[hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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

Re: [hlcoders] several questions

2009-02-17 Thread Yorg Kuijs
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.

Re: [hlcoders] several questions

2009-02-17 Thread Jorge Rodriguez
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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. ___ To unsubscribe, edit your list preferences,

[hlcoders] Recent update bugged.

2009-02-17 Thread danny stannard
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 ___ To unsubscribe, edit your list

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Garry Newman
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

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread Jarno Veuger
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

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread botman
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 ___ To

Re: [hlcoders] Recent update bugged.

2009-02-17 Thread John Standish
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Yorg Kuijs
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? ___ To unsubscribe, edit your list preferences,

[hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Tobias Kammersgaard
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Skillet
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 ) *

Re: [hlcoders] Shaders and ActivePerl

2009-02-17 Thread Russ Canfield
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

[hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

Re: [hlcoders] Left 4 Dead: GameFrame() not called often during Co-Op mode?

2009-02-17 Thread Andrew Armstrong
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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(

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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

Re: [hlcoders] Multiplayer Mods and m_flPlaybackRate for ViewModels

2009-02-17 Thread Robert Urda
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

Re: [hlcoders] Linux Build Problem

2009-02-17 Thread Mark Chandler
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