Re: [hlcoders] Brush Function, Get Location name?

2006-07-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] Since networking these entities don't put any stress on the server while it's running (only sent on connection), it'd be the best idea to network the triggers to the client and have it all client managed. Of course you can add functionality to

[hlcoders] Keep first-person-view when killed

2006-07-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I would love to keep the first-person-view when a player dies, instead of a third-person-view over the ragdoll. (which would be fun when you body flies through the air) It's quite hard I suppose, since a new entity, the ragdoll, is created and

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Garry Newman
It shouldn't be too hard.. You can get the rough position of the ragdoll's eyes by looking up the eyes attachment on the ragdoll. Should be easy enough to force the camera there instead of doing the third person view around it.. On 7/22/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote: -- [

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] Well, the next question would be: Where can I find that nice pointer to call LookupAttachment() at... The class CRagdoll is a mess... On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote: It shouldn't be too hard.. You can get the rough

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Fabian Schreyer
But pay attention that ragdolls are normally only clientside. On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote: It shouldn't be too hard.. You can get the rough position of the ragdoll's eyes by looking up the eyes attachment on the ragdoll. Should be easy enough to force the camera there

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] The classname of cl_dll/ragdoll.cpp is CRagdoll. I suppose it's a little mistake... On 7/22/06, Fabian Schreyer [EMAIL PROTECTED] wrote: But pay attention that ragdolls are normally only clientside. On 7/22/06, Garry Newman [EMAIL PROTECTED]

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Garry Newman
Huh, what difference does that make? On 7/22/06, Fabian Schreyer [EMAIL PROTECTED] wrote: But pay attention that ragdolls are normally only clientside. On 7/22/06, Garry Newman [EMAIL PROTECTED] wrote: It shouldn't be too hard.. You can get the rough position of the ragdoll's eyes by

RE: [hlcoders] config.cfg won't save two keys two the same bind?

2006-07-22 Thread bloodykenny
I found a class that seems to offer visibility into the key bindings called IGameUIFuncs. So it may be possible to fix this major bug in the mod. The mod could seemingly write out a config.txt of its own for correct binds, and then on start up execute it in mod code. I have not yet attempted

Re: [hlcoders] Incorrect Game.dll

2006-07-22 Thread bloodykenny
Well compile with -g and post a stack trace then. At 2006/07/18 03:56 PM, Jose Luis Gonzalez wrote: One moment, another time fails i use your dltest and i see this: Segmentation Fault. What happens? Mensaje original De: [EMAIL PROTECTED] Enviado: domingo, 16 de

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread ging
I did this a couple of weeks ago, it does look awesome (we'll be dropping a video of it in a week or so). We managed it by using an attachment on the model that could be used to get position / orientation for the observer view. A bit of fiddling with the observer code so it used the attachment

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Jed
We've had this in Ham and Jam for a while now and posted a vid of it in HL2MP here: http://media.putfile.com/First-Person-Ragdoll--FRAGDOLL The only problem is the default HL2 ragdoll physics doesn't do it justice and you really need to tweak them to set more realistic weights and contraints so

Re: [hlcoders] Client-side touch prediction

2006-07-22 Thread bloodykenny
Ah ok... that Touch()... I'd say the jitteriness when walking over objects is currently one of top 3 most glaring bugs in the HL2 engine. It's probably related to all those posts recently about trying to get elevators to not be choppy. I've never played a map with an elevator in it though.

Re: [hlcoders] Client-side touch prediction

2006-07-22 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The major reason for the jitters is that the client knows that an object is solid, but it doesn't have it added to the clientside physenv (which would simulate it). Since the client doesn't know simulation, player movement is predicted based on

Re: [hlcoders] Problem with NPC and VCD

2006-07-22 Thread Thomas Vollmer
Anyone? --- Thomas Vollmer [EMAIL PROTECTED] wrote: Ok, so I've followed the instructions at [1]. Now I have an npc_citizen that spawns somewhere on the map, and then proceeds to sit down on a chair using the Actbusy system - great! But now the citizen stays seated even when the trigger

Re: [hlcoders] Keep first-person-view when killed

2006-07-22 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] I've also done this before, via a handle to the local players ragdoll when they die and overriding the viewangles in the view setup code. The clipping thing isn't a problem as the view is setup to fade to black pretty quickly. Might make a