Re: [hlcoders] EmitSound being cut off, and forcing the player to spectate an entity

2011-04-06 Thread Tom Edwards
CItem::Respawn() calls SetTouch(NULL), so it can't be a case of 
re-triggering unless you've bypassed that code entirely.


The only thing I can think of is that RollerBall.RewardTokenPickup has a 
very low attenuation value in your soundscript. Once you go down very 
low (around 60dB) the engine starts cocking up volume falloff, so the 
sound stopping instantly isn't implausible.


On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called 
again though... What's the fix, toggling a boolean when you enter, and 
don't run it if it's true? I don't recall this ever being a problem in 
actual HL2/HL2DM.



On Tue, Apr 5, 2011 at 5:33 PM, Adam amckern McKern 
amck...@yahoo.com mailto:amck...@yahoo.com wrote:


You have a 6 sided trigger - each side will trigger when its
touched, so if your enter the brush it will trigger, the same as
when you exit the brush it will trigger.

You might be better off using the InEntity code (been ages from
last time i needed to use it so forgot its real name)


Owner Nigredo Studios http://www.nigredostudios.com

--- On *Wed, 6/4/11, Matt Hoffman /lord.matt.hoff...@gmail.com
mailto:lord.matt.hoff...@gmail.com/* wrote:


From: Matt Hoffman lord.matt.hoff...@gmail.com
mailto:lord.matt.hoff...@gmail.com
Subject: [hlcoders] EmitSound being cut off, and forcing the
player to spectate an entity
To: Discussion of Half-Life Programming
hlcoders@list.valvesoftware.com
mailto:hlcoders@list.valvesoftware.com
Received: Wednesday, 6 April, 2011, 10:12 AM


EmitSound:
I have an entity that derives from CItem, and I'm using
ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
DATA_DESC. The function works fine, but if the player leaves
the collision box of the entity while the sound is playing it
just stops the sound. This doesn't happen in the case of it's
Respawn sound, which uses EmitSound without the
CPASAttenuationFilter. Am I using the CPASAttenuationFilter
wrong? Or is it something to do with the ItemTouch function
itself?

Here's the relevant functions: http://pastebin.com/Mu72VBxQ


Spectating an Entity:
I've been trying unsuccessfully for a few days now to get the
player to spectate a custom entity. I did SetObserverTarget(
entity ), and if I debug it, it goes into player.cpp-bool
CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
modified IsValidObserverTarget to not kick out when trying to
observe something other than a player.

It hits m_hObserverTarget.Set( target ). It also hits
SetObserverTarget on C_BasePlayer (
http://pastebin.com/eAWZy41A ), and hits everything.

It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
on CBasePlayer::SetObserverTarget -- Do you have to be in
OBS_MODE_ROAMING to observe something?
When the player spectates another player, what is he doing. Is
his logical entity moving around, or just his camera?

Any help over these two issues would be great, I've been stuck
here for 2 days now... :P


-Matt

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Re: [hlcoders] Scaleform in Source?

2011-04-06 Thread Cale Dunlap
Cool, good to know. Thanks Matt.

On Tue, Apr 5, 2011 at 9:14 PM, Matt Hoffman lord.matt.hoff...@gmail.comwrote:

 You should be safe if you in general launch with -insecure or stay through
 VS launched builds which are also in Vac Insecure mode.

 On Tue, Apr 5, 2011 at 6:11 PM, Cale Dunlap cale.dun...@gmail.com wrote:

 Agreed, but we just acquired a Scaleform GFx evaluation license for a
 project I'm working on. I was just curious if anybody has ever hacked up
 enough of the Source SDK code to implement essentially a different UI
 package in general, I would figure the process would be similar regardless
 of what package it is.

 Of course being a Source SDK licensee would make things easier, but
 unfortunately the license that this project has with Valve is limiting
 to say the least. I'm still going to try, just to see how far I can get :)
 I'm sure I'll hit a huge roadblock somewhere. Got myself another Steam
 account specifically for this task, in case VAC flags me =/

 Thanks Tony.

 -Cale


 On Tue, Apr 5, 2011 at 8:15 PM, Tony omega Sergi 
 omegal...@gmail.comwrote:

 I would think, given that scaleform requires a license to use, and to
 attain their SDK, that noone would be implementing scaleform into SDK code,
 but would rather do it as a licensee, and into the engine properly.

 Speaking of that, Mabinogi (vindictus) uses scaleform instead of VGUI.

 On Wed, Apr 6, 2011 at 4:48 AM, Cale Dunlap cale.dun...@gmail.comwrote:

 This is probably a long-shot, but I thought I might ask before I embark
 on this journey... has anybody made any sort of attempt at implementing
 Scaleform into the Source SDK? I assume that since without the code to the
 material system interface this is nearly impossible, short of injecting
 assembly jumps into Direct3D after it's been loaded into memory and
 hijacking the render loop. I also assume this would get an account
 VAC-banned pretty quick?

 Any input/feedback is appreciated.

 -Cale

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 --
 -Tony


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[hlcoders] (no subject)

2011-04-06 Thread Josh Coyne
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