RE: [hlcoders] GetBonePosition
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. _ MSN Photos is the easiest way to share and print your photos: http://photos.msn.com/support/worldwide.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _ Send and receive Hotmail on your mobile device: http://mobile.msn.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Suggestions for Debugging
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VALVe: GMAX?
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?
As it would happen. Gareth LlewellynInNeedOfTherepy-Project Leader-Lead Coder-Lead MapperHalf-Life The Beginningwww.HLTB.co.uk
Re: [hlcoders] VALVe: GMAX?
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?
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