Re: [hlcoders] Making weapons use magazines?
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. ** 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] Particle System Not Working??
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. ___ 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] Some More Wonderful Source Tools from Bloodlines
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 __ Do you Yahoo!? Read only the mail you want - Yahoo! Mail SpamGuard. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Re: message of bogus type
Oh crap, forgot to mention, this is for HL 1 ** 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] Player command - Health control? Damage?
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. ___ 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] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] func_useableladders Broken
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 ___ 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] 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: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[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 - Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK bullet tracer fix?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[HLcoders] Fast help - Player detect *noobish*
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK bullet tracer fix?
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 - Do you Yahoo!? Yahoo! Search presents - Jib Jab's 'Second Term' -- ___ 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] func_useableladders Broken
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 ___ 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] SDK update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
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 ___ 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] Mod_Extradata caching failed
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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 ___ 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 -- - 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] SDK update
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 ___ 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] Player command - Health control? Damage?
*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: 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] SDK update
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 ___ 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 -- - 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] SDK bullet tracer fix?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders __ Do you Yahoo!? Yahoo! Mail - You care about security. So do we. http://promotions.yahoo.com/new_mail ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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? -- 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] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] message of bogus type
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] SDK update
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? ___ 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] SDK update
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this incoming message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.300 / Virus Database: 265.7.0 - Release Date: 17/01/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] HC + DMG
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: 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] Peeking angle
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders