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] 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] 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] 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] 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] 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] 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] 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] 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] 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

2004-12-14 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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] 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

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