Re: [hlcoders] Not spawning a bot into the game when they first get called in the engine.
You want spectator bots? At 2006/03/14 07:58 PM, Benjamin Davison wrote: >-- >[ Picked text/plain from multipart/alternative ] >Hi guys :D > >Currently I'm wrestling with bots >=) And I have them working nicely, but >when they first get put in the game I don't want them to "spawn" physically >into the game. Just be in the player list ready to be called into action. > >I have obviouslly supressed all Spawn(); calls in the bot file itself, but >I'm wondering where else one might have to go hunting. I thought that this >would be the only other place that would need checking. > >void FinishClientPutInServer( CHL2MP_Player *pPlayer ) >{ >if (!pPlayer->IsBot()) >{ >pPlayer->InitialSpawn(); >pPlayer->Spawn(); >} >} > >-- >- Benjamin Davison >-- > >___ >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] Some Positioning Troubles
-- [ Picked text/plain from multipart/alternative ] Do you think anyone of you could help me fix it if you have some spare time? It is a huge file. And i have no clue what CrossProduct, or the whole pMesh thing I have does..lol Thanks Kramer On 3/14/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > Found the problem, don't know howto fix it, but For this weapon, i used > alot of code from the strider (well the client effects) > > and I found this part: > > // Compute direction vectors for the sprite > Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 ); > VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd ); > float flDist = VectorNormalize( fwd ); > if (flDist >= 1e-3) > { > CrossProduct( CurrentViewUp(), fwd, right ); > flDist = VectorNormalize( right ); > if (flDist >= 1e-3) > { > CrossProduct( fwd, right, up ); > } > else > { > // In this case, fwd == g_vecVUp, it's right above or > // below us in screen space > CrossProduct( fwd, CurrentViewRight(), up ); > VectorNormalize( up ); > CrossProduct( up, fwd, right ); > } > } > > Vector left = -right; > Vector down = -up; > Vector back = -fwd; > > Which, when I fooled around with it, really messed up where the sprite was > being drawn. > > So anyone know how to get this to goto the muzzle? > > On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote: > > > > Have a look inside Studio_FindAttachment. > > Try and create a debug version of it, and run that. Find out why the > > muzzle > > attachment is returning that position. > > > > > -Original Message- > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > > Sent: 14 March 2006 23:53 > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > How would it help here? I know it reaches that code. What message > > would I > > > print? The Value of the vector? something like that? > > > > > > On 3/14/06, Jay C. <[EMAIL PROTECTED] > wrote: > > > > > > > > Add a few debug messages to the code :\ > > > > > > > > It helps a lot. > > > > > > > > > -Original Message- > > > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > > > > Sent: 14 March 2006 23:29 > > > > > To: hlcoders@list.valvesoftware.com > > > > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > > > > > > > -- > > > > > [ Picked text/plain from multipart/alternative ] > > > > > Well it shouldn't. Also, this is for the MP SDK, > > > > > > > > > > and the position changes whether or not I have > > > > > > > > > > #Ifdef CLIENT_DLL > > > > > > > > > > //code > > > > > > > > > > #endif > > > > > > > > > > or > > > > > > > > > > #Ifdef CLIENT_DLL > > > > > #else > > > > > > > > > > //code > > > > > > > > > > #endif > > > > > > > > > > Or just no tags, but still not there, and the only time I set the > > > > > startPos > > > > > is there, with LookupAttachment("muzzle"); And the weapon is using > > the > > > > > irifle model, > > > > > and the attachment is named right. > > > > > > > > > > Any more ideas? > > > > > On 3/14/06, Jorge Rodriguez < [EMAIL PROTECTED]> wrote: > > > > > > > > > > > > Michael Kramer wrote: > > > > > > > > > > > > >This should set startPos to the pos of the muzzle, but, it does > > > not. > > > > > > >In fact, it looks as iff it is shooting from my shoe, well a > > little > > > > bit > > > > > > more > > > > > > >over , but down on the ground still. > > > > > > > > > > > > > > > > > > > > The default SDK model has an attachment point on each foot. > > Perhaps > > > > the > > > > > > code is for some reason using the wrong attachment point? Maybe > > you > > > > > > should ascertain that it is not using the foot point by mistake. > > > > > > > > > > > > -- > > > > > > Jorge "Vino" Rodriguez > > > > > > > > > > > > > > > > > > ___ > > > > > > 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
[hlcoders] Not spawning a bot into the game when they first get called in the engine.
-- [ Picked text/plain from multipart/alternative ] Hi guys :D Currently I'm wrestling with bots >=) And I have them working nicely, but when they first get put in the game I don't want them to "spawn" physically into the game. Just be in the player list ready to be called into action. I have obviouslly supressed all Spawn(); calls in the bot file itself, but I'm wondering where else one might have to go hunting. I thought that this would be the only other place that would need checking. void FinishClientPutInServer( CHL2MP_Player *pPlayer ) { if (!pPlayer->IsBot()) { pPlayer->InitialSpawn(); pPlayer->Spawn(); } } -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some Positioning Troubles
-- [ Picked text/plain from multipart/alternative ] Found the problem, don't know howto fix it, but For this weapon, i used alot of code from the strider (well the client effects) and I found this part: // Compute direction vectors for the sprite Vector fwd, right( 1, 0, 0 ), up( 0, 1, 0 ); VectorSubtract( CurrentViewOrigin(), vecOrigin, fwd ); float flDist = VectorNormalize( fwd ); if (flDist >= 1e-3) { CrossProduct( CurrentViewUp(), fwd, right ); flDist = VectorNormalize( right ); if (flDist >= 1e-3) { CrossProduct( fwd, right, up ); } else { // In this case, fwd == g_vecVUp, it's right above or // below us in screen space CrossProduct( fwd, CurrentViewRight(), up ); VectorNormalize( up ); CrossProduct( up, fwd, right ); } } Vector left = -right; Vector down = -up; Vector back = -fwd; Which, when I fooled around with it, really messed up where the sprite was being drawn. So anyone know how to get this to goto the muzzle? On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote: > > Have a look inside Studio_FindAttachment. > Try and create a debug version of it, and run that. Find out why the > muzzle > attachment is returning that position. > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > Sent: 14 March 2006 23:53 > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > -- > > [ Picked text/plain from multipart/alternative ] > > How would it help here? I know it reaches that code. What message would > I > > print? The Value of the vector? something like that? > > > > On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote: > > > > > > Add a few debug messages to the code :\ > > > > > > It helps a lot. > > > > > > > -Original Message- > > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > > > Sent: 14 March 2006 23:29 > > > > To: hlcoders@list.valvesoftware.com > > > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > > > > > -- > > > > [ Picked text/plain from multipart/alternative ] > > > > Well it shouldn't. Also, this is for the MP SDK, > > > > > > > > and the position changes whether or not I have > > > > > > > > #Ifdef CLIENT_DLL > > > > > > > > //code > > > > > > > > #endif > > > > > > > > or > > > > > > > > #Ifdef CLIENT_DLL > > > > #else > > > > > > > > //code > > > > > > > > #endif > > > > > > > > Or just no tags, but still not there, and the only time I set the > > > > startPos > > > > is there, with LookupAttachment("muzzle"); And the weapon is using > the > > > > irifle model, > > > > and the attachment is named right. > > > > > > > > Any more ideas? > > > > On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Michael Kramer wrote: > > > > > > > > > > >This should set startPos to the pos of the muzzle, but, it does > > not. > > > > > >In fact, it looks as iff it is shooting from my shoe, well a > little > > > bit > > > > > more > > > > > >over , but down on the ground still. > > > > > > > > > > > > > > > > > The default SDK model has an attachment point on each foot. > Perhaps > > > the > > > > > code is for some reason using the wrong attachment point? Maybe > you > > > > > should ascertain that it is not using the foot point by mistake. > > > > > > > > > > -- > > > > > Jorge "Vino" Rodriguez > > > > > > > > > > > > > > > ___ > > > > > 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 > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Some Positioning Troubles
Have a look inside Studio_FindAttachment. Try and create a debug version of it, and run that. Find out why the muzzle attachment is returning that position. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Michael Kramer > Sent: 14 March 2006 23:53 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Some Positioning Troubles > > -- > [ Picked text/plain from multipart/alternative ] > How would it help here? I know it reaches that code. What message would I > print? The Value of the vector? something like that? > > On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote: > > > > Add a few debug messages to the code :\ > > > > It helps a lot. > > > > > -Original Message- > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > > Sent: 14 March 2006 23:29 > > > To: hlcoders@list.valvesoftware.com > > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Well it shouldn't. Also, this is for the MP SDK, > > > > > > and the position changes whether or not I have > > > > > > #Ifdef CLIENT_DLL > > > > > > //code > > > > > > #endif > > > > > > or > > > > > > #Ifdef CLIENT_DLL > > > #else > > > > > > //code > > > > > > #endif > > > > > > Or just no tags, but still not there, and the only time I set the > > > startPos > > > is there, with LookupAttachment("muzzle"); And the weapon is using the > > > irifle model, > > > and the attachment is named right. > > > > > > Any more ideas? > > > On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > > > > > Michael Kramer wrote: > > > > > > > > >This should set startPos to the pos of the muzzle, but, it does > not. > > > > >In fact, it looks as iff it is shooting from my shoe, well a little > > bit > > > > more > > > > >over , but down on the ground still. > > > > > > > > > > > > > > The default SDK model has an attachment point on each foot. Perhaps > > the > > > > code is for some reason using the wrong attachment point? Maybe you > > > > should ascertain that it is not using the foot point by mistake. > > > > > > > > -- > > > > Jorge "Vino" Rodriguez > > > > > > > > > > > > ___ > > > > 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
Re: [hlcoders] filesystem_steam.dll cant load
LOL you guys do know that after every update to source you got to run the game that your mod is based on. So like if you're mod runs under HL2 you need to load up a map in HL2 and if your mod runs under HL2DM you need to load up a map in HL2DM. If you don't your mod may not work correctly. From: "Jeff Fearn" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] filesystem_steam.dll cant load Date: Wed, 15 Mar 2006 08:06:38 +1000 Hi. On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote: > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk to > find that all my mod files will not run in hammer. I even tried making a new > mod from scratch to test things and I got the error of filesystem_steam.dll > cant load.. I did notice that there was an upadtae for steam just before it > all stopped working..so what is the go here anyone have any clues to whats > happened. > > thanks > > Adam Donovan > > Hybrid Media Artist > > > -- > From: [EMAIL PROTECTED] > Reply-To: hlcoders@list.valvesoftware.com > To: hlcoders@list.valvesoftware.com > Subject: hlcoders digest, Vol 1 #2407 - 8 msgs > Date: Mon, 13 Mar 2006 19:36:03 -0800 > >Send hlcoders mailing list submissions to > > hlcoders@list.valvesoftware.com > > > >To subscribe or unsubscribe via the World Wide Web, visit > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >or, via email, send a message with subject or body 'help' to > > [EMAIL PROTECTED] > > > >You can reach the person managing the list at > > [EMAIL PROTECTED] > > > >When replying, please edit your Subject line so it is more specific > >than "Re: Contents of hlcoders digest..." This is a nice message, perhaps someone could add a nice message about trimming irrelivant information out of the digest as well And perhaps another suggesting that new emails, such as this, don't use reply at all. > > > >Today's Topics: > > > >1. Re: Re: Glue that damn player to the seat! (Vicent Marti) > >2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer) > >3. Re: Re: Re: Glue that damn player to the seat! (Skillet) > >4. IMesh::Draw() ignoring colors (Jorge Rodriguez) > >5. RE: IMesh::Draw() ignoring colors (Jay Stelly) > >6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez) > >7. RE: IMesh::Draw() ignoring colors (Jay Stelly) > >8. Problems.. (Michael Kramer) > > > >--__--__-- Because it's really annoying > >Message: 1 > >Date: Mon, 13 Mar 2006 17:50:05 +0100 > >From: "Vicent Marti" <[EMAIL PROTECTED]> > >To: hlcoders@list.valvesoftware.com > >Subject: [hlcoders] Re: Re: Glue that damn player to the seat! > >Reply-To: hlcoders@list.valvesoftware.com > > > >Thanks for that code, I'm sure it will come in handy. Yesterday I > >fixed my problem by hacking the GetRenderAngles() and > >GetRenderOrigin() functions of the player class so they return the > >vehicle's angles and origins when inside a vehicle. > > > >Looks like a really cheap way to fix it (no physics involved, > >clientside), although I'm concerned about the effects when being shoot > >by other players, and with the position that will show on the other > >clients. I will have to run some tests, probably give your code a > >go... to have to check > >I'll make sure to write something in the Wiki as soon as I've got > >something that really works. I can't believe nobody hasn't written > >anything serious on vehicles yet. > > > >Thanks again, -Vicent. > > > > > [ Picked text/plain from multipart/alternative ] > > > I don't know if this will help, but for the StickyLauncher which I have > > > coded, the bombs stick to objects, and follow them, as you can throw the > > > object around and it follows it as it should. The code for that is as > > > follows: > > > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast(pOther); > > > //if ( pOtherAnim ) > > > //{ > > > matrix3x4_t bombWorldSpace; > > > MatrixCopy( EntityToWorldTransform(), > bombWorldSpac= > > > e > > > ); > > > > > > // get the bone info so we can follow the bone > > > FollowEntity( pOther ); > > > SetOwnerEntity( pOther ); > > > m_boneIndexAttached =3D pOtherAnim->GetHitboxBone( > > > tr.hitbox ); > > > matrix3x4_t boneToWorld; > > > pOtherAnim->GetBoneTransform( m_boneIndexAttached, > > > boneToWorld ); > > > > > > // transform my current position/orientation into > > > the hit bone's space through 15 pages > > > // UNDONE: Eventually we need to intersect with > the > > > mesh here > > > // REVISIT: maybe do something like the decal c
Re: [hlcoders] Some Positioning Troubles
-- [ Picked text/plain from multipart/alternative ] How would it help here? I know it reaches that code. What message would I print? The Value of the vector? something like that? On 3/14/06, Jay C. <[EMAIL PROTECTED]> wrote: > > Add a few debug messages to the code :\ > > It helps a lot. > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > [EMAIL PROTECTED] On Behalf Of Michael Kramer > > Sent: 14 March 2006 23:29 > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Some Positioning Troubles > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Well it shouldn't. Also, this is for the MP SDK, > > > > and the position changes whether or not I have > > > > #Ifdef CLIENT_DLL > > > > //code > > > > #endif > > > > or > > > > #Ifdef CLIENT_DLL > > #else > > > > //code > > > > #endif > > > > Or just no tags, but still not there, and the only time I set the > > startPos > > is there, with LookupAttachment("muzzle"); And the weapon is using the > > irifle model, > > and the attachment is named right. > > > > Any more ideas? > > On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > > > Michael Kramer wrote: > > > > > > >This should set startPos to the pos of the muzzle, but, it does not. > > > >In fact, it looks as iff it is shooting from my shoe, well a little > bit > > > more > > > >over , but down on the ground still. > > > > > > > > > > > The default SDK model has an attachment point on each foot. Perhaps > the > > > code is for some reason using the wrong attachment point? Maybe you > > > should ascertain that it is not using the foot point by mistake. > > > > > > -- > > > Jorge "Vino" Rodriguez > > > > > > > > > ___ > > > 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
RE: [hlcoders] Some Positioning Troubles
Add a few debug messages to the code :\ It helps a lot. > -Original Message- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of Michael Kramer > Sent: 14 March 2006 23:29 > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Some Positioning Troubles > > -- > [ Picked text/plain from multipart/alternative ] > Well it shouldn't. Also, this is for the MP SDK, > > and the position changes whether or not I have > > #Ifdef CLIENT_DLL > > //code > > #endif > > or > > #Ifdef CLIENT_DLL > #else > > //code > > #endif > > Or just no tags, but still not there, and the only time I set the > startPos > is there, with LookupAttachment("muzzle"); And the weapon is using the > irifle model, > and the attachment is named right. > > Any more ideas? > On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > > > Michael Kramer wrote: > > > > >This should set startPos to the pos of the muzzle, but, it does not. > > >In fact, it looks as iff it is shooting from my shoe, well a little bit > > more > > >over , but down on the ground still. > > > > > > > > The default SDK model has an attachment point on each foot. Perhaps the > > code is for some reason using the wrong attachment point? Maybe you > > should ascertain that it is not using the foot point by mistake. > > > > -- > > Jorge "Vino" Rodriguez > > > > > > ___ > > 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] Some Positioning Troubles
-- [ Picked text/plain from multipart/alternative ] Well it shouldn't. Also, this is for the MP SDK, and the position changes whether or not I have #Ifdef CLIENT_DLL //code #endif or #Ifdef CLIENT_DLL #else //code #endif Or just no tags, but still not there, and the only time I set the startPos is there, with LookupAttachment("muzzle"); And the weapon is using the irifle model, and the attachment is named right. Any more ideas? On 3/14/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > > Michael Kramer wrote: > > >This should set startPos to the pos of the muzzle, but, it does not. > >In fact, it looks as iff it is shooting from my shoe, well a little bit > more > >over , but down on the ground still. > > > > > The default SDK model has an attachment point on each foot. Perhaps the > code is for some reason using the wrong attachment point? Maybe you > should ascertain that it is not using the foot point by mistake. > > -- > Jorge "Vino" Rodriguez > > > ___ > 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] Some Positioning Troubles
Michael Kramer wrote: This should set startPos to the pos of the muzzle, but, it does not. In fact, it looks as iff it is shooting from my shoe, well a little bit more over , but down on the ground still. The default SDK model has an attachment point on each foot. Perhaps the code is for some reason using the wrong attachment point? Maybe you should ascertain that it is not using the foot point by mistake. -- Jorge "Vino" Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Some Positioning Troubles
Is it completely failing to find the "muzzle" attachment point? I know when ever I run into a "WTF?" error it always seems to be something I'm assuming like that, which actually isn't true. Quoting Michael Kramer <[EMAIL PROTECTED]>: > -- > [ Picked text/plain from multipart/alternative ] > Im having some positioning troubles, where I want an effect to start from. > It should shoot the effect from a start pos, to an end pos, > > The start pos is not working. I want it to shoot from the muzzle, to > tr.endpos. So i have > > Vector startPos; > QAngle angles; > GetAttachment( LookupAttachment("muzzle"), startPos, angles ); > > This should set startPos to the pos of the muzzle, but, it does not. > In fact, it looks as iff it is shooting from my shoe, well a little bit more > over , but down on the ground still. > > When I use, Vector vecSrc = pOwner->Weapon_ShootPosition(); It then > shoots from the middle of the screen, instead of the muzzle. > > Any ideas on what im doing wrong? Or why it will not shoot from the muzzle? > > Thanks > > -Kramer > -- > > ___ > 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 Positioning Troubles
-- [ Picked text/plain from multipart/alternative ] Im having some positioning troubles, where I want an effect to start from. It should shoot the effect from a start pos, to an end pos, The start pos is not working. I want it to shoot from the muzzle, to tr.endpos. So i have Vector startPos; QAngle angles; GetAttachment( LookupAttachment("muzzle"), startPos, angles ); This should set startPos to the pos of the muzzle, but, it does not. In fact, it looks as iff it is shooting from my shoe, well a little bit more over , but down on the ground still. When I use, Vector vecSrc = pOwner->Weapon_ShootPosition(); It then shoots from the middle of the screen, instead of the muzzle. Any ideas on what im doing wrong? Or why it will not shoot from the muzzle? Thanks -Kramer -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] filesystem_steam.dll cant load
Hi. On 3/15/06, Adam Donovan <[EMAIL PROTECTED]> wrote: > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk to > find that all my mod files will not run in hammer. I even tried making a new > mod from scratch to test things and I got the error of filesystem_steam.dll > cant load.. I did notice that there was an upadtae for steam just before it > all stopped working..so what is the go here anyone have any clues to whats > happened. > > thanks > > Adam Donovan > > Hybrid Media Artist > > > -- > From: [EMAIL PROTECTED] > Reply-To: hlcoders@list.valvesoftware.com > To: hlcoders@list.valvesoftware.com > Subject: hlcoders digest, Vol 1 #2407 - 8 msgs > Date: Mon, 13 Mar 2006 19:36:03 -0800 > >Send hlcoders mailing list submissions to > > hlcoders@list.valvesoftware.com > > > >To subscribe or unsubscribe via the World Wide Web, visit > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >or, via email, send a message with subject or body 'help' to > > [EMAIL PROTECTED] > > > >You can reach the person managing the list at > > [EMAIL PROTECTED] > > > >When replying, please edit your Subject line so it is more specific > >than "Re: Contents of hlcoders digest..." This is a nice message, perhaps someone could add a nice message about trimming irrelivant information out of the digest as well And perhaps another suggesting that new emails, such as this, don't use reply at all. > > > >Today's Topics: > > > >1. Re: Re: Glue that damn player to the seat! (Vicent Marti) > >2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer) > >3. Re: Re: Re: Glue that damn player to the seat! (Skillet) > >4. IMesh::Draw() ignoring colors (Jorge Rodriguez) > >5. RE: IMesh::Draw() ignoring colors (Jay Stelly) > >6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez) > >7. RE: IMesh::Draw() ignoring colors (Jay Stelly) > >8. Problems.. (Michael Kramer) > > > >--__--__-- Because it's really annoying > >Message: 1 > >Date: Mon, 13 Mar 2006 17:50:05 +0100 > >From: "Vicent Marti" <[EMAIL PROTECTED]> > >To: hlcoders@list.valvesoftware.com > >Subject: [hlcoders] Re: Re: Glue that damn player to the seat! > >Reply-To: hlcoders@list.valvesoftware.com > > > >Thanks for that code, I'm sure it will come in handy. Yesterday I > >fixed my problem by hacking the GetRenderAngles() and > >GetRenderOrigin() functions of the player class so they return the > >vehicle's angles and origins when inside a vehicle. > > > >Looks like a really cheap way to fix it (no physics involved, > >clientside), although I'm concerned about the effects when being shoot > >by other players, and with the position that will show on the other > >clients. I will have to run some tests, probably give your code a > >go... to have to check > >I'll make sure to write something in the Wiki as soon as I've got > >something that really works. I can't believe nobody hasn't written > >anything serious on vehicles yet. > > > >Thanks again, -Vicent. > > > > > [ Picked text/plain from multipart/alternative ] > > > I don't know if this will help, but for the StickyLauncher which I have > > > coded, the bombs stick to objects, and follow them, as you can throw the > > > object around and it follows it as it should. The code for that is as > > > follows: > > > > > > CBaseAnimating *pOtherAnim =3D dynamic_cast(pOther); > > > //if ( pOtherAnim ) > > > //{ > > > matrix3x4_t bombWorldSpace; > > > MatrixCopy( EntityToWorldTransform(), > bombWorldSpac= > > > e > > > ); > > > > > > // get the bone info so we can follow the bone > > > FollowEntity( pOther ); > > > SetOwnerEntity( pOther ); > > > m_boneIndexAttached =3D pOtherAnim->GetHitboxBone( > > > tr.hitbox ); > > > matrix3x4_t boneToWorld; > > > pOtherAnim->GetBoneTransform( m_boneIndexAttached, > > > boneToWorld ); > > > > > > // transform my current position/orientation into > > > the hit bone's space through 15 pages > > > // UNDONE: Eventually we need to intersect with > the > > > mesh here > > > // REVISIT: maybe do something like the decal code > > > to find a spot on > > > //the mesh. > > > matrix3x4_t worldToBone, localMatrix; > > > MatrixInvert( boneToWorld, worldToBone ); > > > ConcatTransforms( worldToBone, bombWorldSpace, > > > localMatrix ); > > > MatrixAngles( localMatrix, > > > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); > > > return; > > > > > > > > > > > >
Re: Re: [hlcoders] filesystem_steam.dll cant load
I don't know what is going on but the suit zoom and the zoom on the crossbow is not working anymore... (at least when I play my mod that uses the hl2 default dlls) Davide (DAV) Email: [EMAIL PROTECTED] Azure Sheep: http://halflife.multiplayer.it/azuresheep/ Point of View: http://halflife.multiplayer.it/pov/ DAV Levels: http://davlevels.planetquake.com.gamespy.com/ - Original Message - From: <[EMAIL PROTECTED]> To: Sent: Tuesday, March 14, 2006 9:54 PM Subject: RE : Re: [hlcoders] filesystem_steam.dll cant load -- [ Picked text/plain from multipart/alternative ] OMG. I saw the exact same problem yesterday. Steam did an update, and suddenly our mod wouldnt run cuz of that DLL. I restarted Steam, I rebooted the machine, nada. So I checked another game, and it ran fine. Checked the others. They all ran fine. I figured WTF man?! I hadnt even changed anything that morning. I go and check our mod - and the problem was gone! I thought I was going insane. So if running every game once is the fix - how and why? That's a pretty lame solution. What's going on? --- Original Message --- From : Benjamin Davison[mailto:[EMAIL PROTECTED] Sent : 3/14/2006 8:47:25 AM To : hlcoders@list.valvesoftware.com Cc : Subject : RE : Re: [hlcoders] filesystem_steam.dll cant load -- [ Picked text/plain from multipart/alternative ] Yeah basically, run every game in your steam list and load up a map in each one. On 3/14/06, Chris Janes <[EMAIL PROTECTED]> wrote: Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan Hybrid Media Artist ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- - Benjamin Davison -- ___ 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 : Re: [hlcoders] filesystem_steam.dll cant load
-- [ Picked text/plain from multipart/alternative ] OMG. I saw the exact same problem yesterday. Steam did an update, and suddenly our mod wouldnt run cuz of that DLL. I restarted Steam, I rebooted the machine, nada. So I checked another game, and it ran fine. Checked the others. They all ran fine. I figured WTF man?! I hadnt even changed anything that morning. I go and check our mod - and the problem was gone! I thought I was going insane. So if running every game once is the fix - how and why? That's a pretty lame solution. What's going on? >--- Original Message --- >From : Benjamin Davison[mailto:[EMAIL PROTECTED] >Sent : 3/14/2006 8:47:25 AM >To : hlcoders@list.valvesoftware.com >Cc : >Subject : RE : Re: [hlcoders] filesystem_steam.dll cant load > >-- >[ Picked text/plain from multipart/alternative ] >Yeah basically, run every game in your steam list and load up a map in each >one. > >On 3/14/06, Chris Janes <[EMAIL PROTECTED]> wrote: >> >> Run HL2, should fix it right up. >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan >> Subject: [hlcoders] filesystem_steam.dll cant load >> >> [ Converted text/html to text/plain ] >> >> well just woke up today to play with some things I was doing with the sdk >> to >> find that all my mod files will not run in hammer. I even tried making a >> new >> mod from scratch to test things and I got the error of >> filesystem_steam.dll >> cant load.. I did notice that there was an upadtae for steam just before >> it >> all stopped working..so what is the go here anyone have any clues to whats >> happened. >> >> thanks >> >> Adam Donovan >> >> Hybrid Media Artist >> >> >> >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > > >-- >- Benjamin Davison >-- > >___ >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] Problems..
After this last update, I got this assert for 2 times now (followed by this standard error after restart), but finally it seems to work again now. http://img122.imageshack.us/my.php?image=v19nd.jpg On 3/14/06, Garry Newman <[EMAIL PROTECTED]> wrote: > The last update seems to have killed GMod too. > > You can only use the rope tool weapon (It uses the GetClientConVar > thing to determine which tool they're using) > > Also HL2MP weapons stopped working with maxplayers = 1 > > Only 12 emails about it so far :v > > > On 3/14/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Just errors, and kicks me out of the game, Though, I found out that the AI > > Disabled is only on combine soldiers, it still works for zombies. > > > > On 3/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> > > wrote: > > > > > > Stack trace? Error message? > > > > > > At 2006/03/13 09:51 PM, Michael Kramer wrote: > > > >-- > > > >[ Picked text/plain from multipart/alternative ] > > > >I don't know what happened, whether it was the last steam update or what. > > > >But since then. The AI That I coded in, for MP (followed the tutorial on > > > the > > > >WIKI) no Longer Works. > > > >One of the weapons which I had, which was working perfectly (well near > > > >perfect) now errors when you switch to it. > > > >Once when I was switching to the normal SMG (though with a custom model) > > > it > > > >errored and kicked me out. Though the next time I did it, it i did not > > > >error. > > > > > > > > > > > >Any ideas? > > > > > > > >Thankx > > > > > > > >-Kramer > > > >-- > > > > > > > >___ > > > >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
Re: [hlcoders] filesystem_steam.dll cant load
-- [ Picked text/plain from multipart/alternative ] Yeah basically, run every game in your steam list and load up a map in each one. On 3/14/06, Chris Janes <[EMAIL PROTECTED]> wrote: > > Run HL2, should fix it right up. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan > Subject: [hlcoders] filesystem_steam.dll cant load > > [ Converted text/html to text/plain ] > > well just woke up today to play with some things I was doing with the sdk > to > find that all my mod files will not run in hammer. I even tried making a > new > mod from scratch to test things and I got the error of > filesystem_steam.dll > cant load.. I did notice that there was an upadtae for steam just before > it > all stopped working..so what is the go here anyone have any clues to whats > happened. > > thanks > > Adam Donovan > > Hybrid Media Artist > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- - Benjamin Davison -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] filesystem_steam.dll cant load
Run HL2, should fix it right up. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adam Donovan Subject: [hlcoders] filesystem_steam.dll cant load [ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan Hybrid Media Artist ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] filesystem_steam.dll cant load
[ Converted text/html to text/plain ] well just woke up today to play with some things I was doing with the sdk to find that all my mod files will not run in hammer. I even tried making a new mod from scratch to test things and I got the error of filesystem_steam.dll cant load.. I did notice that there was an upadtae for steam just before it all stopped working..so what is the go here anyone have any clues to whats happened. thanks Adam Donovan Hybrid Media Artist -- From: [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: hlcoders digest, Vol 1 #2407 - 8 msgs Date: Mon, 13 Mar 2006 19:36:03 -0800 Send hlcoders mailing list submissions to hlcoders@list.valvesoftware.com To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlcoders or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlcoders digest..." Today's Topics: 1. Re: Re: Glue that damn player to the seat! (Vicent Marti) 2. Re: Re: Re: Glue that damn player to the seat! (Michael Kramer) 3. Re: Re: Re: Glue that damn player to the seat! (Skillet) 4. IMesh::Draw() ignoring colors (Jorge Rodriguez) 5. RE: IMesh::Draw() ignoring colors (Jay Stelly) 6. Re: IMesh::Draw() ignoring colors (Jorge Rodriguez) 7. RE: IMesh::Draw() ignoring colors (Jay Stelly) 8. Problems.. (Michael Kramer) --__--__-- Message: 1 Date: Mon, 13 Mar 2006 17:50:05 +0100 From: "Vicent Marti" <[EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Re: Re: Glue that damn player to the seat! Reply-To: hlcoders@list.valvesoftware.com Thanks for that code, I'm sure it will come in handy. Yesterday I fixed my problem by hacking the GetRenderAngles() and GetRenderOrigin() functions of the player class so they return the vehicle's angles and origins when inside a vehicle. Looks like a really cheap way to fix it (no physics involved, clientside), although I'm concerned about the effects when being shoot by other players, and with the position that will show on the other clients. I will have to run some tests, probably give your code a go... I'll make sure to write something in the Wiki as soon as I've got something that really works. I can't believe nobody hasn't written anything serious on vehicles yet. Thanks again, -Vicent. > [ Picked text/plain from multipart/alternative ] > I don't know if this will help, but for the StickyLauncher which I have > coded, the bombs stick to objects, and follow them, as you can throw the > object around and it follows it as it should. The code for that is as > follows: > > CBaseAnimating *pOtherAnim =3D dynamic_cast(pOther); > //if ( pOtherAnim ) > //{ > matrix3x4_t bombWorldSpace; > MatrixCopy( EntityToWorldTransform(), bombWorldSpac= > e > ); > > // get the bone info so we can follow the bone > FollowEntity( pOther ); > SetOwnerEntity( pOther ); > m_boneIndexAttached =3D pOtherAnim->GetHitboxBone( > tr.hitbox ); > matrix3x4_t boneToWorld; > pOtherAnim->GetBoneTransform( m_boneIndexAttached, > boneToWorld ); > > // transform my current position/orientation into > the hit bone's space > // UNDONE: Eventually we need to intersect with the > mesh here > // REVISIT: maybe do something like the decal code > to find a spot on > //the mesh. > matrix3x4_t worldToBone, localMatrix; > MatrixInvert( boneToWorld, worldToBone ); > ConcatTransforms( worldToBone, bombWorldSpace, > localMatrix ); > MatrixAngles( localMatrix, > m_boneAngles.GetForModify(), m_bonePosition.GetForModify() ); > return; > > > > You can then, add a , SetParent( pOther ); > > I don't know if this will help you, but it might. > > On 3/12/06, Vicent Marti <[EMAIL PROTECTED]> wrote: > > > > -- > > [ Picked text/plain from multipart/alternative ] > > Over the last few days, I've been trying to get third person player model= > s > > to work when inside of vehicles. > > As you may know, original HL2 has no support for this whatsoever (there > > isn't even a third person player model for our dear Gordon Freeman), so > > there is a small bit of coding work to get all the animations working > > properly. Either way, that's working already: As you may have guessed by > > the > > title, my main concern is to make the animated
Re: [hlcoders] Problems..
The last update seems to have killed GMod too. You can only use the rope tool weapon (It uses the GetClientConVar thing to determine which tool they're using) Also HL2MP weapons stopped working with maxplayers = 1 Only 12 emails about it so far :v On 3/14/06, Michael Kramer <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Just errors, and kicks me out of the game, Though, I found out that the AI > Disabled is only on combine soldiers, it still works for zombies. > > On 3/13/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> > wrote: > > > > Stack trace? Error message? > > > > At 2006/03/13 09:51 PM, Michael Kramer wrote: > > >-- > > >[ Picked text/plain from multipart/alternative ] > > >I don't know what happened, whether it was the last steam update or what. > > >But since then. The AI That I coded in, for MP (followed the tutorial on > > the > > >WIKI) no Longer Works. > > >One of the weapons which I had, which was working perfectly (well near > > >perfect) now errors when you switch to it. > > >Once when I was switching to the normal SMG (though with a custom model) > > it > > >errored and kicked me out. Though the next time I did it, it i did not > > >error. > > > > > > > > >Any ideas? > > > > > >Thankx > > > > > >-Kramer > > >-- > > > > > >___ > > >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