Well Beam_t uses this implementation:
const matrix3x4_t Beam_t::RenderableToWorldTransform()
{
static matrix3x4_t mat;
SetIdentityMatrix( mat );
PositionMatrix( GetRenderOrigin(), mat );
return mat;
}
which should be identical to yours in the case of an identity
For a debug build you either need to be in a debugger or running with
the -allowdebug commandline argument. Otherwise the engine is supposed
to validate that none of the binaries are debug builds. It's not
supposed to crash, however; you should get a message box with an error.
-Original
Looks like you're missing tier1.lib in your project for that shader dll.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Sylvain Rochette
Sent: Friday, August 04, 2006 5:54 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Source SDK
For what it's worth, although vs2005 is not yet supported the new SDK
code has most of these errors fixed including the ai follower
compile-time assert in the single-player code (hasn't been fixed on any
of the community pages I've seen). We're just not quite done with the
support for vs2005.
updated with distances (no they can't be modified without changing the
engine code at present):
http://developer.valvesoftware.com/wiki/Soundscripts
I don't see any issue with spatialization of distance variant sounds.
My guess is that you aren't emitting the sound from a particular entity
(using
start/end distances can
be placed in the script in the following SDK update (or the
one after)?
On 8/1/06, Jay Stelly [EMAIL PROTECTED] wrote:
updated with distances (no they can't be modified without
changing the
engine code at present):
http://developer.valvesoftware.com/wiki
Since this is a common question, I decided to write up something which
will hopefully help:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Garry Newman
Sent: Thursday, July 27, 2006 2:46 AM
GetVelocity returns a velocity. It's already in degrees / second.
SetVelocity() takes the same units. AngularImpulse is a vector type
that can contain an impulse, but here it's just used as a vector.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
vcollide_wireframe appears to have two bugs with bone followers.
First of all, you can't toggle it in the middle of a level, you must
start the level (or restart) with vcollide_wireframe 1 in order for the
bone follower entities to be networked to the client.
Secondly, vcollide_wireframe does
mp3s are not in the soundcache.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Aaron Schiff
Sent: Monday, July 10, 2006 3:51 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Sound
--
[ Picked text/plain from multipart/alternative ] If
First, for some reason the client shows the platform as class
func_platrot which is correct. But the the server lists the
same entity as func_plat (the base class). I discovered
this by accident by printing the classname of the ground
entity indentified in the
ClassifyPosition() routine. (I
I'll try that. But the player does seem to be seeing the
ground entity.
But it appears he's bouncing off it. The player touches the
moving plat, gets kick up, gravity takes over, and the plat
catches up to the falling player and the cycle repeats.
That doesn't really make sense; it's a bug
expensive, check for too many convex pieces! thing.
That message seems to hint at the sort of vphysics logic I
speculated on above.
At 2006/07/01 06:03 PM, Jay Stelly wrote:
The only physics-related console messages are:
Object attached to Physcannon has no physics object SOLID_VPHYSICS
The only physics-related console messages are:
Object attached to Physcannon has no physics object
SOLID_VPHYSICS static prop with no vphysics model!
(models/props_foliage/shrub_01a.mdl)
SOLID_VPHYSICS static prop with no vphysics model!
(models/props_buildings/row_industrial_cluster.mdl)
PhysCallbackDamage() queues up the damage event so it occurs after
simulation is finished. The normal code path for TakeDamage() handles
this automatically. So it's fine to call TakeDamage() from a callback.
Calling UTIL_Remove() or delete on an entity during a callback may
corrupt vphysics.
These limits apply to the impulses a player can exert through his
contact points.
The mass limit is the limit at which the player controller stops pushing
through the contact. So with the code below the player will not push
against the contact normal with any object 350kg.
The speed limit
I'm not sure if it's the issue or not, but I remember a bug like this in
episode 1. If it's the same issue, then setting smoothstairs to zero
will fix it (but cause other problems). If that's the case then you
need to add some logic to disable stair smoothing when the player is on
an elevator.
@list.valvesoftware.com
Subject: RE: [hlcoders] Jerky Movement when player is on
moving lift/elevator.
That only masks the problem apparently. In hl2dm, it's smooth
regardless of the smoothstairs setting.
-Original Message-
From: Jay Stelly [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 27, 2006 9:30
UTIL_TraceModel is just a wrapper around enginetrace-ClipRayToEntity()
which is basically the same as TraceRay(), but it only tests against the
single entity you pass in.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Tuesday, June
If you want to do this continuously you should make it an entity like
trigger_vphysics. Basically this just boils down to creating the
vphysics object for the entity (your func_cold) and calling:
VPhysicsGetObject()-BecomeTrigger(). Then you'll get StartTouch()
EndTouch() callbacks when things
Are there any model traces that give the actual point of
collision, instead of just the 0.0f-1.0f value in a trace_t?
IPhysicsCollision::TraceCollide() seems like a good
candidate, but not quite, as it doesn't give me the point of
intersection.
If you're talking about a ray trace, then the
Just a guess since I'm not in front of the code right now, but are you
sure it isn't recursing here? (i.e. Revert() calls your callback until
the stack gets blown)
Jay
[ Picked text/plain from multipart/alternative ] I've got a
weird problem here...
void test_Callback_f( ConVar *var, char
In this particular case, PhysicsStepRunTimestep in physics_main.cpp
Calls
PhysicsAddHalfGravity()
twice to implement gravity.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, June 09, 2006 8:21 AM
To:
first I would use cl_ent_rbox (or r_drawrenderbounds 1) to visualize the render
box for the model. Maybe it's really small or something? Could be a problem
with the entity you're using.
It's hard to debug without more information, but it seems like the most likely
issue is with culling. If
Alright, I have a prop (model based) which has vphysics
collision, it has it's own collisiongroup. I have another
entity, a brush entity (like
func_door) that moves, and again, has it's own collisiongroup.
ShouldCollide has all the necessary checks and whatnot, but
when debugging, I've
it running on dm_steamlab to
see if it crashes or if the crasher aspect has gone away.
Has anyone else tried Jay's patch?
-bk
At 2006/05/24 08:51 PM, Jay Stelly wrote:
Ok, I was able to repro the bug with those changes. Here's the fix:
// add these lines to hl2mp_gamerules.cpp:
bool
and counting
I've not seen any physics issues. Too early to call it dead,
but that's promising.
-bk
At 2006/05/28 06:34 PM, Jay Stelly wrote:
Garry sent in a deterministic way to cause some bad physics behavior.
Because of his repro case I was able to fix a bug with the code I
posted below
How many players are you running? I can get the message, but only by
running a 64-player CS server. Is that consistent with your results?
You make it sound like simply loading a plugin causes it. Which plugin?
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
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
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
.
- 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
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
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
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,
);
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
] 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
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-
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
; #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
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
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
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
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
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
] 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
, 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
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:
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
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
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
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
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
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
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
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:
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
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
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
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:
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
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
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
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
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
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
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]
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
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:
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
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
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
{
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().
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
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
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
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
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 -
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
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
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
...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
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:
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]
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
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
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
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
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]
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
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;
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
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
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
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
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
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.
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
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
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
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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
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