Re: [hlcoders] Blame Yahn for this one?
Haha I thought it was quite funny lol... r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Yahn Bernier" <[EMAIL PROTECTED]> To: Sent: Friday, January 07, 2005 12:00 AM Subject: RE: [hlcoders] Blame Yahn for this one? I think Adrian was trying to get the HL2 teleporter sequence to feel "lethargic" so I told him to scale all of the player movement... :) Something like that Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, January 06, 2005 7:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Blame Yahn for this one? gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P r00t 3:16 CQC Gaming www.cqc-gaming.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Blame Yahn for this one?
Something like that... -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier Sent: Thursday, January 06, 2005 9:00 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Blame Yahn for this one? I think Adrian was trying to get the HL2 teleporter sequence to feel "lethargic" so I told him to scale all of the player movement... :) Something like that Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, January 06, 2005 7:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Blame Yahn for this one? gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P r00t 3:16 CQC Gaming www.cqc-gaming.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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Blame Yahn for this one?
I think Adrian was trying to get the HL2 teleporter sequence to feel "lethargic" so I told him to scale all of the player movement... :) Something like that Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Thursday, January 06, 2005 7:29 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Blame Yahn for this one? gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P r00t 3:16 CQC Gaming www.cqc-gaming.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
Re: [hlcoders] Using a prop_physics with a "preferred" orientation?
Sorry for the double post. Thanks Jay, thats exactly what I was looking for! On Thu, 6 Jan 2005 10:17:19 -0800, Jay Stelly <[EMAIL PROTECTED]> wrote: > It depends on what you want to have happen. If you want to pop the box > back to some orientation, then you can just save the angles and teleport > the object when it comes to rest. > > Otherwise you may be able to achieve something like what you want using > a ragdoll constraint (with no translational constraint) or a > phys_keepupright (like the turrets in HL2) that tries to keep the local > up (0,0,1) vector pointing in a specific direction in worldspace by > exerting procedural torque. > > Jay > > > > -Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of > > Patrick Flanagan > > Sent: Thursday, January 06, 2005 8:27 AM > > To: hlcoders@list.valvesoftware.com > > Subject: [hlcoders] Using a prop_physics with a "preferred" > > orientation? > > > > I'd like to make a box using a prop_physics, but I'd also > > like to make sure that it always lands with the same side > > facing upwards. Is there a way to set angles so that when it > > lands it saves them, or possibly a way to fix it after it > > lands so that the side I want is facing up? > > > > I've subclassed CPhysicsProp and set everything up to work > > how I'd like it to, except for this orientation thing. Anyone > > have any pointers? > > > > Thanks > > > > ___ > > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blame Yahn for this one?
lol, yeah I saw that. not sure what it's about though On Thu, 6 Jan 2005 22:29:05 -0500, r00t 3:16 <[EMAIL PROTECTED]> wrote: > gamemovement.cpp > around line 677 > > //!!HACK HACK: Adrian - slow down all player movement by this factor. > //!!Blame Yahn for this one. > > Thought that was kind of funny :P > > r00t 3:16 > CQC Gaming > www.cqc-gaming.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] Blame Yahn for this one?
gamemovement.cpp around line 677 //!!HACK HACK: Adrian - slow down all player movement by this factor. //!!Blame Yahn for this one. Thought that was kind of funny :P r00t 3:16 CQC Gaming www.cqc-gaming.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] exception spam fixed
Thanks!! loading times are now SIGNIFICANTLY smaller. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
I forgot to mention, it's very possible that the up and forward vectors will not be orthonogonal to each other. So, here's what you can do... camera.forward = player.forward camera.right = wall.normal CROSS camera.forward camera.right.Normalize(); camera.up = camera.forward CROSS camera.right camera.position = player.position + camera.up * EYE_HEIGHT This will make the camera "stick" to the wall and still be able rotate around freely. Though it will work as long as the camera isn't attempting to look directly parallel in the direction of the wall normal. On Thu, 6 Jan 2005 17:43:41 -0800, Trauts <[EMAIL PROTECTED]> wrote: > Actually, I found it. View.cpp > > Message: 3 > Date: Thu, 6 Jan 2005 01:00:01 -0800 > From: David Byttow <[EMAIL PROTECTED]> > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Rotating the view angles (roll?) > Reply-To: hlcoders@list.valvesoftware.com > > Simply build the camera matrix directly. > > You can build forward, up and right from just the "up" vector. The up > vector will be the normal of the wall and the "forward" vector will be > the direction the player is facing. To get the "right" vector, just > take the cross product of "up" CROSS "forward". Now you have the 3 > basis vectors for the camera. And the position is some offset from the > wall. Perhaps the point on the wall w/ some offset from the "up" > vector. > > Here's the math: > > camera.forward = player.forward > camera.up = wall.normal > camera.right = camera.up CROSS camera.forward > camera.position = player.position + wall.normal * EYE_HEIGHT > > ___ > 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
Re: [hlcoders] Rotating the view angles (roll?)
Actually, I found it. View.cpp Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow <[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: hlcoders@list.valvesoftware.com Simply build the camera matrix directly. You can build forward, up and right from just the "up" vector. The up vector will be the normal of the wall and the "forward" vector will be the direction the player is facing. To get the "right" vector, just take the cross product of "up" CROSS "forward". Now you have the 3 basis vectors for the camera. And the position is some offset from the wall. Perhaps the point on the wall w/ some offset from the "up" vector. Here's the math: camera.forward = player.forward camera.up = wall.normal camera.right = camera.up CROSS camera.forward camera.position = player.position + wall.normal * EYE_HEIGHT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
DOOManiac wrote: The batch file has -allowdebug in the command line, which (as you may have guess) allows debug dll's to be ran. This command line parameter isn't there when you double click from the 3rd party games list. True, but the main problem is that if you Create a brand new MOD, and don't do ANYTHING run the MyMod\run_mod.bat file, you will get an error and the game will not run. Then if you simply double-click on your MOD name in the "THIRD PARTY GAMES", the MOD will magically run. You can exit the game and then run the run_mod.bat file and the MOD will magically run. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
The batch file has -allowdebug in the command line, which (as you may have guess) allows debug dll's to be ran. This command line parameter isn't there when you double click from the 3rd party games list. -- Russell "DOOManiac" Weed -- [EMAIL PROTECTED] -- Mark Ingram wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, what happens after you run your game for the first time via the steam menu? Because i got the latest code, compiled it, then tried to run run_mod.bat and it crashed with the following error: "Failed to load the launcher DLL: The specified module could not be found." After speaking on wavelength someone told me to load it first from the steam menu, i tried that, it crashed out saying that i was running a debug build, then gave me an unhandled exception. After that i ran the mod via run_bat.bat again and it worked fine! Loaded up first time and went into the sdk_vehicles test map. So what happens after you load it via the steam menu for the first time? Cheers -- ___ 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] Steam Team
Just curious - what people are responsible for programming our beloved Steam? ;) Regards, Vyacheslav Dzhurahttp://www.hl2source.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
Where is this "camera" with the different vectors? I don't see it anywhere.. ran searches, etc. Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow <[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: hlcoders@list.valvesoftware.com Simply build the camera matrix directly. You can build forward, up and right from just the "up" vector. The up vector will be the normal of the wall and the "forward" vector will be the direction the player is facing. To get the "right" vector, just take the cross product of "up" CROSS "forward". Now you have the 3 basis vectors for the camera. And the position is some offset from the wall. Perhaps the point on the wall w/ some offset from the "up" vector. Here's the math: camera.forward = player.forward camera.up = wall.normal camera.right = camera.up CROSS camera.forward camera.position = player.position + wall.normal * EYE_HEIGHT ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
Mark Ingram wrote: After speaking on wavelength someone told me to load it first from the steam menu, i tried that, it crashed out saying that i was running a debug build, then gave me an unhandled exception. After that i ran the mod via run_bat.bat again and it worked fine! Loaded up first time and went into the sdk_vehicles test map. So what happens after you load it via the steam menu for the first time? You can probably find out yourself pretty easily by doing... Create brand new MOD, change to SourceMods folder, then do... dir/s >before.txt Run brand new MOD from "Play Games" dialog, then do... dir/s >after.txt Then do a 'diff' on before.txt and after.txt and see what changed. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Problems building with Visual Studio 6 SP6
OK - got it to work. For the benefit of anyone else trying to use VC++6.0: - Installed SP5 (http://msdn.microsoft.com/vstudio/downloads/updates/sp/vs6/sp5/default.aspx ) - Tried to install processor pack but if failed because it won't install on standard edition. If you don't have the standard edition, install this: http://msdn.microsoft.com/vstudio/downloads/tools/ppack/download.aspx. If you do have standard edition, click this link and unzip in the Program Files\Microsoft Visual Studio folder: http://yolg.homestead.com/files/procpackhack.zip - Use this to convert the project files from v7 to v6: http://www.codeproject.com/tools/prjconverter.asp - Manually add the following files to the project: src\game_shared\death_pose.cpp src\game_shared\env_detail_controller.cpp Whew! -Gregg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Yahn Bernier Sent: Wednesday, January 05, 2005 5:56 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Problems building with Visual Studio 6 SP6 Right, you'll have to revert to sp5. (Not sure what they "fixed" between 5 and 6 anyway, but I know we do some alignment stuff in core headers (Vector class I think in particular) which requires the VC Processor pack). Yahn -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christian Berger Sent: Wednesday, January 05, 2005 1:45 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Problems building with Visual Studio 6 SP6 There is no processor pack for sp6. You have to use service pack 5 and the sp5 pp. Christian Yahn Bernier wrote: >I think you still need the VC processor pack. > >Yahn > >-Original Message- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED] On Behalf Of Gregg Reno >Sent: Wednesday, January 05, 2005 12:15 PM >To: hlcoders@list.valvesoftware.com >Subject: [hlcoders] Problems building with Visual Studio 6 SP6 > >Has anyone been able to do a build with Visual Studio 6 Standard >Edition with SP6? I've converted the .sln files to .dsw using >prjconverter, and have everything cleaned up except one error I can't get past: > >C:\PD\src\cl_dll\game_controls\spectatorgui.h(122) : fatal error C1600: >unsupported data type > >line 122 in spectatorgui.h(client code): > > MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", data ); > >I've seen postings about using SP5 and the processor pack, but it looks >like there could be problems using the Standard edition. Any ideas? > >Thanks! > >-Gregg Reno > > > >___ >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 > > > > > ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Difference between loading the third party game via steam first and running run_mod.bat
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hi, what happens after you run your game for the first time via the steam menu? Because i got the latest code, compiled it, then tried to run run_mod.bat and it crashed with the following error: "Failed to load the launcher DLL: The specified module could not be found." After speaking on wavelength someone told me to load it first from the steam menu, i tried that, it crashed out saying that i was running a debug build, then gave me an unhandled exception. After that i ran the mod via run_bat.bat again and it worked fine! Loaded up first time and went into the sdk_vehicles test map. So what happens after you load it via the steam menu for the first time? Cheers -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] VMPI executables, source code?
Another thing I have seen (Tis a bit OT) but in hammer there seems to be a lightmap grid option, does valve have some kind of lightmap previewer up their sleeves? On Thu, 6 Jan 2005 09:59:14 -0800, karlthepagan <[EMAIL PROTECTED]> wrote: > I see all the VMPI headers and many tantilizing directories, but no > exe's or installers! > > After watching a farcry-ish 24080 x 24080 island map vvis eat up 35 > hours of CPU time (and counting!) on my 3.4ghz P4 I'd *really* like to > be able to distribute a vis throughout all of our team (and maybe fans > too). > > Does anyone know when/if this tool will be released; or should we try > to build our own method of distributing vis workunits using the VMPI > callbacks? > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Ben Davison - http://www.shadow-phoenix.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
You want a Frame, it's a base level container for controls. Just don't make your frame the size of the screen :) - Alfred Original Message From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Thursday, January 06, 2005 7:06 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] quick menu question > 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 children and render the children unuseable. > > I'd look at the main menu source but from what I've been told it's in > the gameui.dll > > Can anyone make a suggestion on how I could achieve this? Thanks in > advance. > > _ > Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx > The new MSN Search! Check it out! > > > ___ > 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
RE: [hlcoders] Using a prop_physics with a "preferred" orientation?
It depends on what you want to have happen. If you want to pop the box back to some orientation, then you can just save the angles and teleport the object when it comes to rest. Otherwise you may be able to achieve something like what you want using a ragdoll constraint (with no translational constraint) or a phys_keepupright (like the turrets in HL2) that tries to keep the local up (0,0,1) vector pointing in a specific direction in worldspace by exerting procedural torque. Jay > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Patrick Flanagan > Sent: Thursday, January 06, 2005 8:27 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] Using a prop_physics with a "preferred" > orientation? > > I'd like to make a box using a prop_physics, but I'd also > like to make sure that it always lands with the same side > facing upwards. Is there a way to set angles so that when it > lands it saves them, or possibly a way to fix it after it > lands so that the side I want is facing up? > > I've subclassed CPhysicsProp and set everything up to work > how I'd like it to, except for this orientation thing. Anyone > have any pointers? > > Thanks > > ___ > 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] VMPI executables, source code?
I see all the VMPI headers and many tantilizing directories, but no exe's or installers! After watching a farcry-ish 24080 x 24080 island map vvis eat up 35 hours of CPU time (and counting!) on my 3.4ghz P4 I'd *really* like to be able to distribute a vis throughout all of our team (and maybe fans too). Does anyone know when/if this tool will be released; or should we try to build our own method of distributing vis workunits using the VMPI callbacks? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] quick menu question
Did you look through these tutorials? http://www.hl2coders.com/category.php?ci=10 > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Maurino Berry > Sent: Thursday, January 06, 2005 7:06 AM > To: hlcoders@list.valvesoftware.com > Subject: [hlcoders] quick menu question > > 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 children and render the children > unuseable. > > I'd look at the main menu source but from what I've been told > it's in the > gameui.dll > > Can anyone make a suggestion on how I could achieve this? > Thanks in advance. > > _ > Don't just Search. Find! > http://search.sympatico.msn.ca/default.aspx The new > MSN Search! Check it out! > > > ___ > 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] Using a prop_physics with a "preferred" orientation?
I'd like to make a box using a prop_physics, but I'd also like to make sure that it always lands with the same side facing upwards. Is there a way to set angles so that when it lands it saves them, or possibly a way to fix it after it lands so that the side I want is facing up? I've subclassed CPhysicsProp and set everything up to work how I'd like it to, except for this orientation thing. Anyone have any pointers? Thanks ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] quick menu question
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 children and render the children unuseable. I'd look at the main menu source but from what I've been told it's in the gameui.dll Can anyone make a suggestion on how I could achieve this? Thanks in advance. _ Don't just Search. Find! http://search.sympatico.msn.ca/default.aspx The new MSN Search! Check it out! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client Commands/ Weapons Restrictions
No, this is a bug that needs fixing immediately, to maximise the effectivness of plugins :( ** Draco Coder for Perfect Dark http://perfectdark.game-mod.net ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Client Commands/ Weapons Restrictions
Are Client Alias's sent directly to the server? I have weapons restrictions and tray buy awp when its restricted. I have a client alias awp buy awp if I type awp in console for source it bypass's the client command altogether and still allows a awp to be bought. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Server plugin - aiming with fake clients
Hello all, Let me get straight down to the point; i'm trying to let my bots (created in a server plugin, using CreateFakeClient in CS: SOURCE) aim at a specific vector. I have tried first to find a function that could even make change their aiming. So i dug into the SDK and found several functions, though the interface exposed to the plugin does not provide lots of 'functions', in fact all 'possible' aiming changes i found where: 1. via usercmd.mousedx/mousedy (which i found not effective on fake clients!, changing them did not work...) 2. via engine->CrosshairAngle(edict, pitch, yaw) The second one sounds more plausible, i have the edict, and for fun i put some numbers in pitch and yaw, but they simply do not changet the bots aiming. I let it fire for every second to see if the 'rendered model' represents its actual aiming (knowing that in HL1 there was some sort of bug in this, so just to be safe). Does anyone else have an idea? I am wondering if the fake clients are allowed to change their angle with CSS or perhaps i am even searching in the totally wrong direction. Thanks for any hints/tips/comments on this, === Stefan Hendriks FunDynamic & RealBot http://www.fundynamic.nl http://realbot.bots-united.com http://www.bots-united.com === ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
Simply build the camera matrix directly. You can build forward, up and right from just the "up" vector. The up vector will be the normal of the wall and the "forward" vector will be the direction the player is facing. To get the "right" vector, just take the cross product of "up" CROSS "forward". Now you have the 3 basis vectors for the camera. And the position is some offset from the wall. Perhaps the point on the wall w/ some offset from the "up" vector. Here's the math: camera.forward = player.forward camera.up = wall.normal camera.right = camera.up CROSS camera.forward camera.position = player.position + wall.normal * EYE_HEIGHT On Thu, 6 Jan 2005 01:17:07 -0700, Hasan Aljudy <[EMAIL PROTECTED]> wrote: > For manipulating the camera try looking at in_camera.cpp, ultimatly > you would change m_vecCameraOffset which happens to be a vector but > apparently (according to my humble understanding) it's used as an > angle. > > I'll assume at this point the eye-angle is set as if the player is > walking "normally" (i.e. you haven't altered it yet), this is the > implication I get from your question. > > You can get the normal of the plane you'r moving on by doing something > like a traceline and getting tr.plane.normal (something like that) > then that would be the up vector. > for the forward and right vectors, hmm .. I'm not so sure, maybe the > experts will help you. > > I only have a rough idea: maybe grab these vectors (forward and right) > the moment you change from walking "normally" to walking on walls, > then adjust thier z component so that the vector lies on the plane of > movement. > You can probably do this with complex math, but I don't know, so this > is what I do: make a point that's positioned slightly above the > forward vector (treat the forward vector as a point for now) so that > when you draw a line between these two points you either get a line > parallel to the normal of the ground or the normal of the plane you're > walking on, something like VectorMA(forward, 10, normal, newpoint) > would do. > Then, do a trace line from this newpoint to the forward point, the > tr.endpos is probably the point on the plane that lies infront of the > player, so the vector (tr.endpos - player->GetAbsOrigin() ) should be > a good forward vector. You can use the same method to get a right > vector I guess. > > I'm not sure if this is what you're asking. Beaware that my solution > is a noob solution, I'm sure there is a more effecient method of doing > it. > > /me hopes he hasn't embarresed himself. > > On Wed, 5 Jan 2005 21:54:00 -0800, Trauts <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > > -- > > [ Picked text/plain from multipart/alternative ] > > Basically, I coded a wall run movetype. However, I'd like to rotate the > > camera so that it appears the wall they are running on is actually the floor > > for them. > > > > I have a normal vector to the wall, and I'm sure I need it, but I'm not sure > > how to get this to work. > > > > I think I have to use player->LocalEyeAngles() and player->SnapEyeAngles(), > > but from there, I'm lost. > > > > -- > > > > ___ > > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Rotating the view angles (roll?)
For manipulating the camera try looking at in_camera.cpp, ultimatly you would change m_vecCameraOffset which happens to be a vector but apparently (according to my humble understanding) it's used as an angle. I'll assume at this point the eye-angle is set as if the player is walking "normally" (i.e. you haven't altered it yet), this is the implication I get from your question. You can get the normal of the plane you'r moving on by doing something like a traceline and getting tr.plane.normal (something like that) then that would be the up vector. for the forward and right vectors, hmm .. I'm not so sure, maybe the experts will help you. I only have a rough idea: maybe grab these vectors (forward and right) the moment you change from walking "normally" to walking on walls, then adjust thier z component so that the vector lies on the plane of movement. You can probably do this with complex math, but I don't know, so this is what I do: make a point that's positioned slightly above the forward vector (treat the forward vector as a point for now) so that when you draw a line between these two points you either get a line parallel to the normal of the ground or the normal of the plane you're walking on, something like VectorMA(forward, 10, normal, newpoint) would do. Then, do a trace line from this newpoint to the forward point, the tr.endpos is probably the point on the plane that lies infront of the player, so the vector (tr.endpos - player->GetAbsOrigin() ) should be a good forward vector. You can use the same method to get a right vector I guess. I'm not sure if this is what you're asking. Beaware that my solution is a noob solution, I'm sure there is a more effecient method of doing it. /me hopes he hasn't embarresed himself. On Wed, 5 Jan 2005 21:54:00 -0800, Trauts <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Basically, I coded a wall run movetype. However, I'd like to rotate the > camera so that it appears the wall they are running on is actually the floor > for them. > > I have a normal vector to the wall, and I'm sure I need it, but I'm not sure > how to get this to work. > > I think I have to use player->LocalEyeAngles() and player->SnapEyeAngles(), > but from there, I'm lost. > > -- > > ___ > 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
Re: [hlcoders] Vector rotation
hmm .. I had to do it once, so I converted the vectors into angles, then into quaternions, then did a slerp, then converted them back into vectors. lol but now that you mention it, I tried to look something up, and I found this in mathlib.h // Rotate a vector around the Z axis (YAW) void VectorYawRotate( const Vector &in, float flYaw, Vector &out) [] apparently this only works if your plane is the ground. On Wed, 5 Jan 2005 20:14:05 -0500, Jarrett Hawrylak <[EMAIL PROTECTED]> wrote: > If you didn't understand Botman's link, this link has some information > on it and a handy C-function which you can use for your mod > http://astronomy.swin.edu.au/~pbourke/geometry/rotate/ > > > On Wed, 5 Jan 2005 14:26:26 -0600, jeff broome <[EMAIL PROTECTED]> wrote: > > On Wed, 5 Jan 2005 12:16:36 -0800, Trauts <[EMAIL PROTECTED]> wrote: > > > > > how can I rotate a 3D vector along a plane? > > > > Rotate the vector around the normal (vector) of the plane... > > > > http://cadd.web.cern.ch/cadd/cad_geant_int/ddt_long/node14.html > > > > Hurray for complex math! > > > > Jeffrey "botman" Broome > > > > ___ > > 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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders