RE: [hlcoders] Problems with Blood color

2004-10-17 Thread Jay Stelly
As I recall, the blood uses a range of colors in the base palette of your mod - gfx/palette.lmp It looks like it uses 10 colors for one of the particle effects (blood stream), so 245 would use palette entries in the range [245, 254]. So you should either modify the palette lump for your mod

RE: [hlcoders] filesystem_stdio.dll

2004-11-23 Thread Jay Stelly
This is a bug. The fix is included with the next SDK release. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andrew Foss Sent: Tuesday, November 23, 2004 7:22 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] filesystem_stdio.dll aaah, my

RE: [hlcoders] Source SDK

2004-12-01 Thread Jay Stelly
1) I live in Kyiv, Ukraine. I have Half-Life 2 which can't reach my country regarding political situation. How do I get the SDK? I'm not sure I understand the question. I would tell you that you get the SDK through steam, but I assume you already know that. 2) I want to install SDK on

RE: [hlcoders] New Physics Feature?

2004-12-01 Thread Jay Stelly
I haven't duplicated this experiment, but this is most likely a poor explanation of a performance tuning parameter. If you're working with the Source SDK, you can bound the CPU cost per simulation step of vphysics using a parameter: physenv-SetPerformanceSettings() After you initialize your

RE: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in Plugin

2004-12-05 Thread Jay Stelly
Entity index 0 is the world entity. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ronny Schedel Sent: Sunday, December 05, 2004 10:14 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] IVEngineServer::PEntityOfEntIndex(int iEntIndex) issue in

RE: [hlcoders] sourcesdk.gcf question

2004-12-05 Thread Jay Stelly
Exactly. They are compressed on the wire, but not on disk. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman Broome Sent: Sunday, December 05, 2004 1:40 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] sourcesdk.gcf question

RE: [hlcoders] Attempting to import te_ files to use (te_largefunnel)

2004-12-06 Thread Jay Stelly
te_largefunnel doesn't define a class with those members. They are members of CBaseEntity - declared in BaseEntity.h - so they aren't available (unless you add them) to a class derived from CBaseTempEntity. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] sourcesdk.gcf question

2004-12-08 Thread Jay Stelly
The reason we use the versioned interfaces in the Source SDK is to make it extremely unlikely that any mods will break as we upgrade the engine. We've done lots of engine updates over the years without breaking mods, and the interfaces are a new tool that make it even easier to do this

RE: [hlcoders] Using c_baseplayer in a server plugin

2004-12-09 Thread Jay Stelly
However this goes back to the point made before where the implementation might change and you can't rely on it. However there is no useful interface equivalent for entities, so worse come to worst you simply rebuild the plug-in come an update to the base entity. No. CBaseEntity can be

RE: [hlcoders] manipulating hull / bbox

2004-12-10 Thread Jay Stelly
The box is trivially changeable from within code. Just change the constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them. Also, turn on developer mode (run with -dev or type developer 1 at the console) and you can see debug overlays. They do many things including visualization

RE: [hlcoders] manipulating hull / bbox

2004-12-12 Thread Jay Stelly
the shadow of the player's hull on the physics engine, or something like that. On Fri, 10 Dec 2004 16:26:59 -0800, Jay Stelly [EMAIL PROTECTED] wrote: The box is trivially changeable from within code. Just change the constants VEC_HULL_MIN or VEC_DUCK_HULL_MIN or the code that uses them

RE: [hlcoders] GameFrame

2004-12-13 Thread Jay Stelly
Sv_alternateticks 1 cuts the server framerate in half for performance. You'll either get 15ms ticks or 30ms ticks depending on this variable's setting. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ray Sent: Monday, December 13, 2004 4:24 PM To:

RE: [hlcoders] Netcode and Vehicles

2004-12-14 Thread Jay Stelly
So basically what your saying is Vehicle based mods are a no go for the source engine? This is totally not true. The SDK does not currently have an optimized network data model for vehicles, but it's completely possible to optimize (or otherwise redefine) the network data for vehicles in a

RE: [hlcoders] fopen and player model sequences

2004-12-15 Thread Jay Stelly
Just FYI: Some of the built in engine logs only work in multiplayer. So you need to set maxplayers 1 (run with +maxplayers 4 or something) to get output. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

RE: [hlcoders] Player Animations

2004-12-16 Thread Jay Stelly
The thirdperson view uses a set of cvars for the relative position. Set cam_idealyaw 0 to get it behind the model. It's probably set to 90 (default) which is the sideways view you mention. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of

RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-17 Thread Jay Stelly
To be clear: The per-entity gravity mentioned below only applies to entities with movetypes that are simulated by the game (e.g. MOVETYPE_STEP, etc) For anything MOVETYPE_VPHYSICS, you run the Havok code for gravity (in vphysics). The only in-between case is players - where you have to do both

RE: [hlcoders] Is Per-Entity Gravity Possible ?

2004-12-17 Thread Jay Stelly
Excellent!!! This is just what I need! So with VPHYSICS controllers, we can effectively extend Havoc/VPhysics, if we want to? That's got to be the most low-level access offered by any game engine SDK *EVER*. Thanks a whole bunch :D Yes - you can write your own code that gets called

RE: [hlcoders] QAngle arithmetics

2004-12-17 Thread Jay Stelly
QAngles represent an euler angle sequence in degrees. They have the same convention as Half-Life (and Quake). There are routines in mathlib that convert them to/from matrices and basis vectors. Those routines should give you a precise specification of the euler sequence, but it's the usual

RE: [hlcoders] manipulating hull / bbox

2004-12-13 Thread Jay Stelly
to do with collision. it can go through walls, etc. http://img110.exs.cx/img110/5110/small00068tp.jpg On Sun, 12 Dec 2004 21:11:45 -0800, Jay Stelly [EMAIL PROTECTED] wrote: Vphysics shadow objects are for objects that are controlled by the game logic. They follow the motion that happened

RE: [hlcoders] fopen and player model sequences

2004-12-14 Thread Jay Stelly
First, is there a way to re-enable 'fopen()'? Fopen is redefined in the preprocessor settings for the debug build. It's fine to reenable it as long as you realize you won't get the features of the steam filesystem (like searchpaths, support for gcf files, automatic updates, etc). For a log

RE: [hlcoders] Possible bug with ragdoll

2005-01-03 Thread Jay Stelly
This is just status from the ragdoll separation solver. It only prints in developer 2. There are a bunch of messages like these in developer 2 mode that are only useful to a programmer working on that part of the code. You can safely ignore this message. Jay -Original Message-

RE: [hlcoders] new movements

2005-01-03 Thread Jay Stelly
All of the code for player movement is in the SDK. Take a look at game_shared/gamemovement.cpp -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mark Ettinger Sent: Monday, January 03, 2005 8:02 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jay Stelly
The easiest way to do this is to turn bullets into projectiles. In HL2 they are a single raycast. But in your mod you could decide how fast they travel and sweep a ray over each tick from the previous position to the current position of the projectile. You could add gravity easily enough. This

RE: [hlcoders] Using a prop_physics with a preferred orientation?

2005-01-06 Thread Jay Stelly
It depends on what you want to have happen. If you want to pop the box back to some orientation, then you can just save the angles and teleport the object when it comes to rest. Otherwise you may be able to achieve something like what you want using a ragdoll constraint (with no translational

RE: [hlcoders] Movetypes and CollisionTypes

2005-01-07 Thread Jay Stelly
COLLISION_GROUP_NONE is the default collision group. These collide with everything. Other collision groups have special rules. E.g. COLLISION_GROUP_DEBRIS doesn't collide with other COLLISION_GROUP_DEBRIS. In the end, collision group is simply an id. The behavior of it is controlled by the

RE: [hlcoders] Keybind / prone

2005-01-09 Thread Jay Stelly
This won't work because you aren't debouncing the key. Two commands get processed in a row and you prone/unprone because you haven't checked to see that the user has released the key before you attempt to change states. We do this (normally called debouncing keys) in the game code using bit

RE: [hlcoders] Debug info ?

2005-01-14 Thread Jay Stelly
Yes, and the getpos command will dump this out at the console in a format that can be pasted back in as a command to teleport you to the current position. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Speyrer Sent: Wednesday, January 12,

RE: [hlcoders] DrawTexturedPolygon

2005-02-01 Thread Jay Stelly
The vgui vertex has two members, and screenspace position (in screen coords) and a texture coordinate (in normalized UV space). You can get the screen dimensions from the vgui surface with surface()-GetScreenSize(). Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] Dynamically spawning a CPhysicsProp

2005-02-01 Thread Jay Stelly
It sounds like your prop is set to a collision group that doesn't collide with the player or you've got the player set as the prop's owner. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maurino Berry Sent: Friday, January 28, 2005 8:10 PM

RE: [hlcoders] Making Usable Ladders

2005-02-01 Thread Jay Stelly
Yes in vbsp/textures.cpp: // Handle ladders. if ( ( propVal = GetMaterialVar( matID, %compileLadder ) ) StringIsTrue( propVal ) ) { textureref[i].contents |= CONTENTS_LADDER; } That's where the custom

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Jay Stelly
Just create an entity and have it trace from it's current position to the next position (current + velocity * dt + gravity * dt) each tick. Unless you want the entity to have a physics hull or something, then you'll need to increase the max allowable speed. You can do that by modifying: ConVar

RE: [hlcoders] Weapon ballastics

2005-02-02 Thread Jay Stelly
There are three issues here: 1) Collision representation for the bullet In HL2, they are point sized. You can also make them out of boxes or fully general vcollides. 2) Velocity of the bullet In HL2 the velocity is infinite - they travel instantaneously until they hit something

RE: [hlcoders] Weapon ballastics

2005-02-03 Thread Jay Stelly
The ammodef defines an impulse (mass * velocity) for the bullet to apply to physics objects when it hits them. Applying an impulse is equivalent to a collision. That macro just converts units so we could use some standard ballistics data with bullet mass in grains and speed in feet per second.

RE: [hlcoders] Limit to the number of traces

2005-02-05 Thread Jay Stelly
Actually slowing the game down to 1 fps I can now see the traces properly and it does not trace all the points i passed to the FX_FireBullet method, only about 30 traces appear, so my original question still stands. Is there a limit for that method or for the engine on the number of traces I

RE: [hlcoders] CreateServerRagdoll, please i need help with this.

2005-02-16 Thread Jay Stelly
It's hard to debug this with such a small amount of information, but I can try to help: Server-side ragdolls don't have this bug in Half-Life 2. The people you grab with the super gravity gun, the citizens who get skewered by striders, and enemies you kill by running over with the jeep are all

RE: [hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-16 Thread Jay Stelly
I use InvalidateBoneCache before calling CreateServerRagdoll and don't work, still appears in Spawn point. Did you try the other tests I mentioned? Do other server ragdolls appear in the right places in your mod? It's important to figure out which code is broken. You need to isolate the

RE: [hlcoders] CreateServerRagdoll, please i need help with this. To Jay

2005-02-17 Thread Jay Stelly
When I comment the SyncAnimation function, the problem solved Yes, I use MOVETYPE_STEP instead maintain the PHYSICS move. Ok. Commenting this out is ok if you don't have other server ragdolls that are MOVETYPE_VPHYSICS. But it also means that somewhere you have an invisible strider head with

RE: [hlcoders] RE: Because forks are fun!

2005-02-18 Thread Jay Stelly
Is Source DX7 compatible only so it can someday be ported to X-BOX? (Question from one of my mod members) Source supports DX7 because lots of people had dx7 cards in the various steam hardware surveys we did (GF2, GF2MX, GF4MX, the original Radeon). Also, XBOX is dx8. Jay

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly
One other detail: ShouldCollide() sorts the collision groups, so in order for that code to work exactly as written, the enum for COLLISION_GROUP_*_FORT must be less than the enum for COLLISION_GROUP_*_WEAPONS -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-24 Thread Jay Stelly
But this doesn't work, it still hits it. So you also need a case for collision groups lower than the brush's collision group: if ( collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM1 || collisionGroup1 == COLLISION_GROUP_FORTSITE_TEAM2 ) return false;

RE: [hlcoders] Getting a trace to hit off a non solid entity

2005-02-25 Thread Jay Stelly
You can't hit it with a trace if it's SOLID_NONE. The collision group thing should keep all other traces/physics from hitting it. Players can definitely walk through SOLID_BSP entities as long as their collision groups don't collide. -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Linux server build is up, but not quite working...

2005-03-04 Thread Jay Stelly
SOLID_VPHYSICS static prop with no vphysics model! (models/props_lab/corkboard001.mdl) This is a map bug, but the message is harmless. There's a prop_static that has collisions turned on, but the model doesn't have collision geometry. This message is just letting you know that the corkboard

RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-05 Thread Jay Stelly
I'll try to repro it here. To be clear, I'm just pointing out that if you experience these problems, it's most likely a bug. It's not a consequence of doing too much physics. So try to find a way to reproduce it or help debug it. It probably won't go away because you turn off some of the

RE: [hlcoders] Physics and Melee weapons

2005-03-06 Thread Jay Stelly
Does anyone know what would be cause the server to be getting stuck on the sword model and how I could fix this? It sounds like you've got collisions enabled between the sword's bone followers and the player. The simplest way to fix this is to call SetOwnerEntity() on each of the bone

RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-06 Thread Jay Stelly
I looked at the should freeze object code and it's boolShouldFreezeObject( IPhysicsObject *pObject ) { return true; } Return true all the time? Is it supposed to be like this? Yes. I described the exact behvaior in my previous mail. But basically this function gets called after you hit

RE: [hlcoders] No muzzleflash dynamiclight on world

2005-03-12 Thread Jay Stelly
I posted a fix for this on verc. Basically the code is intentionally creating an Elight (only lights entities) instead of a full dlight in the muzzle flash case. So change the E to a D and you're set. (AllocElight - AllocDlight) -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Bouncing/NoClipping Physics Objects?

2005-03-13 Thread Jay Stelly
It will only have friction controllers if it's in contact with another object. If it's flying/falling then drag+gravity only is normal. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Knifa Sent: Sunday, March 13, 2005 8:10 AM To:

RE: [hlcoders] Someone please help me understand Physics...

2005-03-17 Thread Jay Stelly
...in the HL2 DSK. I've been trying to get a round model entity (based off CBaseAnimating) to have collision based on the model, and not on the bounding box (it's round, so a radial/spherical collision would work too!). You can definitely do this. Setting my solid type to SOLId_VPHYSICS

RE: [hlcoders] Rotating Vectors

2005-04-06 Thread Jay Stelly
Mins/maxs pairs always defined bounding boxes. Those boxes are implicitly in some space. In HL2 we use the terminology: AABB (axis-aligned bounding box) which means a bounding box in world space (aligned with the world's axes, or aligned to an identity orientation) and OBB (oriented bounding

RE: [hlcoders] UTIL_FindEntityBy problems

2005-05-03 Thread Jay Stelly
Josh Matthews wrote: Actually, I'm still confused about how the classname method won't work. When it reaches the light entity, it'll trigger correctly and do its thing. Then it moves on, can't find any more entities so it skips to searching for light_spot. In this case, pEnt will be

RE: [hlcoders] Netcode and Vehicles

2005-05-10 Thread Jay Stelly
With this post you sorta imply that you will be releasing an update that fixes the vehicles problems. Do you plan on doing that, or was I simply misreading it? It's not being worked on right now. The SDK already has a framework for writing your own predicted entities. The client DLL has full

RE: [hlcoders] Attn Valve: Motion mapper continued

2005-05-16 Thread Jay Stelly
So I went ahead and created my own frontend to motionmapper and processed all the sdk example anims with my custom models skeleton as the target, compiled the resulting anims and brought the model into HLMV, to my dismay the anims were exactly the same as before. I then ran windiff, and yes -

RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
You could emulate the envmap command with setang screenshot (or jpeg) plus you need to force fov 90 for a 6 shot cubemap: fov 90 setang 0 0 0 screenshot setang 0 90 0 screenshot setang 0 180 0 screenshot setang 0 270 0 screenshot setang -90 0 0 screenshot setang 90 0 0 screenshot (this

RE: [hlcoders] (semi OT) 3d panoramas

2005-05-17 Thread Jay Stelly
PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] (semi OT) 3d panoramas Will the envmap, take your video settings into account, such as having everything up full bore? Also thanks Jay, i'll be doing this latter on Adam --- Jay Stelly [EMAIL PROTECTED] wrote: You could

RE: [hlcoders] (semi OT) 3d panoramas

2005-05-20 Thread Jay Stelly
I'm not sure it's applicable to what you are doing, but you could also just set host_timescale to something really small if you need to be paused, but not really paused. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Teddy Sent: Friday, May 20, 2005

RE: [hlcoders] Using Dynamic Lights: AllocDLight vs AllocElight and hardware compatibility

2005-05-25 Thread Jay Stelly
Dlights affect the lightmaps, elights do not. Both are supported on all hardware source supports. Dlights can be turned off for performance by using the convar r_dynamic. By default, HL2 sets r_dynamic 0 for dx7, but you could turn it back on in your mod (although the user could still turn it

RE: [hlcoders] Ragdolls and Constraints

2005-05-26 Thread Jay Stelly
My best guess from looking at the code is that m_ArmRagdoll-VPhysicsGetObject() is not returning a pointer to the correct piece of that ragdoll. You can use VPhysicsGetObjectList() to get all of the arm's pieces and then pick the one with the correct index by asking each object GetGameIndex().

RE: [hlcoders] Source .PHY files. Anyone knows? Valve please help!

2005-06-27 Thread Jay Stelly
The break sections are in the qc files. Here's the one for the table you pasted below: $collisiontext { break { model gibs\furniture_gibs\FurnitureTable003a_gib01 health 10 fadetime 10 } break {

RE: [hlcoders] Re: hlcoders digest, Vol 1 #2028 - 5 msgs

2005-07-12 Thread Jay Stelly
Why is the angles check testing angles.x twice and angles.z not at all? Shouldn't this just check angles.IsValid() instead? It's probably not related to my issue, it's just curious. Maybe they're just checking to be doubly sure that angles.x is valid. ;) clearly angles.x is twice as

RE: [hlcoders] Throwing phys objects

2005-07-21 Thread Jay Stelly
weapon_physcannon.cpp: void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) has the code -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Kamran Sent: Thursday, July 21, 2005 12:13 PM To:

RE: [hlcoders] Throwing phys objects

2005-07-21 Thread Jay Stelly
2:15 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Throwing phys objects Nevermind my other email, it does work with just hand picking up. Now I need to figure out if it was thrown using the physgun or hands... Jay Stelly wrote: weapon_physcannon.cpp: void

RE: [hlcoders] Some questions on map size/scale

2005-07-25 Thread Jay Stelly
You don't set it. You just build everything to that scale. Assets for HL2/cstrike/etc are built to 1 unit = 1 inch scale. If you want your mod to run at a different scale you will need to modify any HL2 assets you are using. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

RE: [hlcoders] func_detail / brush entity shadow

2005-08-26 Thread Jay Stelly
func_detail is not a brush entity. It just uses some convenient entity features of hammer to set properties on a group of brushes. The func_detail entities are stripped out in vbsp - where they become part of the world geometry. -Original Message- From: [EMAIL PROTECTED]

RE: [hlcoders] Model Surface Properties

2005-09-05 Thread Jay Stelly
The collision models built by the MDL/studiomdl path have the same low-level features as the ones built in Hammer. But the tools do not put per-face materials on the collision models. So you would have to modify the model compiler or do this in a post-process in your mod. At runtime, there is a

RE: [hlcoders] Pak file in Source?

2005-09-06 Thread Jay Stelly
Put an uncompressed zip file named zip0.zip (for additional zip files increment the number) in your mod root directory. Also you can use bspzip.exe to add files to a BSP and those will get loaded before anything in the filesystem. HL2 CS:S don't use this feature (so it is less well

RE: [hlcoders] architecture questions

2005-09-06 Thread Jay Stelly
The main entry points to each DLL are interfaces that the DLL exports to the engine. For the server, these are: IServerGameEnts IServerGameClients IServerGameDLL These are defined in public/eiface.h. For objects, you'll also need to implement IServerNetworkProperty and ICollideable (or use the

RE: [hlcoders] Model Surface Properties

2005-09-06 Thread Jay Stelly
in the command window. Can you offer any advice? My brain is fried for now, but I suppose it's just a matter of messing with it until it works. I only hope that the exported .phy file is actually saving the material index for the faces. Jay Stelly wrote: The collision models built by the MDL

RE: [hlcoders] Model Surface Properties

2005-09-12 Thread Jay Stelly
the index number that I set when compiling it. Is the material index of each triangle actually being saved in the collision model file automatically as being a part of the class or is it being ignored and the blanket value of 77 being applied elsewhere? Jay Stelly wrote: You definitely don't want

RE: [hlcoders] Model Surface Properties

2005-09-12 Thread Jay Stelly
PROTECTED] On Behalf Of Jay Stelly Sent: Monday, September 12, 2005 4:44 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Model Surface Properties I'm not sure why you're seeing a 77 everywhere. However it looks like the code only supports one remapping table for the level

RE: [hlcoders] Animated VTF textures - VMT settings

2005-09-16 Thread Jay Stelly
animatedTextureFrameRate look at src\cl_dll\baseanimatedtextureproxy.cpp to see how all of the variables are used or make changes. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael A. Hobson Sent: Friday, September 16, 2005 3:30 AM To:

RE: RE: [hlcoders] Tank Treads - Email found in subject

2005-09-28 Thread Jay Stelly
Oky, so in this case one would need a seperate texture for each tread with a material proxy that references the entity it is bound to, to get the amount of offset to do. Yes question would be... Lets say I have two tanks ont he screen. Does the each tank get it's own instance of the texture

RE: [hlcoders] collision boxes latency

2005-10-04 Thread Jay Stelly
There was a bug fix a while back that changed code in player_lagcompensation.cpp. Make sure you have the latest version of that file. If you started your mod a while back and haven't merged in updates you won't have it. That's my best guess as to the problem you're having. Jay

RE: [hlcoders] Func_details and face splits

2005-10-20 Thread Jay Stelly
This is a common misconception. The world surfaces are not being split just tesellated differently (i.e. you'll have the same # of world surfaces whether you separate the func_detail from the wall or not). The code in vbsp adds the vertices to the base face to sew the edges and prevent cracks, so

RE: [hlcoders] Ragdoll causes Assert (ragdoll_shared.cpp: 274 pCollide)

2005-10-22 Thread Jay Stelly
It sounds like your process isn't producing an equivalent .phy file. Try using the original file. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Lewis Sent: Saturday, October 22, 2005 12:56 PM To: hlcoders@list.valvesoftware.com Subject:

RE: [hlcoders] re: Ragdoll causes Assert (ragdoll_shared.cpp: 274 pCollide)

2005-10-23 Thread Jay Stelly
Sounds likely. But the thing is that the decompiler didn't produce a .phy file. Well it probably wouldn't have. The PHY file is an output file (like the MDL) not a source file. The source for the PHY file is in an SMD file and the qc file. What I was saying is that your process for

RE: [hlcoders] LINK_ENTITY_TO_CLASS

2005-11-29 Thread Jay Stelly
LINK_ENTITY_TO_CLASS creates a factory for entities of that type. So it tells the code how to create a CGameRules object when the bsp contains an entity with a classname of my_gamerules. There isn't necessarily only one entity of a given class (though there should be for gamerules). Anyway, you

RE: [hlcoders] Eax in half-life 2?

2006-01-30 Thread Jay Stelly
I don't think that is possible. The low-level direct sound code is certainly not exposed in the source SDK. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Kramer Sent: Sunday, January 29, 2006 8:15 PM To: hlcoders@list.valvesoftware.com

RE: [hlcoders] Simulated Animations

2006-02-07 Thread Jay Stelly
As I understand your question, you just want a bunch of bone orientations to come from your code rather than a pre-defined animation. That is exactly what the ragdoll code does, but the bulk of the code for ragdolls is about doing the simulation; none of that is likely to be useful for this

RE: [hlcoders] Simulated Animations

2006-02-08 Thread Jay Stelly
So you're suggesting to simply replace the RagdollBone() call with my own data transformations? yes When you are editing the matrix given back from GetBoneToWrite( boneIndex ), what is the scope of this matrix? It's just giving you a pointer to a matrix inside pBoneToWorld. So the scope

RE: [hlcoders] Shaders

2006-03-08 Thread Jay Stelly
It sounds like you are missing this info: The compiled HLSL shaders are not in the shader DLL. That DLL has the C++ code that does the state setup and linkage. The shaders themselves are in your mod directory under the shaders/ subdirectory. They are .VCS files. When you run the buildshaders

RE: [hlcoders] IMesh::Draw() ignoring colors

2006-03-13 Thread Jay Stelly
I'd have to look at the code to be sure, but I'm guessing that the shader you're using uses the constant color not per-vertex color. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jorge Rodriguez Sent: Monday, March 13, 2006 3:15 PM To:

RE: [hlcoders] IMesh::Draw() ignoring colors

2006-03-13 Thread Jay Stelly
13, 2006 3:31 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] IMesh::Draw() ignoring colors Jay Stelly wrote: I'd have to look at the code to be sure, but I'm guessing that the shader you're using uses the constant color not per-vertex color. LightMappedGeneric

RE: [hlcoders] the vphysics bug worse in latest srcds?

2006-03-26 Thread Jay Stelly
, 2006 2:29 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] the vphysics bug worse in latest srcds? Hmm this one's a little different - has a tier0 in there. I think Jay Stelly said one time that should be impossible. Well it's rare, anyway. I have minidumps of all of these btw

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Jay Stelly
Unless someone has defined a valid assignment or conversion path for this that I don't normally use you have to do this to your constant strings: sString = MAKE_STRING(Find the case!); at least that's why MAKE_STRING exists in the first place. It's not surprising that

RE: [hlcoders] Works in debug mode, does not it release mode.

2006-03-30 Thread Jay Stelly
] On Behalf Of Jay Stelly Sent: Thursday, March 30, 2006 11:02 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Works in debug mode, does not it release mode. Unless someone has defined a valid assignment or conversion path for this that I don't normally use you have to do

RE: [hlcoders] Player Physics

2006-03-31 Thread Jay Stelly
This is a pretty good summary, but you're missing a couple of things: For player movement, what happens is that player's aren't really physically simulated at all! But your own explanation says this isn't true: After physics simulation occurs, the player entity is reconciled with the

RE: [hlcoders] Player Physics

2006-04-04 Thread Jay Stelly
There aren't any intermediate states, so there is a loss of precision as the entire movement is linearized per batch of updates (single target position). The important difference is that the velocity and error stuff doesn't get aggregated across the batch of user commands so the player doesn't

RE: [hlcoders] Player Physics

2006-04-06 Thread Jay Stelly
to Update() on the shadow controller matters? Quoting Jay Stelly [EMAIL PROTECTED]: There aren't any intermediate states, so there is a loss of precision as the entire movement is linearized per batch of updates (single target position). The important difference is that the velocity

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-11 Thread Jay Stelly
What platform? (linux/win32)? On linux realtime is just accumulating changes from repeated calls to gettimeofday() Have you compared gpGlobals-realtime to the output of Plat_FloatTime() ? Are they both slow/stopped or just realtime? Has anyone else encountered this problem? -Original

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-12 Thread Jay Stelly
] gpGlobals-realtime standing still Jay Stelly wrote: What platform? (linux/win32)? On linux realtime is just accumulating changes from repeated calls to gettimeofday() Have you compared gpGlobals-realtime to the output of Plat_FloatTime() ? Are they both slow/stopped or just realtime

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jay Stelly
If you turn off server-side physics (phys_timescale 0), does the issue still happen? Also, if you turn off prediction (cl_predict 0) does the issue still happen? The answers to these questions would help narrow down the possible causes of the problem you're having. -Original Message-

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jay Stelly
3 issues in the original email. At 2006/04/12 03:02 PM, Jay Stelly wrote: If you turn off server-side physics (phys_timescale 0), does the issue still happen? Also, if you turn off prediction (cl_predict 0) does the issue still happen? The answers to these questions would help narrow

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-12 Thread Jay Stelly
; #endif At 2006/04/12 12:14 PM, Jay Stelly wrote: The master game clock is driven by QueryPerformanceCounter() on win32 and gettimeofday() on linux. Still, we have had reports of clock issues with QPC() (not this particular issue however) on AMD x2 systems that were fixed by forcing affinity

RE: [hlcoders] gpGlobals-realtime standing still

2006-04-13 Thread Jay Stelly
); last_realtime = gpGlobals-realtime; #endif At 2006/04/12 12:14 PM, Jay Stelly wrote: The master game clock is driven by QueryPerformanceCounter() on win32 and gettimeofday() on linux. Still, we have had reports of clock issues with QPC() (not this particular issue however) on AMD x2

RE: [hlcoders] Defining a Touch Function

2006-04-18 Thread Jay Stelly
For use you need to return something from ObjectCaps() Either or on FCAP_IMPULSE_USE or FCAP_ONOFF_USE depending on the type of behavior you want with respect to the +USE key. Also, if you call the function Use() you won't be able to SetUse() to anything else. The base class function Use() is

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-04-18 Thread Jay Stelly
The z values are interesting - I'm not sure what to make of that. Obviously those are out of the world coordinate range. If it helps, the code for solidmoved is basically this: // pSolidCollide is the CollisionProp of the entity that moved

RE: [hlcoders] Defining a Touch Function

2006-04-18 Thread Jay Stelly
ObjectCaps( void ) { return (BaseClass::ObjectCaps() FCAP_IMPULSE_USE); } I'm sure you meant: return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); } You can also use FCAP_ONOFF_USE and FCAP_CONTINUOUS_USE to get different call behavior. FCAP_USE_IN_RADIUS (use when close enough,

RE: [hlcoders] Strange crash backtrace.

2006-04-19 Thread Jay Stelly
Given the callstack you posted, I only see one likely option. The crash is most likely happening inside ClipRayToHitbox because of a bad bone matrix pointer. So most likely, you're not getting a valid bone cache. You've either got a NULL for a matrix that shouldn't or a hitbox referencing an out

RE: [hlcoders] Strange crash backtrace.

2006-04-19 Thread Jay Stelly
. - Jay -Original Message- From: [EMAIL PROTECTED] [mailto:hlcoders- [EMAIL PROTECTED] On Behalf Of Jay Stelly Sent: 19 April 2006 16:27 To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Strange crash backtrace. Given the callstack you posted, I only see one likely

RE: [hlcoders] Physical Mayhem in progress - no crash! (yet)

2006-05-24 Thread Jay Stelly
Ok, I was able to repro the bug with those changes. Here's the fix: // add these lines to hl2mp_gamerules.cpp: bool CHL2MPRules::ShouldCollide( int collisionGroup0, int collisionGroup1 ) { if ( collisionGroup0 collisionGroup1 ) { // swap so that lowest is always

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