Re: [hlcoders] ClipBox/Bounding Box Issue

2004-09-05 Thread Ben Banfield
I can't see anything I have done to rendering the model client side or
moving it around weirdly in the pm_shared files.  I haven't implemented
any part of the 9wb interface or functions server side or client side.
If the client was rendering the model wrongly, wouldn't the server still
detect a hit and fire the events?  I'll try setting the gaitsequence to
0 to double check the client and server match up, but I don't think
thats the problem.
Ben
Jorge Rodriguez wrote:
This is just a shot in the dark, but could the problem possibly be that
you are making modifications to the position of display of the model on
the client which are not reflected on the server? Have you messed at
all with the extended server blending interface? From what it seems, the
way the client displays the models is not representative of the way the
server has them. (Or maybe I just read this wrong.)
On Sat, Sep 04, 2004 at 12:02:50PM +0100, Ben Banfield wrote:
I wonder if anyone can help me.  Recently I have been trying to fix an
issue with the crouched hitboxes.  Specifically the head hitbox.  It
can't be hit with guns or melee weapons.  I know this isn't the hitboxes
fault, they are just the symptom.  The issue lies with the clipbox or
the bounding box.
My understanding is that the clipbox ( is this the same as the hull? )
is used for world collisions, and the bounding box is used for when
determining whether a traceline has intersected with our model.  If the
bounding box isn't hit then hitboxes aren't triggered.  If the bounding
box extends outside the clipbox then will the regions outside the
clipbox still be triggered?
I've been searching the wavelength forums and hlcoders archives over the
past few days trying to find a solution for this.  I've found Robin
Walkers patch for GetHullBounds, didn't work.  I've found suggestions
involving SetObjectCollisionBox which haven't worked.  Likewise for
UTIL_SetSize.  I've tried both of omega's rescaling tuts.
PM_ShowClipbox shows the correct size client side and server side.  The
models even work perfectly in hldm, where I can shoot the heads no end
while the victim is crouched.
Last night I tried setting the clipbox/hull/bounding box/everything i
could find for crouching to be 100 units tall and still no change bar
not being able to jump on top of a crouched player.  This leads me to
believe that I'm only changing the clipbox atm, so I'm wondering where I
am going wrong.
Anyone have any ideas?
Ben Banfield
The Battle Grounds Lead Coder
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[hlcoders] ClipBox/Bounding Box Issue

2004-09-04 Thread Ben Banfield
I wonder if anyone can help me.  Recently I have been trying to fix an
issue with the crouched hitboxes.  Specifically the head hitbox.  It
can't be hit with guns or melee weapons.  I know this isn't the hitboxes
fault, they are just the symptom.  The issue lies with the clipbox or
the bounding box.
My understanding is that the clipbox ( is this the same as the hull? )
is used for world collisions, and the bounding box is used for when
determining whether a traceline has intersected with our model.  If the
bounding box isn't hit then hitboxes aren't triggered.  If the bounding
box extends outside the clipbox then will the regions outside the
clipbox still be triggered?
I've been searching the wavelength forums and hlcoders archives over the
past few days trying to find a solution for this.  I've found Robin
Walkers patch for GetHullBounds, didn't work.  I've found suggestions
involving SetObjectCollisionBox which haven't worked.  Likewise for
UTIL_SetSize.  I've tried both of omega's rescaling tuts.
PM_ShowClipbox shows the correct size client side and server side.  The
models even work perfectly in hldm, where I can shoot the heads no end
while the victim is crouched.
Last night I tried setting the clipbox/hull/bounding box/everything i
could find for crouching to be 100 units tall and still no change bar
not being able to jump on top of a crouched player.  This leads me to
believe that I'm only changing the clipbox atm, so I'm wondering where I
am going wrong.
Anyone have any ideas?
Ben Banfield
The Battle Grounds Lead Coder
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Re: [hlcoders] Player-specific Hitbox Bug? (Help, Alfred? Help, valve? Reproduction steps included.)

2004-08-09 Thread Ben Banfield
How many other game companies would continue to patch their game and
provide updates 5-6 years after release?

On Mon,  9 Aug 2004 17:22:52 +0200 (CEST), Thomas Ackermann
[EMAIL PROTECTED] wrote:
 Am Di 27.07.2004 17:20, Jeffrey botman Broome [EMAIL PROTECTED] schrieb:
   [BIGGEST EDIT EVER]
   Valve has fixed the bug.
   It should be updated to Steam sometime soon, according to the email.
   GG on this one, everyone.
   
 
  Yay!  Go Valve!
 
  Anybody who says Valve doesn't care about or support the Half-Life
  community can go shove a snark up their ass!  :)

 To fix a sold product is not sooo much of support. If they would not fix bugs, they 
 would soon not sell things.
 They forced STEAM upon us - which is quite NOT support :-(

 About fixes:

 What about starting a server with 21 Slots, reserving one with AMX, so that only 20 
 players can connect.
 Will the bug still arise?!?




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Ben Banfield
The Battle Grounds CoLeader, Lead Coder and Admin

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Re: [hlcoders] Weird missing dll error

2004-06-05 Thread Ben Banfield
Not quite, its the runtime for VS .Net ( the original version ) compiled
files.  Looks like one of the dlls you're using was compiled with VS
.Net or one of the ms command line tool packs.  The simple fix is to put
msvcr70.dll and msvcp70.dll in the same dir as the hl executable.
Ben
Karl XP-Cagey Patrick wrote:
MSVCR70.dll is a .Net runtime... are you linking to any 3rd party dlls?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Friday, June 04, 2004 11:48 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Weird missing dll error
Almost at random times during a game this pops up and the server crashes.
But its fairly rare.
The dynamic link library MSVCR70.dll could not be found in the specified
path
then it goes on to point to a number of locations including my steam/...
half-life/ dir
What the heck is that all about? I'm using VS 6.0 with standard compile
options that came with the sdk.

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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
There is an interesting thread on thewavelength regarding an error like
this ( usermsg 67 ).
http://forums.thewavelength.net/index.php?showtopic=10455hl=usermsgst=15
It seems to suggest that it isn't about us sending a msg which got
regged with number 57, as that gives a different error (UserMsg: No pfn
craptest 95).  My own logging of messages concurs with that, as i've
never managed to catch a msg sending 57 as the msg id (this was using a
technique botman mentioned back last october).
This morning I tried to reproduce the bug along mazor's line of thinking
(overflowing), by sending a mass of cvars and messages per frame, but
all I got was a lot of lag and compressing split packets.
Bar a router, which at the point in time I don't particually want to
accept, I think we need to find a method for reproducing this.
Ben
Adam amckern Mckern wrote:
I think that has been talked about, but mayb not
looked into
Quote from lower down
On Behalf Of Alfred Reynolds
There is no usermsg 57, the engine defined ones stop
at 56 (and mod created ones start at 64). Sounds like
you are corrupting your network steam (by mismatching
what the server sends and how the client parses it
typically).
- Alfred

--- [EMAIL PROTECTED] wrote:
There seems to be quite a lot of different reasons
for this occuring with it
happpening in many mods to everyone on the server at
the same time, and also to
individuals with weird routers.
But why is it always UserMsg 57? I think the only
person who can answer this is
someone at valve by looking up their source code.
With it being a problem in
many mods it would be time well spent.
If its happening for different reasons, then perhaps
some more specific error
messages might be useful too.
Peter.

=
hl2hosting.com
AIM SN - amaperman


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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
Good point and I would agree with you if it was just one mod or even
two.  But we're talking about 50% of the 10 top 3rd party mods on steam
(I just searched and saw the specialists have it as well).  I also can't
find an occurrence of usermsg 57 before the steam time period.  We could
be collectively be doing something wrong, but at the moment its
unreproducible for most users, its cryptic and doesn't give us any more
info to try and track it down.  We're all stabbing the dark here as can
be seen from the wide variety of possible causes/solutions on the subject.
Could it be also possible that a lack of valve features could be causing
it, e.g. not having vac causes this in certain circumstances.  Again
this is only conjecture, but having been trying to pin this down since
the first report of this in November for me is trying.
Ben
Jeffrey botman Broome wrote:
tei wrote:
Humm...  call me naive but...
I suggest to create a dummy usermsg 57  that catch and try to fix
network stream corruptions (TCP packets assembling errors?)
A aproach can be to ignore the full frame (posible?).. well.. that its
better than crash or unconnect

As Alfred stated earlier, network messages below 64 are created, sent
and intercepted by the engine (server side and client side).  The MOD
code has no access to these network message (it can't parse them, it
can't intercept them, and it can't change them).
If there is a generic engine problem or a generic networking problem
(routers, firewalls, etc.) you would see lots of reports of this error
in Valve MODs (deathmatch, TFC, CS, and DoD).  If there aren't
significant reports of this error occuring in Valve MODs, but there are
significant reports of this error occuring in non-Valve MODs, then I
would tend to believe that the non-Valve MOD code is at fault (and not
the engine or the network).
I realize this doesn't help track down what the problem is, but it would
help to identify who or what is at fault.
--
Jeffrey botman Broome
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
Sorry for the double post but I've come off like I'm flaming people and
valve.  Thats not what I've been trying to do.  I'm simply a bit
exasperated and am just looking for more information to hunt this down
or for this bug to not cause half the clients on the server to quit.
Sorry
Ben
Ben Banfield wrote:
Good point and I would agree with you if it was just one mod or even
two.  But we're talking about 50% of the 10 top 3rd party mods on steam
(I just searched and saw the specialists have it as well).  I also can't
find an occurrence of usermsg 57 before the steam time period.  We could
be collectively be doing something wrong, but at the moment its
unreproducible for most users, its cryptic and doesn't give us any more
info to try and track it down.  We're all stabbing the dark here as can
be seen from the wide variety of possible causes/solutions on the subject.
Could it be also possible that a lack of valve features could be causing
it, e.g. not having vac causes this in certain circumstances.  Again
this is only conjecture, but having been trying to pin this down since
the first report of this in November for me is trying.
Ben
Jeffrey botman Broome wrote:
tei wrote:
Humm...  call me naive but...
I suggest to create a dummy usermsg 57  that catch and try to fix
network stream corruptions (TCP packets assembling errors?)
A aproach can be to ignore the full frame (posible?).. well.. that its
better than crash or unconnect

As Alfred stated earlier, network messages below 64 are created, sent
and intercepted by the engine (server side and client side).  The MOD
code has no access to these network message (it can't parse them, it
can't intercept them, and it can't change them).
If there is a generic engine problem or a generic networking problem
(routers, firewalls, etc.) you would see lots of reports of this error
in Valve MODs (deathmatch, TFC, CS, and DoD).  If there aren't
significant reports of this error occuring in Valve MODs, but there are
significant reports of this error occuring in non-Valve MODs, then I
would tend to believe that the non-Valve MOD code is at fault (and not
the engine or the network).
I realize this doesn't help track down what the problem is, but it would
help to identify who or what is at fault.
--
Jeffrey botman Broome
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Re: [hlcoders] UserMsg 57..... ?

2004-05-26 Thread Ben Banfield
I have this behaviour. I have never seen it drop everyone.  This led me
into thinking it could be a pvs/pas message for a while or broadcast as
that goes to unreliable iirc.
50% was me being lazy writing.  However, iirc ns drops all however i'm
not sure.
Cale Dunlap wrote:
When it happens in FA its completely random, it does not discriminate
between teams and such, and no its not always 50% of the players, sometimes
only 3 to 5 on a 28 player server will drop, sometimes 20 will drop. They
all drop at the same time too.
-Cale
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeffrey botman
Broome
Sent: Wednesday, May 26, 2004 2:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UserMsg 57. ?
Ben Banfield wrote:

Sorry for the double post but I've come off like I'm flaming people and
valve.  Thats not what I've been trying to do.  I'm simply a bit
exasperated and am just looking for more information to hunt this down
or for this bug to not cause half the clients on the server to quit.

Hmmm, that might be useful (half the clients on the server quit).  Does
this happen to several clients at the same time?  I know it's probably
hard to tell, but do people on the server see 50% of the players
suddenly go away?  If so, then that might help to track it down.  If
it's a teamplay MOD are all of those players on the same team?  Adding
some stats tracking debug code to the server could help to identify when
this happens.
Perhaps you can log (in memory) what's currently happening for each
player (in a circular buffer in memory) and when you see a large number
of players suddenly disappear from the server, dump this log of data to
a text file.  Then you can go back and look at what network messages had
been recently sent or what type of activity was occuring when a large
number of players suddenly disappeared.
P.S. I don't think it sounded like you were flaming anyone.
--
Jeffrey botman Broome
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Re: [hlcoders] UserMsg 57..... ?

2004-05-25 Thread Ben Banfield
Its not just FA and NS that have had this.  My mod, BG has had it (and
still does) and i remember Kuja saying DPB had it too.  Is it possible
this is a steam or sdk bug as the chance of 4 wildly different mods
causing the same error are extremely low imho.  If we we're mismatching
wouldn't we be having different usermsg number's each time ( or am I
misunderstanding something here ).  I'd love to see a resolution to this
as well.
Thanks
Ben
Cale Dunlap wrote:
Oh.
Crap.
Ok, I'll check out all the messages and make sure they're parsed correctly.
Thanks Alfred!
-Cale
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Monday, May 24, 2004 12:43 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] UserMsg 57. ?
There is no usermsg 57, the engine defined ones stop at 56 (and mod
created ones start at 64). Sounds like you are corrupting your network
steam (by mismatching what the server sends and how the client parses it
typically).
- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cale Dunlap
Sent: Sunday, May 23, 2004 5:26 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] UserMsg 57. ?
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
What is UserMsg #57. I've determined it to be within the engine.. Its
causing crashes in FA right now and I'm having a difficult
time figuring out
why. If I can find out what the message contains I can
probably figure out
where its being sent from. The error steam has been giving is
UserMsg 57
not present on client.
Valve guys help out pzl? *puppy dog face*
-Cale

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Re: [hlcoders] Bayonet Kill Sprite Logging

2003-12-20 Thread Ben Banfield
I do my bayonet kill sprite by changing the classname before and after a
attack using the bayonet.
Tony omega Sergi wrote:

I do it like this in household death to make the thrown fork use the
stabbing forks death message/icon (you can use the same idea to
accomplish yours ;))
   const char *forks = fork;
   if (strstr(killer_weapon_name, forks))
   killer_weapon_name = forks; //omega; override
(weapon name is weapon_forks, but the actual thrown fork is proj_fork,
so i wan't to make it so if you stab, it does the same as if you throw a
fork and kill.)
-omega
--
Blackened Interactive - http://www.blackened-interactive.com
FLF:Defiance - http://www.frontline2.com
Wavelength - http://www.thewavelength.net


Cale 'Mazor' Dunlap wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Firearms has a bayonet attached to the AK47 as some of you might know.
I'm trying to get the correct kill sprite to appear when killed via the
bayonet. When you kill someone currently, it just uses the AK47 edict.
is there a way to tell the PlayerKilled functions that the player was
killed with a bayonet? I tried adding a new entity with the classname
weapon_bayonet so the kill sprite appears, but it crashes. I know why
it crashes, but I'm sure there's a better way to do it than creating a
whole new entity. any ideas?
Cale 'Mazor' Dunlap
Programmer
Firearms Half-Life
http://www.firearmsmod.com/
--



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Re: [hlcoders] Host_Error under Steam

2003-12-16 Thread Ben Banfield
Alright thanks.  My logging attempts have got me nowhere so far bar a
127meg log file with no hits for msg57.   Gonna have to have a few
releases with this logging in place by the looks of it :(
This request as to Valve : Would it possible for this error not to cause
the client to be dropped unless they were running with -dev or a high
developer cvar setting.  This would allow us to continue tracking down
this bug without whole chunks of one team being dropped at random while
playing.
Ben
The Battle Grounds Lead Programmer
Charlie Cleveland wrote:

We never did figure out why this error was happening, but I did manage to
fix it.  Tom is right, it was happening when a player was kicked off the
server.  The way I fixed it was by removing a UTIL_SayToAll (or whatever
it's called), that was telling everyone that the player was being booted off
the server.  That seemed to fix it, though I have no idea why.  That was
quite awhile ago, and for some unknown reason, this error has seemed to come
back again in a recent playtest build, so I have no idea what's happening.
-Charlie
--
Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
http://overmind.org

I'm one of NS playtesters, and if Charlie doesn't get
back to you... I do believe it was part of his custom
authentication code for handling the playtesting that
was doing it. If a player who wasn't authenticated to
play joined a server, he could get so far as the
readyroom fine. But if he joined the team, the
authentication would kick him. If I recall correctly,
it was a bug in the authentication process where an
unauthorized player joining would kick everyone.
Tom Grim
aka Elven Thief
--- Ben Banfield [EMAIL PROTECTED] wrote:


I have just encountered this bug in the latest
version of bg and am
about to start debugging using the method botman
prescribed in this
thread.  However I'm just wondering what you're
findings were for ns on
this bug.  Was it a special ns message?  Is there
anything I can do to
help narrow this down?  And help is appreciated as I
fear this could be
a long sunday afternoon otherwise :/
Thanks

Ben
The Battle Grounds Lead Programmer
Charlie Cleveland wrote:

We're running some NS playtests under Steam, and

one of the big problems were having is something
called a Host_Error. Suddenly, everyone on the
server will get kicked off the server, and will be
back in their Steam UI.  Written to everyone's
console is this ominous error message:

Host_Error: UserMsg: Not Present on Client 57

Does anyone have any idea on what might be causing


this, or how to fix it?


-Charlie


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Re: [hlcoders] Host_Error under Steam

2003-12-16 Thread Ben Banfield
Jeffrey botman Broome wrote:

I don't think you'll ever see any pfnMessageBegin() calls with messages
IDs below 64.  The engine uses IDs 1-63 for internal stuff to the
client.  The only messages you will see going from the MOD code to the
engine (via pfnMessageBegin) will be the ones the MOD registered (via
REG_USER_MSG) and the first one the MOD registers will be 64 and go up
from there.
You get some under 64 which can be sent by the mod.  51 is the director
message and 23 is the temp entity one.  Nothing for 57 though.
Back in the good ol' days you could run your MOD on a LAN and put a
network sniffer inline capturing the network packets and look at those
un-encrypted (since WON didn't authenticate and give you a encryption
hash), but nowadays the LAN packets are encryped and you won't be able
to decipher anything from them either.
Your best bet is to start commenting out HUGH chunks of code and
eliminating features one-by-one until the problem goes away and then you
know what area to concentrate your investigations in.  Other than that,
your up the proverbial creek without a paddle.
If I'm not actually sending a message with id 57, then what is going
on.  I find it pretty strange to think that two widly different mods
have come up with the same error when in steam.  It also begs the
question why haven't we seen this in won.  I don't know about NS, but
I've never encountered this in won.  I guess I better start paddling then.
--
Jeffrey botman Broome
Ben
The Battle Grounds Lead Programmer.
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Re: [hlcoders] Host_Error under Steam

2003-12-14 Thread Ben Banfield
I have just encountered this bug in the latest version of bg and am
about to start debugging using the method botman prescribed in this
thread.  However I'm just wondering what you're findings were for ns on
this bug.  Was it a special ns message?  Is there anything I can do to
help narrow this down?  And help is appreciated as I fear this could be
a long sunday afternoon otherwise :/
Thanks

Ben
The Battle Grounds Lead Programmer
Charlie Cleveland wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
We're running some NS playtests under Steam, and one of the big problems were having 
is something called a Host_Error. Suddenly, everyone on the server will get kicked off 
the server, and will be back in their Steam UI.  Written to everyone's console is this 
ominous error message:
Host_Error: UserMsg: Not Present on Client 57

Does anyone have any idea on what might be causing this, or how to fix it?

-Charlie
--
Charlie Cleveland
Game programmer and designer
http://www.natural-selection.org
http://overmind.org
--
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Re: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]

2003-11-11 Thread Ben Banfield
I am assuming we don't update our mods with this if we want to retain
won compatibility for the moment.
Ben

Alfred Reynolds wrote:

This change is not needed for mods, I didn't want to confuse people with
what was required. It will be okay to add this to your mod however as
long as you release it after our update.
Yes, there will be a steam update that contains an updated client (and
engine) that will occur when this change is made live.
- Alfred



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeffrey botman Broome
Sent: Monday, November 10, 2003 7:12 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] [Fwd: [hlds_apps] Engine interface changes]
Any reason this wasn't sent to hlcoders?

Alfred, will this only effect dedicated servers or will there be a
client update coming in the near future?


 Original Message 
Subject: [hlds_apps] Engine interface changes
Date: Mon, 10 Nov 2003 13:49:44 -0800
From: Alfred Reynolds [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED], [EMAIL PROTECTED]
We will be releasing a new engine soon (within the next couple of days
we expect), we have added some new functions to the engine function
structure (from eiface.h). If you are responsible for a third party
program such as MetaMod you will need to update this engine structure
and recompile your program. Not updating will cause a crash when your
users try to use the new engine with the old engine interface
structure.
- Alfred



// Engine hands this to DLLs for functionality callbacks
typedef struct enginefuncs_s
{
int (*pfnPrecacheModel)
(char* s);
int (*pfnPrecacheSound)
(char* s);
void(*pfnSetModel)  (edict_t
*e, const char *m);
int (*pfnModelIndex)
(const char *m);
int (*pfnModelFrames)
(int modelIndex);
void(*pfnSetSize)   (edict_t
*e, const float *rgflMin, const float *rgflMax);
void(*pfnChangeLevel)   (char*
s1, char* s2);
void(*pfnGetSpawnParms) (edict_t
*ent);
void(*pfnSaveSpawnParms)(edict_t *ent);
float   (*pfnVecToYaw)  (const
float *rgflVector);
void(*pfnVecToAngles)   (const
float *rgflVectorIn, float *rgflVectorOut);
void(*pfnMoveToOrigin)  (edict_t
*ent, const float *pflGoal, float dist, int iMoveType);
void(*pfnChangeYaw)
(edict_t* ent);
void(*pfnChangePitch)
(edict_t* ent);
edict_t*(*pfnFindEntityByString)(edict_t
*pEdictStartSearchAfter, const char *pszField, const char *pszValue);
int (*pfnGetEntityIllum)
(edict_t* pEnt);
edict_t*(*pfnFindEntityInSphere)(edict_t
*pEdictStartSearchAfter, const float *org, float rad);
edict_t*(*pfnFindClientInPVS)   (edict_t
*pEdict);
edict_t* (*pfnEntitiesInPVS)(edict_t
*pplayer);
void(*pfnMakeVectors)   (const
float *rgflVector);
void(*pfnAngleVectors)  (const
float *rgflVector, float *forward, float *right, float *up);
edict_t*(*pfnCreateEntity)  (void);
void(*pfnRemoveEntity)
(edict_t* e);
edict_t*(*pfnCreateNamedEntity) (int className);
void(*pfnMakeStatic)(edict_t
*ent);
int (*pfnEntIsOnFloor)
(edict_t *e);
int (*pfnDropToFloor)
(edict_t* e);
int (*pfnWalkMove)
(edict_t *ent, float yaw, float dist, int iMode);
void(*pfnSetOrigin) (edict_t
*e, const float *rgflOrigin);
void(*pfnEmitSound) (edict_t
*entity, int channel, const char *sample, /*int*/float volume, float
attenuation, int fFlags, int pitch);
void(*pfnEmitAmbientSound)  (edict_t
*entity, float *pos, const char *samp, float vol, float
attenuation, int
fFlags, int pitch);
void(*pfnTraceLine) (const
float *v1, const float *v2, int fNoMonsters, edict_t *pentToSkip,
TraceResult *ptr);
void(*pfnTraceToss)
(edict_t* pent, edict_t* pentToIgnore, TraceResult *ptr);
int (*pfnTraceMonsterHull)  (edict_t
*pEdict, const float *v1, const float *v2, int fNoMonsters, edict_t
*pentToSkip, TraceResult *ptr);
void(*pfnTraceHull) (const
float *v1, const float *v2, int fNoMonsters, int hullNumber, edict_t
*pentToSkip, TraceResult 

Re: [hlcoders] upon futrhe investigation

2003-11-04 Thread Ben Banfield
steam.dll is no longer the newest version and as it isn't part of the
half-life dir by default, it isn't kept up to date.  I solved this by
grabbing the latest version from my main steam dir.
Ben

Kyle wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
I discovered its steam.dll and steamapp.cfg which are causing the problem.
Did something change in the last 2 weeks to make these files no longer work
the way they originally did?
They are both in my half-life dir and my steamapp is correct, well it
worked for debugging for the last month, don't see why it would quit now.


--

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Re: [hlcoders] HL2 Source Leaked

2003-10-02 Thread Ben Banfield
A confirmation or statement from valve would be required before hearing
how this affects things.
Stan Bubrouski wrote:

Well,

As many of you probably know, the source to HL2
is being distributed over P2P and IRC already.
Valve, I have heard nothing from your end, on
this... how does this affect things?
-sb



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Re: [hlcoders] Debugin mods with steam

2003-09-12 Thread Ben Banfield
He may want to be prepared and have a working version before the
transition is forced upon us.  The more he can sort out now the less
pressure there is when the switch is final.
Unfortunately I have no idea how to debug a steam mod and I haven't
tried as I am in the fortunate position of my mod and the development
version of my mod both working on steam.
Are you launching hl via steam.exe or hl.exe in the steamapps\email
addy\half-life\ dir?  I'd try debugging with steam.exe as that is what
the steam installed updated all my shortcuts to when moving mods across.
Ben

p.s  I noticed some new params now that steam updated my shortcuts.
They are -silent -applaunch 70.  Not sure about the 70, but that should
boot you into your mod rather than the steam menu and from their you
should be able to debug,  however like I said I haven't tried yet
Tony omega Sergi wrote:

Hence why I said, use regular hl until we're forced not to.

-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Webrant
Sent: September 12, 2003 4:04 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Debugin mods with steam
Problem is the mod crashes in GameUI.dll when I start a LAN server in
steam.
In regular HL everything works just fine :)
- Original Message -
From: Tony omega Sergi [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, September 12, 2003 7:59 PM
Subject: RE: [hlcoders] Debugin mods with steam



I think you should just use the regular standalone hl for now.
Until the actual hl patch, it still works.
Just run it in lan mode. Much simpler until the actual patch is out
(that's what im using at the moment to do my devel stuff)
-omega
http://www.frontline2.com
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Martin
Webrant
Sent: September 12, 2003 1:46 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Debugin mods with steam
HL.exe exits just after starting it and I have to reattach to to a new
instance
Anyone got a solution to that problem?
/BulliT



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Re: [hlcoders] first person spectator cam

2003-01-02 Thread Ben Banfield
The method I used to get my reload animations to play in firstperson was to
use an event for the reload and play the animation and sound client side.
There is probably an easier and quicker way to do it, but this worked for
me.

Ben

- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 02, 2003 10:23 AM
Subject: [hlcoders] first person spectator cam


 Hi,
   I use the sdk2.3 first person spectate cam when you are dead (like CS).
 You can see the gun model of the person you are spectating fire but there
is
 no reload anim played when the player reloads. Nor does the fov change
when
 they zoom.
  Both these things work in CS's cams, I was wondering if there is a simple
 way to add them?

 Thanks,
 Mark.

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Re: [hlcoders] first person spectator cam

2003-01-02 Thread Ben Banfield
That is what i am talking about as well. In the sdk the weapons call
DefaultReload to display their reload animation. I assume you have done the
same. What I did was create an event which played the reload animation and
was called like the firing events through PLAYBACK_EVENT_FULL.

Ben
- Original Message -
From: Mark Gornall [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, January 02, 2003 3:50 PM
Subject: RE: [hlcoders] first person spectator cam


 Hi,
  I already use client side events for all weapons. I'm specifically
talking
 about when your spectating someone else that view.cpp/hud_spectator.cpp
 doesn't know to play the reload or somehow my reload anim isn't linking up
 with the spectate code.

 Thanks,
 Mark.


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Re: [hlcoders] weird issue when game starts

2002-02-23 Thread Ben Banfield

I found that I got unknown adresses, when an entity hasn't been exported
properly. If you do it in debug mode you usally get more info, like which
think/touch function hasn't been exported.


- Original Message -
From: Tom [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 23, 2002 10:21 AM
Subject: Re: [hlcoders] weird issue when game starts


 I always get that unknown address, no idea what causes it, (Could be a
 message sending too early or something client side trying to use the
engine)


 - Original Message -
 From: Yacketta, Ronald [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Saturday, February 23, 2002 7:07 AM
 Subject: RE: [hlcoders] weird issue when game starts


  Judge for yourself ;)
 
  Took it from CS and modified it
 
  game Ron's Useless MOD // Game title
  url_info www.sampier.com // information URL
  url_dl 
  version Version? Who needs a stinking version
  // version of mod
  size 18400
  svonly 0 // server side only mod?
  (1=yes 0=no)
  type multiplayer_only
  cldll 1
  hlversion 1108
  nomodels 1
  nohimodel 1
  mpentity info_player_start
  gamedll dlls\mp.dll
  gamedll_linux dlls/cs_i386.so
  trainmap tr_1
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]] On Behalf Of Roachfood -
  the-coming.com
  Sent: Saturday, February 23, 2002 2:01 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] weird issue when game starts
 
  shot in the dark here is your liblist.gam file configured correctly
  for
  multiplayer and everything?  Like i said... shot in the dark :-P
 
  Roachie
  - Original Message -
  From: Yacketta, Ronald [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Saturday, February 23, 2002 12:40 AM
  Subject: RE: [hlcoders] weird issue when game starts
 
 
   I found the reason for the continual map change, but not why nor the
   reason for the numerous Can't find address errors :(
  
   For some unknown reason g_fGameOver is forever TRUE :(
   Which means the little block of code in CHalfLifeMultiplay :: Think();
   Is repeatedly called which results in ChangeLevel(); being called
  
   I have done a search for g_fGameOver in both a CLEAN dlls dir and
   My current working dlls dir. Every single use of g_fGameOver is
   identical,
   Same # of calls to extern DLL_GLOBAL BOOL g_fGameOver as well as
   the same number of calls to setting it to TRUE/FALSE (even down to the
   same functions and line numbers).
  
   I have been in the debugger for nearly 3 hours now, tried to step
   through the code from InstallGameRules(); but that just wont work
   Seeing that once it tries to leave DispatchSpawn(); the debugger dies
   For I am not the keeper of the engine code nor have a debug version of
   hl.exe etc..
  
   Can someone shed some light here?
  
  
   Regards,
   Ron
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]] On Behalf Of Yacketta,
   Ronald
   Sent: Friday, February 22, 2002 10:25 PM
   To: [EMAIL PROTECTED]
   Subject: [hlcoders] weird issue when game starts
  
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ]
   Can someone lend a hand here?
  
   When I fire up the game it does not crash, but changes maps every 5
   seconds. I see this in console as well
  
   -Ron
  
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/muz1.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/laserbeam.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/WXplo1.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bubble.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/bloodspray.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/blood.spr
  
   PackFile: C:\Sierra\Half-Life\valve\pak0.pak : sprites/explode1.spr
  
   Can't find address: 04e34071
  
   Can't find address: 04e3405d
  
   Can't find address: 04e34071
  
   Can't find address: 04e3405d
  
   Can't find address: 04e34071
  
   Can't find address: 04e3405d
  
   Can't find address: 04e34071
  
   Can't find address: 04e3405d
  
   Can't find address: 04e34071
  
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Re: [hlcoders] 9 way blending?

2002-02-18 Thread Ben Banfield

Ok I don't know about all of you, but I allready had this code in a file
which isn't by default included in the client project. See if you all have
GameStudioModelRenderer_Sample.cpp 
GameStudioModelRenderer_Sample.h

- Original Message -
From: Persuter [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 18, 2002 2:51 AM
Subject: RE: [hlcoders] 9 way blending?


 lol...

 I liked the combination of these two sentences:

 i found out that it is from counter-strike

 You should contact the person that wrote the source code

 Many CS fans wish it were that easy, neh?

 Persuter


  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlcoders-
  [EMAIL PROTECTED]] On Behalf Of botman
  Sent: Sunday, February 17, 2002 11:38 AM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlcoders] 9 way blending?
 
   i have downloaded a 9 way blending source from the absconder effect
 mod
   website (www.tae-mod.com) i found out that it is from counter-strike
 and
  two
   functions are undefined/unroutined :
  
   void Game_GetSequence() and
   void Game_GetOrientation()
 
  You should contact the person that wrote the source code to find out
 what
  those functions are supposed to do.  There is a GetSequence() function
 in
  the SDK, you can look at that as a reference, but there is no
  GetOrientation() function in the SDK.
 
  Jeffrey botman Broome
 
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