The engine does talk back to Hammer to implement a few editing features right
now. For example you can launch the engine in edit mode with Hammer open, then
allow physics to run until everything is settled, then do:
Hammer_update_entity
(update a single entity that you are looking at)
SetSolidFlags( FSOLID_TRIGGER );
Is what sets the behavior you are after (allowing entities to pass through but
still registering collisions).
It looks like you are misunderstanding the other functions you are calling:
If you SetSolid( SOLID_NONE ); then you are saying the object has no solid
I just debugged this. I'll see if I can get a fix out soon.
Jay
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
boun...@list.valvesoftware.com] On Behalf Of Arne Sikstrom
Sent: Thursday, July 23, 2009 3:39 AM
To: Discussion of Half-Life
From Ken (who wrote the IK for the combine in hl2):
It's currently only enabled for HL2, and only for npcs. We've not done it for
multiplayer.
As it's currently written, the server doesn't do IK, only the clients. The
main issue is that the client can't do the drop all on its own, the
I'm not looking at the code at the moment but as I recall you can add an
attachment to the player and use SetParentAttachment() to put it in hierarchy
with any of the player's skeleton's coordinate systems. There's also an
example prop with behavior like you want: prop_dynamic_ornament or
I'm not looking at the hl1 code, but as I recall we didn't actually store any
character lighting info in the maps (other than the world lights - used for
direct lighting). We just sampled the lightmap colors to generate it at
runtime. We did the same kind of thing in the first version of
You can't negate an euler parameterization like QAngles to invert it except in
special cases (e.g. your QAngle is zero on two axes).
matrix3x4_t boneTransform;
AngleMatrix( aHitBoxAngles, vHitBoxPos, boneTransform );
Then you can VectorRotate() and VectorIRotate() to perform forward / inverse
I'm not looking at the code right now, but as I recall the ar2 energy ball is a
vphysics object and only collides with other vphysics objects.
The grenades have vphysics objects as well as tracelines so they can hit
animated entities' hitboxes as well. The strider has bone followers so the ar2
Check the bounding box you are sending it. It doesn't clamp to the world
bounds and will loop for a long time if you send it invalid bounds.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
Tony Sergi
if a
traceline hits one of the submodels, it only has to check
that model's
group of convex pieces.
Jay Stelly wrote:
It's compiling each face as a separate convex because the
normals aren't
smooth. Set a single smoothing group for each piece that
you want to be
separate and it should work
You should only have one $collisionmodel statement. Studiomdl does not support
aggregating those.
You didn't post any output. studiomdl must be reporting an error if it's
falling back to a single convex hull. What is the error? Post the output.
There are two likely cases:
1) The smoothing
We don't support looping mp3 files. You can loop PCM waves and ADPCM waves
though using CUE chunks or Sampler chunks to specify the loop point. Lots of
tools will write those chunks.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
The dsp effects are set up in a script:
Scripts/dsp_presets.txt
The ringing sound is a sinewave generated by an LFO (low frequency osciallator)
in those effects:
{ 35 LINEAR 0.2 0.7 1.6 -1.0 80 0.5
// *** SHOCK MUFFLE 1 ***
Our math library has functions for converting to/from QAngle and a matrix (use
matrix3x4_t for a standard rotation + translation).
So you'd do something like:
matrix3x4_t currentRotation, incrementalRotation, nextRotation;
QAngle angles = GetAbsAngle();
AngleMatrix( angles, currentRotation );
HW bones is the count of bones actually used to render the model. (HW =
hardware) Those are the bone transforms that are loaded into constant registers
for skinning on the GPU each time the model is drawn.
Also, you can use this qc command to remove unnecessary bones from the model:
You should time it to be sure, but -staticproppolys shouldn't be very much more
expensive in Source 2007 and beyond. It does increase vrad startup time;
that's probably the most significant cost.
-Original Message-
From: hlcoders-boun...@list.valvesoftware.com
If you are using the frag grenades from hl2 they use collision groups to
specifically disable collisions between their physics objects and other objects
(NPCs for example). Then they trace rays to fake it in their VPhysicsUpdate()
function. That allows them to bounce off of the NPCs' hitboxes
I can't think of a way to do this if the trigger is a brush. If you use a
bounding box (SOLID_BBOX) you should be able to change the trigger's bounds and
just call TriggerMoved().
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL
Player collisions aren't that simple because there are multiple systems for
them.
There are three systems that interact with player collisions:
Gamemovement - the player sweeps a box through the world, hitting things that
are solid. This is where the player's movement happens. If you want to
Each vmt change is a new batch. So yes, that will be 3 draw calls
minimum.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Justin Krenz
Sent: Sunday, October 19, 2008 1:44 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders]
What vehicle script are you using? The vehicle scripts are not the same
between orange box and hl2. You can use the hl2 buggy model, but if you're
developing a mod for the orange box engine you should start with the vehicle
script from ep2, not the one from hl2. The steering parameters and
IPhysicsFluidController is used to control the simulation of objects within a
fluid. It does not simulate the fluid itself. So this is the code that
implements the floating behavior of objects and other fluid effects.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Add this line. It will get vphysics to generate touch functions for the
grenade.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Yorg Kuijs
Sent: Sunday, August 24, 2008 9:09 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders]
Depending on which version of the engine you're using you will have access to
some or all of these:
-condebug command line parameter will do this (mentioned below)
con_logfile will dump to a specific file (and can be turned on off).
If you're writing a mod or plugin you can write/set your own
The important error is here:
Missing RecvProp for DT_BasePlayer - DT_BasePlayer/m_iFOV
Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
That's what is causing the issue. This error means that the server-side
definition of DT_BasePlayer has m_iFOV but the client-side
Do you mean that you get the same sequence of numbers over consecutive
runs of your mod? If so, that is the expected behavior. Low-level
random number generators are typically deterministic functions. If you
want them to give you different values each time you run you need to set
them up with
Look at src/game/client/detailobjectsystem.cpp. It's the part of the
client DLL that loads and processes all of the data output by vbsp for
detail sprites.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Adam
Donovan
Sent: Friday, March 14, 2008
Duration is an output that tells you how long the sound will take to
play.
Soundtime is for sub-frame timing on wave playback. i.e. without a
soundtime the sound will start on the next client frame. We use this
for things like machine gun sounds that need to be played exactly 75ms
apart
tracert is not failing there it's being rejected.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tom Leighton
Sent: Tuesday, March 04, 2008 2:56 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Steam not working?
They're all the
DEFINE_THINKFUNC is there to support saving the game. Datadescs
implement entity serialization.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tom Edwards
Sent: Saturday, February 23, 2008 1:50 AM
To: hlcoders@list.valvesoftware.com
:35 PM, Jay Stelly [EMAIL PROTECTED] wrote:
If you have one vector pointing in a direction (like say the X-axis of
an object) and another that points where you'd like the first vector
to
be pointing after applying the torque, then
ComputeRotSpeedToAlignAxes()
will calculate an angular velocity
If you have one vector pointing in a direction (like say the X-axis of
an object) and another that points where you'd like the first vector to
be pointing after applying the torque, then ComputeRotSpeedToAlignAxes()
will calculate an angular velocity (this is mass/inertia independent)
that rotates
It sounds like you guys are all talking about different problems. The
original post said:
Also the default movement for players stutters as you walk, jump or
fall.
That doesn't sound like it's related to motion blur, or physics objects
and it certainly doesn't happen in tf2 (at least not on my
get back to the list about how it performs in MP.
On Feb 5, 2008 10:22 PM, Jay Stelly [EMAIL PROTECTED] wrote:
It sounds like you guys are all talking about different problems. The
original post said:
Also the default movement for players stutters as you walk, jump or
fall.
That doesn't
That feature is not supported in the orange box version of the engine.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Vitaly Protasov
Sent: Sunday, January 27, 2008 7:53 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] New SDK engine
It's hard to tell if you are asking two questions or the wrong question.
Nothing about $jointconstrain will affect the collisions between players
and an AI.
So if you really want to author a bunch of $jointconstrain statements to
solve some other problem (like say ragdoll motion - which it will
The DSP in Source is not done with Miles even though Miles does have a
bunch of DSP features (and may be able to do the same thing). It's a
custom modular system we built for HL2. There isn't currently a way to
modify it without changing code. Licensees have access to this code but
it isn't in
On the server you'd do this:
int boneIndex = LookupBone(head);
int ragdollBoneIndex = GetPhysicsBone(boneIndex);
Then get the ragdoll element by ragdollBoneIndex and that has the
physics object, etc.
Is that what you want to do?
I don't think we have an implementation of GetPhysicsBone() on
Are you deleting the entities inside a callback form vphysics? e.g.
VPhysicsCollision? That can cause crashes. There should be code that
prevents that - i.e. UTIL_Remove() should actually add the object to a
list by calling PhysCallbackRemove() but I don't have the SDK code in
front of me so I
When you set the parent on the object it adds a shadow controller to the
physics object so it can follow the motion.
When you unset the parent you need to either remove the shadow
controller or recreate the vphysics object (destroy it and call
VPhysicsInitNormal() again)
So the easiest fix is
The compiler appears to be correct. You haven't told us what
PD_GlobalData is (struct/class/typedef?). Unless PD_GlobalDataInterface
is a typedef of PD_GlobalData I can't see how this is valid.
Let's say PD_GlobalDataInterace is a subclass of PD_GlobalData (what I'd
guess from your arrangement
Physics props can be non-solid and still touch triggers. There is an
optimization in collisionproperty.cpp that disables
COLLISION_GROUP_DEBRIS vs. triggers to save touchlinks (there are lots
of big triggers and lots of debris objects in hl2, for example). You
can always disable that code in
Look at the code for UTIL_SetModel() (in the server game util.cpp)
If you have the model index for the entity (GetModelIndex()) you can do
this:
const model_t *mod = modelinfo-GetModel( i );
if ( mod )
{
Vector mins, maxs;
Are you sure the bullets are going through the bone followers on the
server? Or do they just appear to because the client-side effects go
through them?
Anyway, I'm pretty sure I fixed all of the issues with using bone
followers more generally like this between ep1 ep2 (not being
client-side,
It was an experiment. It's not going to be in the sdk.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
Sent: Thursday, November 15, 2007 1:22 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] npc_blob
To be honest, i
Yeah - we call that jiggle bones - there's a little simulator you can
configure in your qc with the orange box engine. It's something one of
the Turtle Rock guys developed for CS:S or L4D. You can see the
simulation in hlmv. I don't know if there is a doc for them yet, but
here's the qc from
That warning is from the code in vbsp that builds a default cubemap for
you to use until you run buildcubemaps. Normally it does that by making
a lower res copy of the sky texture. What it's telling you is that it
doesn't support sky textures that have different resolutions or flags on
each
The test your model is failing is one that basically checks for minimum
thickness. If any single convex piece of your model is too thin, then
the tool is guessing that it's actually 2-dimensional and won't compile
it. If you run with -fullcollide it should ignore that and compile it
anyway. The
can't
seem to find any information on bonefollowers on the Valve SDK
Wiki.
- Original Message -
From: Jay Stelly To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 3:57 PM
Subject: RE: [hlcoders] prop_dynamic don't have animated collision
boxes
prop_dynamic already
If you launched from the debugger, just do debug...Break.
Otherwise you can start dev studio, attach to the hl2.exe process, then
do debug...Break.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Wednesday, October 31, 2007 4:37 PM
To:
Maybe it's something we've fixed? I added your code:
Quaternion qNewOrientation;
Vector axis;
float angle;
AngleQuaternion( QAngle(0,90,0), qNewOrientation );
QuaternionAxisAngle( qNewOrientation, axis, angle );
Msg(Q:Axis: %.2f %.2f %.2f ::
I vaguely remember fixing this at some point for Orange Box. Checking
the history:
In src/utils/vrad/lightmap.cpp, in this function:
bool GatherSampleLight( sampleLightOutput_t out, directlight_t *dl, int
facenum,
Vector const pos,
Vector
I have a few comments on this thread:
a) The proposed algorithm for RecursiveHullTrace won't work. You can't
just expand a fixed set of planes to produce a swept sphere vs.
polyhedron test. The number of planes you'd need would be infinite
because the surface of the expanded polyhedron (you're
Enhanced shadows is referring to the shadowmapping light code (e.g. ep2
flashlight), but the orange box vrad will trace through textures now to
generate tree/fence shadows from alpha-tested textures if that's what
you're after.
Jay
-Original Message-
From: [EMAIL PROTECTED]
As I recall that's a feature we did for porting mods from goldsource
(HL1 engine). We changed the sound attenuation response curve in source
and that reverts those changes for a particular sound.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
PhysForceEntityToSleep() will clear velocity and stop it from moving
until acted upon by an external force
VPhysicsGetObject()-EnableMotion(false); will lock it in place and
prevent any motion (even due to external forces/contacts) until you do
VPhysicsGetObject()-EnableMotion(true);
Jay
Yes, only things that are MOVETYPE_VPHYSICS will run vphysics' collision
system - so only those can generate sounds.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Saturday, July 07, 2007 12:24 PM
To:
:(
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Tuesday, January 30, 2007 4:11 PM
Subject: RE: [hlcoders] Vehicle pose parameters instability
I fixed a bug in Portal with CNetworkArray. The symptoms
sound similar to this where a networked array
The sound is triggered by CBaseEntity's implementation of
VPhysicsCollision().
If you've overridden that function in your leaf class without chaining
to the base class you'd lose physics sound/dust/etc effects. So that's
one possible cause. Otherwise set a breakpoint there (or in the caller:
Just a random guess, but if all of the multi-core machines are AMD x2
processors then there's a driver you can install that changes some
problematic timing behavior on those systems:
AMD Dual-Core Optimizer
http://www.amd.com/us-en/Processors/TechnicalResources/0,,30_182_871_970
6,00.html
Jay
It's telling you you've done something that doesn't make sense. You
created a vphysics object for the entity and set its movetype to
MOVETYPE_VPHYSICS. That means the entity position/orientation should
get updated directly from the physics simulation. Then you set a parent
on the object which
pEnt-RemoveEffects( EF_NORECEIVESHADOW );
Is the flag I was referring to.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Sunday, May 13, 2007 2:12 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Re: Player
Also, the code that gets called back from the shadow system is:
Client.dll (c_baseentity.cpp)
//--
---
// Should this object receive shadows?
//--
---
We do have code in there to cast shadows on props. There should be a
receive shadows flag on the prop entity that is off by default - turn
it on for your props.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Saturday, May 12, 2007
The entities are easy, it's the world that is the problem. There is no
simple way to get a list of collsion models for the world +
displacements from the API.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, May
vphysics has a shapecast primitive function (i.e. you can cast one shape
represented as a CPhysCollide at another) but no way of getting a list
of CPhysCollides to cast against. The changelevel trigger uses the
primitive routine to find exact intersections between physics props and
the trigger,
There is code support for determining the duration of MP3s but not
looping. As I recall we didn't have support for mp3 duration when hl2
shipped; it was added in an update.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tony Paloma
Sent:
There are two pieces of data - the think function and the think time.
You have to set both.
For goldsrc:
// this will schedule a think right away
SetThink ( CCan::CanThink );
pev-nextthink = gpGlobals-time;
If you want the think function to get called again every second then you
need to
way
you do it?
- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Sunday, April 15, 2007 8:36 PM
Subject: RE: [hlcoders] Setting Think
There are two pieces of data - the think function and the
think time.
You have to set both
Maybe this will help - I wrote it to answer a similar question:
http://developer.valvesoftware.com/wiki/Rotation_Tutorial
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Tony Paloma
Sent: Thursday, April 12, 2007 10:42 PM
To: [EMAIL PROTECTED]
Gravity is intentionally exaggerated in our games. Real-world gravity
is ~386 in/sec^2.
There are many factors which appear to affect the user perception of
gravity relative to the rest of the game's presentation. I'd love to
see some kind of research on this topic but I've yet to find any.
We had a bug like this a while back - maybe the fix isn't out on the SDK
tools yet. The workaround is to run from one directory above the map:
Vbspinfo maps\dm_overwatch.bsp
So if it's the same problem that should be a usable workaround until the
fix is out.
Jay
-Original Message-
If the ragdoll is client-side and the prop is server side you won't get
a collision unless you make the prop or the ragdoll client/server.
Prop_door_rotating does this - look at that for an example. Keep in
mind that the server must be authoritative so the props won't be able to
move in response
It looks like there are only a few cases where it returns zero.
The most common issues under your control in the client DLL would be:
Set r_entity to something other than -1 skips drawing entities
No pStudioHdr-numbodyparts == 0 (probably not this if it actually
works sometimes - this would
I fixed a bug in Portal with CNetworkArray. The symptoms sound similar
to this where a networked array would not get the correct values on the
client. Because of the nature of the bug you could actually update
element zero and get the values networked properly. You might try
forcing element
The callstack from the crash dump appears to be crashing referencing a
bad pointer while creating a contact point in vphysics. Maybe you've
freed one of these simpler collision models while it's still in use?
That's just a guess; all I can conclude from the minidump is that
vphysics has a bad
It's called VectorAngles()
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Wednesday, January 17, 2007 2:08 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] How do I get a QAngle from a Vector?
This is a multi-part
:
Try putting the call to SetSurroundingBoundsType at the end of the
spawn function, just in case something in the baseclass is
overriding
it
-Teddy
On 1/16/07, Jay Stelly [EMAIL PROTECTED] wrote:
I tried to answer this in the wiki page:
USE_SPECIFIED_BOUNDS could also be used
, I did add the function call at the end of Spawn().
But the fact remain, I can still shoot through the upper part
of the player.
Nic2
Subject: RE: [hlcoders] RE: Player HULL vs HIT BOXES
Date: Tue, 16 Jan 2007 18:18:37 -0800
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders
HULL vs HIT BOXES
Date: Thu, 11 Jan 2007 13:18:30 -0800
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Reply-To: hlcoders@list.valvesoftware.com
You should put it in Spawn().
Also, if you're using the hl2_player code as your base player class
then you'll need to make
, Jay Stelly [EMAIL PROTECTED] wrote:
Hitboxes are only tested when the ray/box trace intersects the
surrounding bounds of the entity. For players the
surrounding bounds
are simply the collision hull in world space. In your case
that won't
work so you'll need to modify the surrounding
tried
putting: CollisionProp()-SetSurroundingBoundsType(
USE_HITBOXES ); in CBasePlayer, first in VPhysicsUpdate(),
and then in Spawn() but neither worked.
Where should I put it?
Nic2
Subject: RE: [hlcoders] Player HULL vs HIT BOXES
Date: Wed, 10 Jan 2007 11:56:50 -0800
From: Jay Stelly
Hitboxes are only tested when the ray/box trace intersects the
surrounding bounds of the entity. For players the surrounding bounds
are simply the collision hull in world space. In your case that won't
work so you'll need to modify the surrounding bounds. I just wrote a
page on the wiki that
SweepCollideable() and TraceRay() are currently stub implementations in
IPhysicsEnvironment, so no.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
Sent: Friday, January 05, 2007 11:40 AM
To: hlcoders@list.valvesoftware.com
Subject:
The easiest way to reduce the cost of vehicles would be to remove the
wheels. Just use ray traces to find the wheel contacts and write your
own simulation for the suspension dynamics (I'm assuming you're doing
that anyway if you've got some kind of SOLID_BBOX car going). The
airboat does this in
Sounds like you're writing through a bad pointer or something. I'd set
a memory breakpoint on a test entity's movetype member variable and
debug it that way.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Ryan Sheffer
Sent: Wednesday,
.
Will report back after more debugging.
On 12/13/06, Jay Stelly [EMAIL PROTECTED] wrote:
Sounds like you're writing through a bad pointer or something. I'd
set a memory breakpoint on a test entity's movetype member variable
and debug it that way.
Jay
-Original Message-
From
It can depend on the material. In this case I'd guess you have a sprite
material and it's the rendermode key that's set to normal (which is not
transparent) and you change it to kRenderGlow (which is).
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Windiff is free and in the windows platform sdk so you probably already
have it if you can compile code.
We use Beyond Compare at Valve:
http://www.scootersoftware.com/
There's a free trial version, but it's not freeware (although it's
pretty cheap - $30 I think).
Jay
-Original
Having a collision group per team is probably the simplest solution. I
don't understand why you can't replace uses of
COLLISION_GROUP_PLAYER_MOVEMENT with a new group.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Friday,
You can always EnableDrag(false) on your object to isolate the air
density/drag from the motion of the object. If doing this fails to fix
the problem, then it's not an air density issue.
Other factors that could be different:
damping, rotdamping: Make sure these are the same on your client and
This is a bug, the line should read:
if ( Q_memcmp( fog,
CFogController::s_pFogController-m_fog, sizeof(fog) ))
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, September 04, 2006 11:48 AM
To:
#
IsFrameLocking_assert
Confirmation from Valve would be appreciated that this is
correct with respect to the way the closed-source core works.
-bk
At 2006/08/30 09:02 PM, Jay Stelly wrote:
Since there are no explicit unlock operations on the studio
headers we
use a concept we call frame
Since there are no explicit unlock operations on the studio headers we
use a concept we call frame locking where they are guaranteed to
remain in memory (i.e. not get flushed for some other memory allocation
request) as long as the frame is in scope. There's a macro for
generating these lock
It's safe to call UpdateVPhysicsPosition() directly. It's setting a
target for the player's physics controller in the next frame of physics
simulation.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeremy Swigart
Sent: Tuesday, August 22,
Sounds like you've got a bad code merge or something.
// weapon_357.cpp
// ...
class CWeapon357 : public CBaseHL2MPCombatWeapon
{
DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon );
public:
CWeapon357( void );
voidPrimaryAttack( void );
As of episode 1, the engine no longer requires linux-specific data for
physics. There is a new method implemented for terrain collision in
vphysics that is shared between win32 and linux. Obviously that means
that you can only use the latest compile tools with mods running the
latest game DLL
, but it's possible that this can be used as a
workaround.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jay Stelly
Sent: Wednesday, August 09, 2006 10:54 AM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] No Linux specific data
haven't yet gotten the time to upgrade my code to the
latest sdk code base, If I were to recompile all of my maps,
would my older code sdk fail to use those recompiled maps on linux?
On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote:
As of episode 1, the engine no longer requires
linux-specific data
were to recompile all of my maps, would my
older code
sdk fail to use those recompiled maps on linux?
On 8/9/06, Jay Stelly [EMAIL PROTECTED] wrote:
As of episode 1, the engine no longer requires
linux-specific data
for physics. There is a new method implemented for terrain
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