric 
-Original Message-  From: Nathan Taylor 
[mailto:[EMAIL PROTECTED]]  Sent: Monday, December 17, 
2001 4:48 PM  To: HLCoders  Subject: 
[hlcoders] VALVe: GMAX?   VALVe, 
Are there any plans to 
release gmax support for half-life. I know 
many  people would love you if you did. I'm also 
  

Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Gareth Llewellyn



As it would happen.

Gareth LlewellynInNeedOfTherepy-Project 
Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.uk


Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread Nathan Taylor
 that's whatI was wondering...   - Original Message - From: Neale Roberts Sent: Thursday, December 20, 2001 7:03 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] VALVe: GMAX? Are we supposed to guess what you're talking about? :)  - Original Message -  From: Gareth Llewellyn  To: [EMAIL PROTECTED]  Sent: Friday, December 21, 2001 7:51 AM Subject: Re: [hlcoders] VALVe: GMAX?  As it would happen.  Gareth LlewellynInNeedOfTherepy-Project Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.ukGet more from the Web.  FREE MSN Explorer download : http://explorer.msn.com


Re: [hlcoders] VALVe: GMAX?

2001-12-20 Thread _Phantom_



I think it's coz ya didnt quote any of the message, 
thus ppl didnt know which bit ya was following up to... 

  - Original Message - 
  From: 
  Gareth 
  Llewellyn 
  To: [EMAIL PROTECTED] 
  
  Sent: Friday, December 21, 2001 8:16 
  AM
  Subject: Re: [hlcoders] VALVe: 
GMAX?
  
  Phantom asked if anyone had a time machine, and I 
  attempted some humor by starting the sentence "As it would happen yes I have" 
  but obviously it failed. 
  
  Gareth LlewellynInNeedOfTherepy-Project 
  Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.uk