So I've been tinkering with modifying the animation time of viewmodels in my
OB MP mod by changing m_flPlaybackRate. The thing is though, it seems like
no matter what I set the value to within the code, it always plays the
animation at the same speed. I've even checked to see if the value was
I myself have been tinkering with that too, no matter what I did I
couldn't seem to change the playbackrate either,
I was instead trying to totally freeze a animation though,
the reply I got was:
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view
That kinda works, the animation doesn't play for about 1-2 seconds but
afterwards it happily trucks on, any other suggestions?
Skillet wrote:
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
Maybe it will work to have a special frozen animation that is completely
still that you just set to play at the appropriate time?
--
Jorge Vino Rodriguez
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Nah, it didn't work. My bet is that there's something that we're not seeing
within the code that defaults it to the standard playrate in multiplayer.
On Tue, Feb 17, 2009 at 9:23 AM, Yorg Kuijs yorg.ku...@home.nl wrote:
I myself have been tinkering with that too, no matter what I did I
Yep, possibly engine level?
Robert Urda wrote:
Nah, it didn't work. My bet is that there's something that we're not seeing
within the code that defaults it to the standard playrate in multiplayer.
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The recent update that went live seems to have broke a lot of stuff.
Specifically in ep2. Broke animations, hud, suit etc. Just load the game to see
for yourself.
Anyone working on a patch, or even aware?
-Dan
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I'm aware :x
It seems like most if not all of the problems stem from the client in single
player never 'connecting' properly.
Also, everyone's steamid has changed.
garry
On Tue, Feb 17, 2009 at 5:56 PM, danny stannard
dannystann...@btinternet.com wrote:
The recent update that went live seems
I can confirm that Episode 2 is indeed broken now. I think Valve really
needs to test their updates better.
Ywa
danny stannard wrote:
The recent update that went live seems to have broke a lot of stuff.
Specifically in ep2. Broke animations, hud, suit etc. Just load the game to
see for
Jarno Veuger wrote:
I can confirm that Episode 2 is indeed broken now. I think Valve really
needs to test their updates better.
Now Valve hatez teh modderz AND teh playerz. :)
P.S. using 'z' instead of 's' is fun!
--
Jeffrey botman Broome
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To
Don't hate da playez, hate da game.
Hurray for unneeded puns.
On Tue, Feb 17, 2009 at 10:10 AM, botman botman.hlcod...@gmail.com wrote:
Jarno Veuger wrote:
I can confirm that Episode 2 is indeed broken now. I think Valve really
needs to test their updates better.
Now Valve hatez teh
Also worth noticing that there's a StopAnimation function which does
exactly that of setting playbackrate to 0, kinda funny how even that
doesn't work!
Yorg Kuijs wrote:
Yep, possibly engine level?
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I have been trying to compile shaders for the last week...I have followed every
tutorial out there on fixing directories with spaces, and about everything else
you could think of for the HL2 SDK...Well I am using ActivePerland my code
is based on EP1.
With that being said, I follow this
This
perl(.exe) C:\Perl %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl
%xbox_args% -changetodir %ChangeToDir% %SDKArgs%
Attempts to open a Perl script called C:\Perl which of course doesn't
exist.
Try this instead.
C:\Perl\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl
1 file(s) moved.
' C:\Perl\perl.exe' is not recongized as an internal or external command,
operable program or bath file.
and continues with the SDK shaders from there.
- Original Message -
From: Tobias Kammersgaard tobias.kammersga...@gmail.com
To: Discussion of Half-Life
My Perl.exe is located in \Perl\Bin, I'm guessing yours is too.
/ScarT
2009/2/18 Nuno Silva little.coding@gmail.com
Try removing the quotes.
On Tue, Feb 17, 2009 at 11:19 PM, Russ Canfield r...@avpgold2.com wrote:
1 file(s) moved.
' C:\Perl\perl.exe' is not recongized as an
I can't find where omega posted this fix (must have been IRC), but in my
baseviewmodel_shared.h file I have
//DHL - Skillet - Bugfix from omega
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int
iSequence ) { return BaseClass::GetSequenceCycleRate( pStudioHdr, iSequence
) *
Yes the exe was in C:\Perl\bin\
Well I removed the 's and I forgot to add in the \bin\ part, and my
buildsdkshaders.bat line looks like this now:
C:\Perl\bin\perl.exe %SrcDirBase%\materialsystem\stdshaders\runvmpi.pl
%xbox_args% -changetodir %ChangeToDir% %SDKArgs%
So I tried to compile and I
Hi,
Wonder if anyone at Valve may have noticed this? But it appears the plugin
GameFrame() method is not called very often (several minutes before any
activity) while the server is running in Co-Op mode.
If the server is in Versus mode, its called very often.
Cheers,
Andrew
The reason I'm wanting this event to work correctly is so I can periodically
run some code at specific intervals.
I could perhaps try receive all game events and try and run the logic in
FireGameEvent(), but it sounds inefficient to capture all events.
I could use a worker thread to do some
Works like a charm! Thank you so much!
On Tue, Feb 17, 2009 at 7:50 PM, Skillet skillet5...@gmail.com wrote:
I can't find where omega posted this fix (must have been IRC), but in my
baseviewmodel_shared.h file I have
//DHL - Skillet - Bugfix from omega
virtual float GetSequenceCycleRate(
There's more to it than just this. If you want to make sure the animations
don't get cut off, you have to override all of the SequenceDuration
functions. Here's what I'm using, I'm compiling now so I'll let you know if
it works:
// Put this right below the code that Skillet posted
virtual float
Woops. The code I posted doesn't work. I guess the best way to do it would
be to find the return for SequenceDuration() in C_BaseAnimating and
CBaseAnimating and add in m_flPlaybackRate that way. Perhaps I should put
this up on the developer wiki for developer's sake.
On Tue, Feb 17, 2009 at
Thanks to step i have solved this, it was the make file issue which we
never updated.
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg24575.html
Stephen Micheals wrote:
you asked for help on this before sill post my response again since i
did not see a reply:
the problem i
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