Re: [hlcoders] In game map editing

2009-09-12 Thread Jay Stelly
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)

Re: [hlcoders] COLLISION PROBLEM

2009-09-01 Thread Jay Stelly
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

Re: [hlcoders] Engine Memory Leak

2009-07-23 Thread Jay Stelly
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

[hlcoders] FW: Multiplayer Inverse Kinematics?

2009-07-17 Thread Jay Stelly
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

Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-05 Thread Jay Stelly
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

Re: [hlcoders] Studio Light Data

2009-05-21 Thread Jay Stelly
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

Re: [hlcoders] VectorRotate

2009-04-23 Thread Jay Stelly
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

Re: [hlcoders] Collision between Ar2 Balls and Gunships

2009-04-18 Thread Jay Stelly
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

Re: [hlcoders] UTIL_EntitiesInBox cause a game to freeze.

2009-03-18 Thread Jay Stelly
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

Re: [hlcoders] Compiling a complex static prop - Weird collision boxes

2009-03-10 Thread Jay Stelly
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

Re: [hlcoders] Compiling a complex static prop - Weird collision boxes

2009-03-04 Thread Jay Stelly
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

Re: [hlcoders] Looping .mp3 music

2009-03-01 Thread Jay Stelly
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

Re: [hlcoders] Grenade aftermath sound effect.

2009-02-28 Thread Jay Stelly
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 ***

Re: [hlcoders] Flight controls problem

2009-02-27 Thread Jay Stelly
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 );

Re: [hlcoders] MDL question

2009-01-21 Thread Jay Stelly
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:

Re: [hlcoders] Explanation of mapautocompile.txt Compile parameters?

2009-01-06 Thread Jay Stelly
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

Re: [hlcoders] Grenades going through spawned models

2009-01-01 Thread Jay Stelly
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

Re: [hlcoders] Expanding trigger (from a newbie)

2008-12-08 Thread Jay Stelly
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

Re: [hlcoders] Player solidity

2008-12-05 Thread Jay Stelly
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

Re: [hlcoders] Static prop skins = more draw calls?

2008-10-19 Thread Jay Stelly
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]

Re: [hlcoders] Driving/Racer Mod

2008-10-12 Thread Jay Stelly
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

Re: [hlcoders] Cloth and Liquids

2008-10-07 Thread Jay Stelly
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

Re: [hlcoders] grenade code

2008-08-24 Thread Jay Stelly
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]

Re: [hlcoders] Get/dump console output to file

2008-08-13 Thread Jay Stelly
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

Re: [hlcoders] Map won't load with these errors, possible explanation?

2008-04-27 Thread Jay Stelly
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

Re: [hlcoders] randomness

2008-03-21 Thread Jay Stelly
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

Re: [hlcoders] extract detail model positions from a .bsp file?

2008-03-14 Thread Jay Stelly
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

RE: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Jay Stelly
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

RE: [hlcoders] Steam not working?

2008-03-04 Thread Jay Stelly
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

RE: [hlcoders] Think() documentation

2008-02-23 Thread Jay Stelly
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

RE: [hlcoders] snapping objects to a specific position

2008-02-08 Thread Jay Stelly
: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

RE: [hlcoders] snapping objects to a specific position

2008-02-06 Thread Jay Stelly
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

RE: [hlcoders] OB Scratch Mod (Movement Stutter)

2008-02-05 Thread Jay Stelly
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

RE: [hlcoders] OB Scratch Mod (Movement Stutter)

2008-02-05 Thread Jay Stelly
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

RE: [hlcoders] New SDK engine interface problems

2008-01-27 Thread Jay Stelly
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

RE: [hlcoders] How do I get $jointconstrain details?

2008-01-21 Thread Jay Stelly
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

RE: [hlcoders] DSP in source

2008-01-17 Thread Jay Stelly
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

RE: [hlcoders] The rib bone's connected to?

2007-12-27 Thread Jay Stelly
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

RE: [hlcoders] Physics crash related (urgent).

2007-12-24 Thread Jay Stelly
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

RE: [hlcoders] Back from FollowEntity

2007-12-12 Thread Jay Stelly
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

RE: [hlcoders] Vis 2005 error

2007-12-11 Thread Jay Stelly
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

RE: [hlcoders] FSOLID_NOT_SOLID_SHOOTABLE flag not working..

2007-12-08 Thread Jay Stelly
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

RE: [hlcoders] Brush Dimensions

2007-12-04 Thread Jay Stelly
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;

RE: [hlcoders] RE: prop_dynamic don't have animated collision boxes

2007-11-28 Thread Jay Stelly
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,

RE: [hlcoders] npc_blob

2007-11-15 Thread Jay Stelly
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

RE: [hlcoders] Physics on live npcs?!

2007-11-10 Thread Jay Stelly
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

RE: [hlcoders] TF2 sky issues during compliling process in hammer

2007-11-09 Thread Jay Stelly
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

RE: [hlcoders] Collision Model never compile correctly

2007-11-05 Thread Jay Stelly
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

RE: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Jay Stelly
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

RE: [hlcoders] tracking down infinite loops

2007-10-31 Thread Jay Stelly
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:

RE: [hlcoders] Quaternion to AxisAngle

2007-10-01 Thread Jay Stelly
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 ::

RE: [hlcoders] vrad ignores texlights on func_details

2007-09-28 Thread Jay Stelly
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

RE: [hlcoders] Creating a Sphere Trace

2007-09-27 Thread Jay Stelly
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

RE: [hlcoders] SDK Update heads up?

2007-09-12 Thread Jay Stelly
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]

RE: [hlcoders] CompatibilityAttenuation

2007-08-24 Thread Jay Stelly
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

RE: [hlcoders] Freeze a physics model?

2007-08-02 Thread Jay Stelly
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

RE: [hlcoders] Physics bounce sounds

2007-07-09 Thread Jay Stelly
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:

RE: [hlcoders] Vehicle pose parameters instability

2007-07-09 Thread Jay Stelly
:( - 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

RE: [hlcoders] Physics bounce sounds

2007-07-07 Thread Jay Stelly
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:

RE: [hlcoders] con_command lag with multiple processors

2007-06-24 Thread Jay Stelly
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

RE: [hlcoders] Updating physics...

2007-06-14 Thread Jay Stelly
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

RE: [hlcoders] Re: Player shadows

2007-05-13 Thread Jay Stelly
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

RE: [hlcoders] Re: Player shadows

2007-05-13 Thread Jay Stelly
Also, the code that gets called back from the shadow system is: Client.dll (c_baseentity.cpp) //-- --- // Should this object receive shadows? //-- ---

RE: [hlcoders] Re: Player shadows

2007-05-12 Thread Jay Stelly
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

RE: [hlcoders] Shapecasts in Source

2007-05-01 Thread Jay Stelly
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

RE: [hlcoders] Shapecasts in Source

2007-04-30 Thread Jay Stelly
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,

RE: [hlcoders] Looping MP3

2007-04-21 Thread Jay Stelly
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:

RE: [hlcoders] Setting Think

2007-04-15 Thread Jay Stelly
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

RE: [hlcoders] Setting Think

2007-04-15 Thread Jay Stelly
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

RE: [hlcoders] Rotating something about it's own axis

2007-04-13 Thread Jay Stelly
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]

RE: [hlcoders] physics validation

2007-04-09 Thread Jay Stelly
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.

RE: [hlcoders] Re: Open Source Mods (again)

2007-02-12 Thread Jay Stelly
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-

RE: [hlcoders] Ragdolls not colliding with phys_props

2007-02-06 Thread Jay Stelly
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

RE: [hlcoders] IVModelRender::DrawModel() returning 0

2007-02-02 Thread Jay Stelly
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

RE: [hlcoders] Vehicle pose parameters instability

2007-01-30 Thread Jay Stelly
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

RE: [hlcoders] VPhysics Crash Dump

2007-01-24 Thread Jay Stelly
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

RE: [hlcoders] How do I get a QAngle from a Vector?

2007-01-17 Thread Jay Stelly
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

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-17 Thread Jay Stelly
: 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

RE: [hlcoders] Re: Player HULL vs HIT BOXES

2007-01-17 Thread Jay Stelly
, 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

RE: [hlcoders] RE: Player HULL vs HIT BOXES

2007-01-16 Thread Jay Stelly
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

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-15 Thread Jay Stelly
, 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

RE: [hlcoders] RE: Player HULL vs HIT BOXES

2007-01-11 Thread Jay Stelly
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

RE: [hlcoders] Player HULL vs HIT BOXES

2007-01-10 Thread 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

RE: [hlcoders] IPhysicsEnvironment::SweepCollideable()

2007-01-05 Thread Jay Stelly
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:

RE: [hlcoders] SOLID_OBB or similar?

2006-12-22 Thread Jay Stelly
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

RE: [hlcoders] Movetype Problem

2006-12-13 Thread Jay Stelly
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,

RE: [hlcoders] Movetype Problem

2006-12-13 Thread Jay Stelly
. 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

RE: [hlcoders] Question about materials

2006-11-12 Thread Jay Stelly
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

RE: [hlcoders] New SDK Update is Out As Beta

2006-11-03 Thread Jay Stelly
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

RE: [hlcoders] Forcefield which only lets through based on team

2006-09-15 Thread Jay Stelly
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,

RE: [hlcoders] Predicted VPhysics entity

2006-09-12 Thread Jay Stelly
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

RE: [hlcoders] invalid fogcontroller memcmp?

2006-09-04 Thread Jay Stelly
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:

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-09-02 Thread Jay Stelly
# 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

RE: [hlcoders] AssertOnce( pModelCache-IsFrameLocking() );

2006-08-30 Thread Jay Stelly
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

RE: [hlcoders] Physics becoming out of sync

2006-08-22 Thread Jay Stelly
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,

RE: [hlcoders] Bogus Compile Errors

2006-08-11 Thread Jay Stelly
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 );

RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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

RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
, 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

RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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

RE: [hlcoders] No Linux specific data?

2006-08-09 Thread Jay Stelly
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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