Re: [hlcoders] Making weapons use magazines?

2005-01-19 Thread Draco
Then you will have to create a pointer to a struct like ClipMemory or
something. whenever you reload old clip find its ammo, do not decrease
clip amount.
If you want to be able to select old clips then you could make a
linked list that is accessed by some sort of VGUI inventory screen,
and you could load each one.

Personally, old clips sounds like a crappy idea, but that's just me,
you go right ahead and try it.


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Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] Particle System Not Working??

2005-01-19 Thread Daniel Menard
Emitter Setup:

m_hEmitter = CSimpleEmitter::Create(FlameProjectile_Emitter);
m_hEmitter-SetSortOrigin(GetAbsOrigin());
m_hParticleMat = m_hEmitter-GetPMaterial(particle/particle_sphere);

Particle Creation code:

SimpleParticle *pParticle;
for ( int i = 0; i  64; i++ )
 {
pParticle = m_hEmitter-AddSimpleParticle( m_hParticleMat,
GetAbsOrigin() );
if ( pParticle == NULL )
{
Msg(Particle Creation Failed, You are in 
trouble now!);
   return;
}

pParticle-m_uchStartSize = 20;
pParticle-m_uchEndSize = 40;

pParticle-m_flRoll = random-RandomFloat( 0, 2*M_PI );
pParticle-m_flRollDelta = random-RandomFloat( -DEG2RAD( 180 ),
 DEG2RAD( 180 ) );
pParticle-m_uchColor[0] = 255;
pParticle-m_uchColor[1] = 255;
pParticle-m_uchColor[2] = 255;

pParticle-m_uchStartAlpha = 255;
pParticle-m_uchEndAlpha = 0;

pParticle-m_vecVelocity = GetAbsVelocity() +
RandomVector(-20.0f,5.0f);

pParticle-m_flDieTime = random-RandomFloat( 1.25f, 1.5f );
 }


I even tried using for of the impact functions
Vector normal(0,1,0);
Vector origin = GetAbsOrigin();
FX_BugBlood(origin,normal);
and still nothing shows up.

All the code listed is surrounded by #ifdef CLIENT_DLL and #endif
(since its a shared game file) The function with the particle creation
code is definitly running (I put a Msg command and it showed up.) Even
the code that is supposed to work, like the examples, arent working,
so im wondering if I need somesort of flag set in the entity or
something.

On Tue, 18 Jan 2005 21:09:48 -0700, Hasan Aljudy [EMAIL PROTECTED] wrote:
 could you psot your code?
 if you don't set the alpha values or sie values or color values it
 might not render. also if alpha is 0 well obciously it won't render :P

 I presonally have used the simple particle emitter and it worked for
 me, and I'm deriving my own emitter from it.


 On Tue, 18 Jan 2005 18:11:44 -0500, Daniel Menard [EMAIL PROTECTED] wrote:
  I have been trying to get particles to emanate from one of my weapon's
  projectile. I am using the simple emitter code provided in the SDK
  Docs and nothing seems to get rendered, I have even copied the code
  exactly and still nothing. Then I changed the projectile to the
  env_sparkler entity which is supposed to have working particles but I
  still get nothing. Is there somesort of flag I have to set for the
  entity to render particles? I thought maybe my DX8 card might be
  limiting some of the particles, but even after copying the particle
  code from the impact effects (which definitly work) I can't seem to
  get anything to show up.
 
  Valve: If you guys could ust have a look at the issue. The other
  thing is temp ents with the sprites used as models, is this still a
  valid way of using sprites or should it be done through the particle
  system?
 
  I'm going to keep working at it and post my progress in this thread.
 
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[hlcoders] Some More Wonderful Source Tools from Bloodlines

2005-01-19 Thread Adam \amckern\ Mckern
I was over at planetvmapire, and came across these

http://www.forumplanet.com/planetvampire/topic.asp?fid=9644tid=1554558

Feel free to comment on the thread, i am looking at
both the bloodlines, and hl2 stuff with it, and its
sable

Enjoy!

=
http://ammahls.com




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[hlcoders] message of bogus type

2005-01-19 Thread Draco
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
i have an extern of it in the gamerules so I can call it there, i have
it declared as a global int in player.cpp I have everything my old
messages have.
Then I go to trigger the message. 3 messages so I can test the queuing out
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(Dont fly strongbad);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(I worry about you);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(i can see the strings);
MESSAGE_END();

It then, because it cares, tells me
fatal eror
tried to create a message with bogus message type (0)
Yeah, thanks HL, I Wubb J00 too.

This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?

--

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Coder for Perfect Dark
http://perfectdark.game-mod.net

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[hlcoders] Re: message of bogus type

2005-01-19 Thread Draco
Oh crap, forgot to mention, this is for HL 1

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http://perfectdark.game-mod.net

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Re: [hlcoders] Player command - Health control? Damage?

2005-01-19 Thread Frank Weima
Hi again,

I still not figured it out.
I tried serveral things but still no actions.
Everyone knows that the slay command:
'engine-ClientCommand(pEntity, kill\n); ' is.

But what about SLAP. GetHealth? Sethealth?
Doesn't reqonize. Also for teleport, Im not that good in C++, so any help
would be great.
Like a piece of code, website. Things like that.

Thanks
Frank.

- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Monday, January 10, 2005 5:59 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


 Well, my friend qizmo and I have gotten slap working well. My
 contribution was the actual slapping: get a CBaseEntity of the player
 you want to slap and use the Teleport function to change his velocity
 to some random vector. As for dealing damage, this is compliments of
 theqizmo: static_castCBasePlayer* the CBaseEntity, then do
 Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()
 to make him run through the motions of actually dying. To modify his
 health just use SetHealth and GetHealth - but make sure to check if it
 goes to 0 or below, as you'll have to kill him yourself if it happens.

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Re: [hlcoders] message of bogus type

2005-01-19 Thread Philip Searle
Your message name is longer than 11 characters.  Because of the way user
mesages are stored in the engine, message names are limited to 11 chars
plus the nul terminator.  If you try to create a message longer than
that, then you'll trash the next usermessage or message handler pointers.
 -- Philip Searle
Draco wrote:
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
i have an extern of it in the gamerules so I can call it there, i have
it declared as a global int in player.cpp I have everything my old
messages have.
Then I go to trigger the message. 3 messages so I can test the queuing out
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(Dont fly strongbad);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(I worry about you);
MESSAGE_END();
MESSAGE_BEGIN(MSG_ALL, gmsgPerfectDarkMessage);
WRITE_STRING(i can see the strings);
MESSAGE_END();
It then, because it cares, tells me
fatal eror
tried to create a message with bogus message type (0)
Yeah, thanks HL, I Wubb J00 too.
This only occures when i fire off a message, because i tired
commenting the 'dont fly strongbad' stuff. So, any ideas on why I am
createing a message with a bogus message type?
--
**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] message of bogus type

2005-01-19 Thread Rockefeller
Draco wrote:
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
The name of the message (PerfectDarkMessage) is probably too long.
There was something like a 12 character limitation in HL1.
Try a shorter one, and see if that fixes it.
Rockefeller
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Re: [hlcoders] message of bogus type

2005-01-19 Thread Jeffrey \botman\ Broome
Draco wrote:
For 2 days I've been playing around with a message system to replace
the death message and gun/ammo pickup messages in my mod. I think I
got it set up, with messages queuing to be displayed and such, but one
problem has arisen...
The game crashes when I make a message for it. I mean the
server-client messages.
I have dealt with this system twice before for radar and a timer but
this one defies me.
I have the message registered
gmsgPerfectDarkMessage = REG_USER_MSG(PerfectDarkMessage, -1);
If I remember correctly, REG_USER_MSG messages can only be 12 characters
long.  Change this...
REG_USER_MSG(PerfectDarkMessage, -1);
...to this...
REG_USER_MSG(PDMsg, -1);
...and it will probably work fine (don't forget to change the client to
match, and they ARE case-sensitive).
--
Jeffrey botman Broome
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[hlcoders] func_useableladders Broken

2005-01-19 Thread Tim Jones
There was a post about this a few days ago but no one responded...
Entities of type func_useableladder do not seem to work in builds from
the original sdk code.  They appear in game when using the
sv_showladders var but they are non-functional.  Has anyone found a fix
for this?
Thanks
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RE: [hlcoders] func_useableladders Broken

2005-01-19 Thread Yahn Bernier
I think they might require HL2_DLL to be defined rather than SDK_DLL or
whatever the sdk thing is.  The code needs to use the stuff from
hl_gamemovement.cpp rather than the stuff in sdk_Gamemovement.  The SDK
uses the old style/HL1 ladders.  Note that HL2 style ladders will need
some further work to be predictable and therefore useable without jitter
in multiplayer

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Jones
Sent: Wednesday, January 19, 2005 10:23 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] func_useableladders Broken

There was a post about this a few days ago but no one responded...
Entities of type func_useableladder do not seem to work in builds from
the original sdk code.  They appear in game when using the
sv_showladders var but they are non-functional.  Has anyone found a fix
for this?

Thanks


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Re: [hlcoders] Player command - Health control? Damage?

2005-01-19 Thread Lance Vorgin
You need to include a ton of server project headers. Just #define
GAME_DLL 1 at the top and take all the #includes from util.cpp :/

Update killed the Event_ stuff for the time being (how mean of them).
CBaseEntity::Teleport still works.

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[hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Crusty Jacks
--
[ Picked text/plain from multipart/alternative ]
Does anyone have a fix for tracers in the scratch base SDK?

The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet() 
which does not create tracers. Some coders have recommend calling 
CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but in 
my experience this fires an extra bullet off.

Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or 
does somebody have a work around?

TIA



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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Jeffrey \botman\ Broome
Crusty Jacks wrote:
-- [ Picked text/plain from multipart/alternative ] Does anyone have
a fix for tracers in the scratch base SDK?
The SDK's FX_FireBullets() function seems to call
CSDKPlayer::Firebullet() which does not create tracers. Some coders
have recommend calling CBaseEntity::Firebullet() after FX_FireBullet
to get the tracer effect, but in my experience this fires an extra
bullet off.
Valve, will the next SDK release add tracers to
CSDKPlayer::Firebullet()? or does somebody have a work around?
What's so hard about copying...
if ( ( info.m_iTracerFreq != 0 )  ( tracerCount++ % info.m_iTracerFreq
) == 0  ( bHitGlass == false ) )
{
   Vector vecTracerSrc = vec3_origin;
   ComputeTracerStartPosition( info.m_vecSrc, vecTracerSrc );
   trace_t Tracer;
   Tracer = tr;
   Tracer.endpos = vecTracerDest;
   MakeTracer( vecTracerSrc, Tracer,
pAmmoDef-TracerType(info.m_iAmmoType) );
}
...from CBaseEntity::FireBullets() and adding it into
CSDKPlayer::FireBullet()???
--
Jeffrey botman Broome
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[HLcoders] Fast help - Player detect *noobish*

2005-01-19 Thread Frank Weima
Hi,

I got an error over here while making my fun plugin *private*


IPlayerInfo *p= playerinfomanager-GetPlayerInfo(player);
  if (p)
  {
  Q_snprintf( gBuffer, 128, cl_forwardspeed 0 \n);  // The user cannot
walk n-y more
  engine-ClientCommand(player,gBuffer);
  }



Thanks for help,
Frank Weima


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RE: [hlcoders] func_useableladders Broken

2005-01-19 Thread HoundDawg
While you guys are working on fixing the ladders, how about the elevators?
You can see the threads that are now polluting the hlmappers list.  Jitter
is one thing, but having players get stuck in the elevator floor can be a
pretty big deal in the heat of battle.

- HoundDawg

 I think they might require HL2_DLL to be defined rather than
 SDK_DLL or
 whatever the sdk thing is.  The code needs to use the stuff from
 hl_gamemovement.cpp rather than the stuff in
 sdk_Gamemovement.  The SDK
 uses the old style/HL1 ladders.  Note that HL2 style
 ladders will need
 some further work to be predictable and therefore useable
 without jitter
 in multiplayer



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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread r00t 3:16
Look around for, that should give you an idea how to get the tracers
working.
FireBulletsInfo_t Fire;
Fire.m_iShots = 1;
Fire.m_vecSrc = pPlayer-Weapon_ShootPosition( );
Fire.m_vecDirShooting = pPlayer-GetAutoaimVector( flSpread );
Fire.m_vecSpread = GetBulletSpread();
Fire.m_iDamage = 8;
Fire.m_iAmmoType = m_iPrimaryAmmoType;
Fire.m_pAttacker = (CBaseEntity *) pPlayer;
Fire.m_nFlags = true;
Fire.m_iTracerFreq = 1;
Fire.m_flDistance = MAX_TRACE_LENGTH;
pPlayer-FireBullets( Fire );
Add that into CWeaponMP5::PrimaryAttack() {  .. . }
Below the FX_FIREBULLETS
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: Crusty Jacks [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, January 19, 2005 6:43 PM
Subject: [hlcoders] SDK bullet tracer fix?
--
[ Picked text/plain from multipart/alternative ]
Does anyone have a fix for tracers in the scratch base SDK?
The SDK's FX_FireBullets() function seems to call CSDKPlayer::Firebullet()
which does not create tracers. Some coders have recommend calling
CBaseEntity::Firebullet() after FX_FireBullet to get the tracer effect, but
in my experience this fires an extra bullet off.
Valve, will the next SDK release add tracers to CSDKPlayer::Firebullet()? or
does somebody have a work around?
TIA

-
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Yahoo! Search presents - Jib Jab's 'Second Term'
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RE: [hlcoders] func_useableladders Broken

2005-01-19 Thread Yahn Bernier
I'll pass this along to the SDK team.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of HoundDawg
Sent: Wednesday, January 19, 2005 4:46 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] func_useableladders Broken

While you guys are working on fixing the ladders, how about the
elevators?
You can see the threads that are now polluting the hlmappers list.
Jitter
is one thing, but having players get stuck in the elevator floor can be
a pretty big deal in the heat of battle.

- HoundDawg

 I think they might require HL2_DLL to be defined rather than SDK_DLL
 or whatever the sdk thing is.  The code needs to use the stuff from
 hl_gamemovement.cpp rather than the stuff in sdk_Gamemovement.  The
 SDK uses the old style/HL1 ladders.  Note that HL2 style ladders
 will need some further work to be predictable and therefore useable
 without jitter in multiplayer



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[hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
We have released an update to the SDK, restart Steam to pick it up. This
update adds a couple new features and provides some basic sample bots,
more details can be found here:
http://www.steampowered.com/index.php?area=newsid=390
And here:
http://www.valve-erc.com/srcsdk/
(we are still working on updating the SDK site, should be done soon).

- Alfred

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Re: [hlcoders] SDK update

2005-01-19 Thread Luke Graham
Fantastic update, not sure whether I like the source for the maps or
the bot interface best.

A wierd idea popped into my head when I saw what Valves sample bot
does. If 3rd-person mode has buggy animations and what-not, it could
be emulated with a bot, and the first-person player model disabled.
Just change the camera :D


On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 We have released an update to the SDK, restart Steam to pick it up. This
 update adds a couple new features and provides some basic sample bots,
 more details can be found here:
 http://www.steampowered.com/index.php?area=newsid=390
 And here:
 http://www.valve-erc.com/srcsdk/
 (we are still working on updating the SDK site, should be done soon).

 - Alfred

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Re: [hlcoders] Mod_Extradata caching failed

2005-01-19 Thread tei
I have no idea, but I have code from Quake1 with something similar, that
maybe can help you. Unfortunally I dont know much about the .mdl format
and the loading stuff,..
This is a Quake1 function:
//Caches the data if needed
void *Mod_Extradata (model_t *mod) {
void *r;
r = Cache_Check (mod-cache);//already loaded
if (r)
return r;
Mod_LoadModel (mod, true); //Its need to load
if (!mod-cache.data) //failed?
Sys_Error (Mod_Extradata: caching failed);
return mod-cache.data;
}
Here its some code that use that function (more Q1 code):
void R_DrawAliasModel (entity_t *ent) {
int i, anim, skinnum, texture, fb_texture;
float scale;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
model_t *clmodel;
maliasframedesc_t *oldframe, *frame;
extern  cvar_t r_viewmodelsize, cl_drawgun;
VectorCopy (ent-origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
clmodel = ent-model;
paliashdr = (aliashdr_t *) Mod_Extradata (ent-model);   //locate 
the
proper data
( Looks like extradata its the workload of models, the tris stuff.. or
whatever similar. )
I think this a problem with the loading/unloading strategy for models.
Your mod are triing to use a model that for some reason can't load, or
has been freed. Freed? maybe because whas load on temporal memory, or
because for some reason the engine thing its not in-use.
If you change your load strategy (change order or whatever similar) you
can avoid your bug. But maybe you are doing something really ugly with
memory, like freeing pointers you are suppose not :D

Black Panther wrote:
Just in advance: this is a HL1 problem :)
After executing a few changelevel commands I am getting an error
message: Fatal Error: Mod_Extradata: caching failed.
Then the game shuts down.
It's not something map specific and only occurs after changeleveling
through a bunch of maps.
You may try something like this:
unconnect;wait;
command_that_flush_resources;wait;
changelevel foo
lets help the engine a bit, maybe you are stresing too much
...
Other people suggested it could be a mdl loading problem (bogus data
filling up the cache) but why doesn't it occur every time I try to load
a map then?
or a corrupt file, unfortunally the sys error its not that informative...
..
but I guess its not a corrupted file
Regards BlackPanther
www.bgmod.com

More Q1 fun reading:
void Mod_ClearAll (void) {
int i;
model_t *mod;
for (i = 0, mod = mod_known; i  mod_numknown; i++, mod++)
if (mod-type != mod_alias  mod-type != mod_alias3 )
mod-needload = true;
//That needload mark ExtraData you really need to load
}
//Free hunk memory up to host_hunklevel
//Can only be called when changing levels!
void Host_ClearMemory (void) {
D_FlushCaches ();
//Test:
//Commenting that line crash the engine
// reloading levels on some model draw stuff.. on client!
Mod_ClearAll ();
// any data previously allocated on hunk is no longer valid
Hunk_FreeToLowMark (host_hunklevel);
}
notice the comment changing levels, ;)
I am sure the work on valve with the original memory handling its very
high quality, but as Its optimized for gaming, the original design its
somewhat.. heee.. arcade? also HL2 its extreme so maybe you are pushing
limits. Something that often you can fix with more memory, a 64 bits
version of windows or a Steam update :D

note:
all this source come from ezQuake
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Re: [hlcoders] SDK update

2005-01-19 Thread Jeffrey \botman\ Broome
Alfred Reynolds wrote:
We have released an update to the SDK, restart Steam to pick it up. This
update adds a couple new features and provides some basic sample bots,
more details can be found here:
http://www.steampowered.com/index.php?area=newsid=390
And here:
http://www.valve-erc.com/srcsdk/
(we are still working on updating the SDK site, should be done soon).
From the Steam News...
Friday, January 19th 2005
Wow!  What kind of CRAZY calendar does Valve use?  No wonder the updates
are never when they say they will be!  :)
--
Jeffrey botman Broome
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Re: [hlcoders] SDK update

2005-01-19 Thread Ben Davison
Apparently it's friday the 19th at valve :O

I got a weekly update today.


On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED] wrote:
 Fantastic update, not sure whether I like the source for the maps or
 the bot interface best.

 A wierd idea popped into my head when I saw what Valves sample bot
 does. If 3rd-person mode has buggy animations and what-not, it could
 be emulated with a bot, and the first-person player model disabled.
 Just change the camera :D

 On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
 [EMAIL PROTECTED] wrote:
  We have released an update to the SDK, restart Steam to pick it up. This
  update adds a couple new features and provides some basic sample bots,
  more details can be found here:
  http://www.steampowered.com/index.php?area=newsid=390
  And here:
  http://www.valve-erc.com/srcsdk/
  (we are still working on updating the SDK site, should be done soon).
 
  - Alfred
 
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- Ben Davison
- http://www.shadow-phoenix.com

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RE: [hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
You don't like our new calendar? Its year rotr 4 :)

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
Sent: Wednesday, January 19, 2005 5:44 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

 Apparently it's friday the 19th at valve :O

 I got a weekly update today.


 On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED]
 wrote:
  Fantastic update, not sure whether I like the source for the maps or
  the bot interface best.
 
  A wierd idea popped into my head when I saw what Valves sample bot
  does. If 3rd-person mode has buggy animations and what-not, it could
  be emulated with a bot, and the first-person player model disabled.
  Just change the camera :D
 
  On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
  [EMAIL PROTECTED] wrote:
   We have released an update to the SDK, restart Steam to pick it
   up.
   This update adds a couple new features and provides some basic
   sample bots, more details can be found here:
   http://www.steampowered.com/index.php?area=newsid=390
   And here:
   http://www.valve-erc.com/srcsdk/
   (we are still working on updating the SDK site, should be done
   soon).
  
   - Alfred
  
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Re: [hlcoders] Player command - Health control? Damage?

2005-01-19 Thread Frank Weima
*sigh*

People, I'm a newbie to C++.
I am just teaching it for some months now.
Like the other guy was saying:


static_castCBasePlayer* the CBaseEntity, then do
Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()

==and==
just use SetHealth and GetHealth - but make sure to check if it
goes to 0 or below, as you'll have to kill him yourself if it happens.

Yes, maybe for the real coders this is easy.
I tried to figure it out myself now for weeks, but still cannot do it.
Is there someone who can realy help me with a piece of code or something?

My code is like this now:

Q_snprintf( gBuffer, 128, Setting your health);  // Message
  engine-ClientPrintf(pEntity, gBuffer );

  // It has to come here, the health that goes up

  CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity));
  engine-ClientCommand(pEntity,gBuffer);// Message again


So please, anobody?

Thanks.
Frank Weima.



- Original Message -
From: Lance Vorgin [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, January 20, 2005 12:21 AM
Subject: Re: [hlcoders] Player command - Health control? Damage?


 You need to include a ton of server project headers. Just #define
 GAME_DLL 1 at the top and take all the #includes from util.cpp :/

 Update killed the Event_ stuff for the time being (how mean of them).
 CBaseEntity::Teleport still works.

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Re: [hlcoders] SDK update

2005-01-19 Thread Ben Davison
I've run a diff on the old code and the new code, and for some reason
it's coming up with no changes to the code.


On Wed, 19 Jan 2005 17:50:21 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 You don't like our new calendar? Its year rotr 4 :)

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Ben Davison
 Sent: Wednesday, January 19, 2005 5:44 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

  Apparently it's friday the 19th at valve :O
 
  I got a weekly update today.
 
 
  On Thu, 20 Jan 2005 11:25:03 +1000, Luke Graham [EMAIL PROTECTED]
  wrote:
   Fantastic update, not sure whether I like the source for the maps or
   the bot interface best.
  
   A wierd idea popped into my head when I saw what Valves sample bot
   does. If 3rd-person mode has buggy animations and what-not, it could
   be emulated with a bot, and the first-person player model disabled.
   Just change the camera :D
  
   On Wed, 19 Jan 2005 17:11:11 -0800, Alfred Reynolds
   [EMAIL PROTECTED] wrote:
We have released an update to the SDK, restart Steam to pick it
up.
This update adds a couple new features and provides some basic
sample bots, more details can be found here:
http://www.steampowered.com/index.php?area=newsid=390
And here:
http://www.valve-erc.com/srcsdk/
(we are still working on updating the SDK site, should be done
soon).
   
- Alfred
   
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- http://www.shadow-phoenix.com

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Re: [hlcoders] SDK bullet tracer fix?

2005-01-19 Thread Crusty Jacks
botman: that is the route that i've taken with my
code. I'm having some issues with the tracers on a
listen server for some reason and i have yet not
located the problem. I'm assuming that at some point a
future SDK release would have the tracers implemented
already. I was looking to compare my fix with
Valve's proper implementation or somebody else's
implementation. In the mean time, i'll keep plugging
away at it. Thanks again for your input.

r00t 3:16 : your solution fires an extra bullet. try
running a 'sv_showimpacts 1' and you'll see what I
mean.


--- Jeffrey \botman\ Broome
[EMAIL PROTECTED] wrote:

 Crusty Jacks wrote:
  -- [ Picked text/plain from multipart/alternative
 ] Does anyone have
  a fix for tracers in the scratch base SDK?
 
  The SDK's FX_FireBullets() function seems to call
  CSDKPlayer::Firebullet() which does not create
 tracers. Some coders
  have recommend calling CBaseEntity::Firebullet()
 after FX_FireBullet
  to get the tracer effect, but in my experience
 this fires an extra
  bullet off.
 
  Valve, will the next SDK release add tracers to
  CSDKPlayer::Firebullet()? or does somebody have a
 work around?

 What's so hard about copying...

 if ( ( info.m_iTracerFreq != 0 )  ( tracerCount++
 % info.m_iTracerFreq
 ) == 0  ( bHitGlass == false ) )
 {
 Vector vecTracerSrc = vec3_origin;
 ComputeTracerStartPosition( info.m_vecSrc,
 vecTracerSrc );

 trace_t Tracer;
 Tracer = tr;
 Tracer.endpos = vecTracerDest;

 MakeTracer( vecTracerSrc, Tracer,
 pAmmoDef-TracerType(info.m_iAmmoType) );
 }

 ...from CBaseEntity::FireBullets() and adding it
 into
 CSDKPlayer::FireBullet()???

 --
 Jeffrey botman Broome

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Re: [hlcoders] SDK update

2005-01-19 Thread Jeffrey \botman\ Broome
Ben Davison wrote:
I've run a diff on the old code and the new code, and for some reason
it's coming up with no changes to the code.
Did it say Copying Files.  Please wait... for about 2 or 3 minutes
right after you clicked on Play Games-Source SDK?
I also did a Refresh SDK Content, just for fun.
I got differences all over the place (first 2 files in
cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).
There's LOTS of changes in sdk\nav_*.*
Are you doing a Single Player MOD or Multiplayer MOD?
--
Jeffrey botman Broome
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RE: [hlcoders] SDK update

2005-01-19 Thread Alfred Reynolds
Refresh SDK content just updates the various tools and example content
in the SDK. You need to Create A Mod to extract the new code.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

 Ben Davison wrote:
  I've run a diff on the old code and the new code, and for some
  reason it's coming up with no changes to the code.

 Did it say Copying Files.  Please wait... for about 2 or 3 minutes
 right after you clicked on Play Games-Source SDK?

 I also did a Refresh SDK Content, just for fun.

 I got differences all over the place (first 2 files in
 cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).

 There's LOTS of changes in sdk\nav_*.*

 Are you doing a Single Player MOD or Multiplayer MOD?

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Re: [hlcoders] message of bogus type

2005-01-19 Thread Draco
Thanks, now it crashes for entirely different reasons, I should be
able to fix it :D

whats the message name limit for HL2?


**
Draco
Coder for Perfect Dark
http://perfectdark.game-mod.net

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Re: [hlcoders] message of bogus type

2005-01-19 Thread jeff broome
On Thu, 20 Jan 2005 13:25:26 +1000, Draco [EMAIL PROTECTED] wrote:
 Thanks, now it crashes for entirely different reasons, I should be
 able to fix it :D

 whats the message name limit for HL2?

Ummm, probably 13 characters, or maybe they've gone all out and made
it 14 characters!  ;)

Jeffrey botman Broome

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Re: [hlcoders] SDK update

2005-01-19 Thread Grant Christensen
What would be really good for futer updats would be an actual change
log of what files have changed.  this would be good bacuase I know
that sometimes when doing a merge I lose track of if I have looked at
all files or not.  This would be a great check list to ensure all
files have been merged.  just something simply like:

sdk_player.cpp +  (means added)
sdk_player.h -(means removed)
player.cpp | - means changed

Anyway, would be handy, not sure if your revision control system
supports it.  would also help find all of the changes you have made,
unlike the current posts that just mention the major changes.

Grant.


On Wed, 19 Jan 2005 18:46:09 -0800, Alfred Reynolds
[EMAIL PROTECTED] wrote:
 Refresh SDK content just updates the various tools and example content
 in the SDK. You need to Create A Mod to extract the new code.

 - Alfred

 Original Message
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
 botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To:
 hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

  Ben Davison wrote:
   I've run a diff on the old code and the new code, and for some
   reason it's coming up with no changes to the code.
 
  Did it say Copying Files.  Please wait... for about 2 or 3 minutes
  right after you clicked on Play Games-Source SDK?
 
  I also did a Refresh SDK Content, just for fun.
 
  I got differences all over the place (first 2 files in
  cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).
 
  There's LOTS of changes in sdk\nav_*.*
 
  Are you doing a Single Player MOD or Multiplayer MOD?

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RE: [hlcoders] SDK update

2005-01-19 Thread Tony \omega\ Sergi
Couldn't you guys add an option to Extract Source Code which would just
put an untouched version of the sdk, read only inside the sourcesdk folder,
so we can diff whenever without actually running create a mod and creating
new configurations? It would make things easy. And thenm let the refresh sdk
content update that one if it exists, but only if. (so non-programmers don't
need to have the source out of the GCF)

What I ended up doing this time was using GCFScape and just unpacked the
source dir to a folder off of c: so I could diff.

Would be cool to have an option right there in the sdk for it.


-Original Message-
From: Alfred Reynolds [mailto:[EMAIL PROTECTED]
Sent: January 19, 2005 9:46 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] SDK update

Refresh SDK content just updates the various tools and example content
in the SDK. You need to Create A Mod to extract the new code.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey
botman Broome Sent: Wednesday, January 19, 2005 6:28 PM To:
hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] SDK update

 Ben Davison wrote:
  I've run a diff on the old code and the new code, and for some
  reason it's coming up with no changes to the code.

 Did it say Copying Files.  Please wait... for about 2 or 3 minutes
 right after you clicked on Play Games-Source SDK?

 I also did a Refresh SDK Content, just for fun.

 I got differences all over the place (first 2 files in
 cl_dll\game_control, NavProgress.cpp and NavProgress.h are new).

 There's LOTS of changes in sdk\nav_*.*

 Are you doing a Single Player MOD or Multiplayer MOD?

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Re: [hlcoders] HC + DMG

2005-01-19 Thread Frank Weima
It's just a couple of seconds of the time for the good coders/developers.
I know I have to put in GAME_DLL 1 and cbase.h. But then still it doesn't
work.
What I mean is that I want to give myself, for example, 150 health. How?

And by the way, is there a command to put the server logs off?
If I change CVARs like mp_friendlyfire1 it shows:

- Server cvar mp_friendlyfire has changed to 1
Is there a command to put it off?


Thanks again :))
But please, please I'm waiting all night just for an answer :(
- Frank




 *sigh*

 People, I'm a newbie to C++.
 I am just teaching it for some months now.
 Like the other guy was saying:

 
 static_castCBasePlayer* the CBaseEntity, then do
 Event_Killed(CTakeDamageInfo( blah )); to kill him, then Event_Dying()

 ==and==
 just use SetHealth and GetHealth - but make sure to check if it
 goes to 0 or below, as you'll have to kill him yourself if it happens.
 
 Yes, maybe for the real coders this is easy.
 I tried to figure it out myself now for weeks, but still cannot do it.
 Is there someone who can realy help me with a piece of code or something?

 My code is like this now:
 
 Q_snprintf( gBuffer, 128, Setting your health);  // Message
   engine-ClientPrintf(pEntity, gBuffer );

   // It has to come here, the health that goes up

   CreateAMessage(pEntity,msg,gBuffer,engine-IndexOfEdict(pEntity));
   engine-ClientCommand(pEntity,gBuffer);// Message again
 

 So please, anobody?

 Thanks.
 Frank Weima.



 - Original Message -
 From: Lance Vorgin [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, January 20, 2005 12:21 AM
 Subject: Re: [hlcoders] Player command - Health control? Damage?


  You need to include a ton of server project headers. Just #define
  GAME_DLL 1 at the top and take all the #includes from util.cpp :/
 
  Update killed the Event_ stuff for the time being (how mean of them).
  CBaseEntity::Teleport still works.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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[hlcoders] Peeking angle

2005-01-19 Thread r00t 3:16
I am not sure if this was the best method for this, but I can not figure out
how to roll the camera angle in CGameMovement...
I think I have tried a zillion ways and, maybe im overlooking things now who
knows..
Anywho, what I did was set in in_main.cpp when the button is click it rolls
the camera angle left / right depending on which side they are peeking on.
Then in gamemovement.cpp I added a little slide motion to the left or right
depending on the action.
I would imagine this could be a problem, because the server is not setting
the angle of player, I am just setting this locally on the client.
I could maybe see how SetViewOffset is done, and maybe implement something
based off of that?
Or am I missing something?
Any suggestions ?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
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