[hlcoders] Today's update breaks my game.

2014-10-01 Thread Jorge Rodriguez
Here's a stack trace: http://codepad.org/5IUFpgD4 Here's another: http://codepad.org/tz0nEpKd Here's a third: http://codepad.org/kRUAaFFA All unreliable of course since I don't have engine symbols but there you have it. Crash occurs on creating a listenserver and on connecting to existing

Re: [hlcoders] (Not so) random crashes

2014-08-20 Thread Jorge Rodriguez
overflow) I maybe able to get to it by adding debug messages around the player dying code. And infinite loop should easily spam the console. Jan *Von:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *Im Auftrag von *Jorge Rodriguez *Gesendet

Re: [hlcoders] (Not so) random crashes

2014-08-18 Thread Jorge Rodriguez
Since it happens sometimes to servers and sometimes to clients that's a clue that your crash is likely happening in shared code. Since its not leaving a stack trace that tells me it's possibly an infinite loop or a stack overflow, I would guess a stack overflow since you're not noticing hard

Re: [hlcoders] Problems with STL and min/max of Source Engine

2014-07-27 Thread Jorge Rodriguez
GMT+02:00 Jorge Rodriguez bs.v...@gmail.com: This may not convince you to use it but in fact valves template library is faster than STL. It has a few gotchas as far as usage goes but standard STL implementations tend to be somewhat slow especially in debug mode. El jul 18, 2014 1:27 PM, Borzh

Re: [hlcoders] nav_generate with multiple teams

2014-06-22 Thread Jorge Rodriguez
Isn't the nav mesh generation code available? No reason you shouldn't be able to rewrite it with some new player only or mob only edge link properties. On Jun 21, 2014 3:00 PM, Ben Lubar ben.lu...@gmail.com wrote: Here's a test map I made: http://i.imgur.com/UQndu8G.png The dark gray areas

Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-12 Thread Jorge Rodriguez
. On Jun 11, 2014 9:10 AM, Jorge Rodriguez bs.v...@gmail.com wrote: Thanks Joe, except that this is my gameinfo.txt http://sync.doubleactiongame.com/dab/gameinfo.txt Which includes the multiplayer only option but I still haven't seen the multiplayer options screen. I'm traveling so I'll fiddle

Re: [hlcoders] Sdk 2013 multiplayer options

2014-06-11 Thread Jorge Rodriguez
*From:* hlcoders-boun...@list.valvesoftware.com [mailto: hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez *Sent:* Monday, June 09, 2014 5:37 AM *To:* Discussion of Half-Life Programming *Subject:* [hlcoders] Sdk 2013 multiplayer options I think it was when we made

[hlcoders] Sdk 2013 multiplayer options

2014-06-09 Thread Jorge Rodriguez
I think it was when we made the switch to 2013 that the multiplayer options screen disappeared. We had put a few options in there that we wanted players to be able to access, is there any chance of getting it back? I guess I could write my own UI but I'd like to avoid that if possible.

Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-27 Thread Jorge Rodriguez
...@list.valvesoftware.com] *On Behalf Of *Jorge Rodriguez *Sent:* Monday, May 26, 2014 3:14 PM *To:* Discussion of Half-Life Programming *Subject:* Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change) This was supposed to ship on the 22nd but I still have to be in the upcoming

Re: [hlcoders] Source SDK 2013 has been updated (with a breaking change)

2014-05-26 Thread Jorge Rodriguez
This was supposed to ship on the 22nd but I still have to be in the upcoming beta for sdk 2013 multiplayer for it to work for me. Has this shipped yet? On May 15, 2014 8:03 PM, Joe Ludwig j...@valvesoftware.com wrote: Details on the update are here:

Re: [hlcoders] Testing new client code on production servers / VAC

2014-02-28 Thread Jorge Rodriguez
Who knows what VAC does or doesn't do, I can't comment on that. Here's what I can comment on: Valve knows that people develop custom client.dll's for their engines. Changes to client.dll for custom games are intended behavior. VAC is an arms race that has progressed very much past modifying

Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-18 Thread Jorge Rodriguez
. On Sun, Feb 16, 2014 at 4:14 AM, Jorge Rodriguez bs.v...@gmail.comwrote: If I'm understanding you correctly, you have a chest of many items that has a single owner. There should be no problem with the chest changing ownership during its lifetime. I'm not sure why it's not working for you, perhaps

Re: [hlcoders] Send/recv proxies and changing recipients

2014-02-16 Thread Jorge Rodriguez
If I'm understanding you correctly, you have a chest of many items that has a single owner. There should be no problem with the chest changing ownership during its lifetime. I'm not sure why it's not working for you, perhaps you can post your data structures and supporting code in a pastebin?

[hlcoders] Support for converting 3rd party Source mods to the new content system

2013-10-12 Thread Jorge Rodriguez
I saw this item in the last Steam client update changelog: http://store.steampowered.com/news/11597/ Does anybody know what this is all about? I sure would love to be able to use the new content system to distribute my 3rd party Source mod :) -- Jorge Vino Rodríguez [ Tw

[hlcoders] SDK 2013 and Hamachi

2013-09-27 Thread Jorge Rodriguez
I've received reports that some players can't use Hamachi to make VPN games on SDK 2013, whereas they can with GMod. They get the restricted to class C clients error: http://t.co/O5Y0emFFuM Any suggestions? -- Jorge Vino Rodríguez [ Tw http://twitter.com/vinobs | Fb

Re: [hlcoders] Source 2013 - Steam API

2013-09-11 Thread Jorge Rodriguez
My biggest wish for the Source Steam API is to be able to query what button is bound to the screenshot button so that I can display that shortcut in-game. It defaults to F12 so I've hard-coded F12 in my strings file, but if the user changes it, it'll be wrong. Either that, or a way to upload the

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-10 Thread Jorge Rodriguez
2013/9/9 Joe Ludwig j...@valvesoftware.com Jorge, if you run through the same scenario with Team Fortress 2 does the same thing happen? We haven't heard any such reports from the TF community, and it uses the same engine as the SDK so it should also be affected. I'm too busy to test that

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-09-08 Thread Jorge Rodriguez
Is anybody else experiencing a problem where two people with different steam accounts but the same IP address (eg roommates) can't connect to the same remote dedicated server? I had this problem during a playtest today, when the second person tries to connect the first person's connection is

Re: [hlcoders] Dedicated servers not connectable at all, listenservers are not registered with the master servers

2013-08-14 Thread Jorge Rodriguez
I've been experiencing all of the problems that you describe, and as people have mentioned dedicated servers can be addressed with some steam.inf fiddling. Using this I've been able to have some games where people connect manually. It's not a very nice solution though, and I hope both the server

[hlcoders] SDK 2013 issues

2013-07-31 Thread Jorge Rodriguez
Thanks for the new SDK Jay/Valve! Here are a few things I've noticed about it: * I got the Linux port running, and I must admit I found the sensation strange to be building and playing a Source game client natively on Linux! The files won't load though unless the names are in all lowercase. I

Re: [hlcoders] SDK 2013 issues

2013-07-31 Thread Jorge Rodriguez
, and the server list problem will be resolved in the next SDK update according to Alfred. Thanks for all the help. 2013/7/30 Jorge Rodriguez bs.v...@gmail.com Oh one more thing, a wishlist item: * A fullscreen shader sample for this SDK would be great. I don't have one from the old SDK that I

Re: [hlcoders] SDK 2013 issues

2013-07-31 Thread Jorge Rodriguez
Oh one more thing, a wishlist item: * A fullscreen shader sample for this SDK would be great. I don't have one from the old SDK that I can port up to 2013 which leaves me without a place to start as far as screen space shaders go. 2013/7/30 Jorge Rodriguez bs.v...@gmail.com Thanks for the new

[hlcoders] vphysics.dll crash

2013-03-18 Thread Jorge Rodriguez
I have a crash related to vphysics.dll that is particularly nasty in its difficulty to reproduce. I was hoping to post it here and get some feedback. The crash seems to be somehow related to slow motion in multiplayer and grenades. On Windows it spouts out these errors:

Re: [hlcoders] SMG model affects player rendercolor

2010-12-26 Thread Jorge Rodriguez
Valve probably just restored their single old mailing list server from a backup or some other shenanigans. Just like old times eh fellas? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Getting material proxies to act on individual entities

2010-05-06 Thread Jorge Rodriguez
I meant to reply to this earlier but I was sick. Here's some code from my project that turns the player's skin blue if he's cold. The effect is ramped in and out so that it's less abrupt. An important note is that in the vmt file, the blend factor is set to .01 and it is ramped up to 1. If you

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jorge Rodriguez
Color me pickled, it looks like they decided to make a Linux client after all. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-04-24 Thread Jorge Rodriguez
No I saw it on N4G which linked here: http://www.tomshardware.com/news/steam-linux-mac-os-x-half-life-team-fortress,10247.html Back in March I suggested that a Linux port was unlikely and I think that's still the case, especially given that Valve didn't announce one when they announced the Mac

Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Jorge Rodriguez
I think what you want to do would be done best not through thinking but with the entity OnUse and OnTakeDamage functions. Check out how things like buttons and breakables do that. To answer your question no I don't think entities need to have a think function in order to process other things. --

Re: [hlcoders] Do entities need to think to process things like being Hit, etc?

2010-03-26 Thread Jorge Rodriguez
Got me. I think there's a flag somewhere that turns OnTakeDamage on and off. Look around in the base entity damage functions. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Steam 'Connect'

2010-03-22 Thread Jorge Rodriguez
There's a 7zip Linux client. 7zip is open source. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] I intend to make a free software alternative to VBCT

2010-03-20 Thread Jorge Rodriguez
If you avoid windows.h I find it easier to port C/C++ to other platforms than Java. If you don't avoid windows.h it becomes more ambiguous but it's still certainly not a Java advantage. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jorge Rodriguez
Jeffrey, I think what Valve is hoping to do is grow the Mac market with Steam and at the same time take control as the dominant force in that market. While there are a lot of households that have Macs and PC's, I think the data may be betraying you. How many of those dual-computer households are

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-11 Thread Jorge Rodriguez
On Thu, Mar 11, 2010 at 10:43 AM, Adam Buckland adamjbuckl...@gmail.comwrote: Valve aren't trying to move in on the existing market. They're trying to create one. Exactly! Probably they didn't do it when Valve first came out with the Intels because they were busy with other things and the

Re: [hlcoders] Steam 2010 mod support and Source for the Mac

2010-03-10 Thread Jorge Rodriguez
It's not a question of how easy it is to port to Linux, it's a question of what kind of market there is for video games on Linux, and the answer to that is not big. Alfred, what engine would that be available on? Will the OSX support be backported to Orange Box or would it require an update to

Re: [hlcoders] Server Plugin message panel issue

2010-02-21 Thread Jorge Rodriguez
Looks like missing resources. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] How to start?

2010-02-20 Thread Jorge Rodriguez
There's also the IRC channel #hlcoders if you do the IRC thing, and there are coding tutorials on a couple other sites as well. Like they said take something small and get it working. I'd actually suggest something smaller than what was previously suggested, for example switch the pistol from

Re: [hlcoders] How to start?

2010-02-20 Thread Jorge Rodriguez
Gamesurge. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] DirectX 10.1 and SM4.0

2010-02-07 Thread Jorge Rodriguez
I would be surprised if whatever Valve does next comes out without DX10 or 11 support. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Engine Crash After CBoundedCvar_Interp::GetFloat()

2009-12-29 Thread Jorge Rodriguez
CBoundedCvar_Interp::GetFloat() in the stack trace is a red herring. The problem is never with that function but something else. I don't know why it always seems as if the stack trace passes through there, but it doesn't. It's recommended that you find a way to reproduce the problem on a local

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Jorge Rodriguez
L4D2 made all their weather effects with particles. Rain is a pretty easy particle to make. Open up the particle editor and give it a shot. Just throw the particles down with some decent speed and remove them when they hit something. -- Jorge Vino Rodriguez

Re: [hlcoders] Replacing rain particles with updated real particles?

2009-11-22 Thread Jorge Rodriguez
I haven't seen how they actually do it but I doubt they would use anything but particles. Either way it would be very easy for you to do it with particles. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Jorge Rodriguez
People do it anyway, but Valve's lawyers will frown on you distributing the SDK code. As far as GPL goes, I'm pretty sure that GPL is incompatible with Valve's license, and it's therefore not possible to make a GPL server plugin. You can make an LGPL plugin though, no problem, as LGPL permits

Re: [hlcoders] SVN GPL Question

2009-11-20 Thread Jorge Rodriguez
Jonas makes a good point, you do own the copyright and you can make an exception for the Source Engine code if you like, even if it's not really in the spirit of the GPL license. While this discussion is going on I would like to recommend a more permissive license such as the MIT license.

Re: [hlcoders] Engine Error SetupArrayProps_R

2009-10-31 Thread Jorge Rodriguez
You have a problem with your network tables somewhere. The fact that the name string is null is rather odd. It means one of the entries in your send or recv table is fucked up. It would be one of your array-type entries, so one of the ones that start with SendPropArray3 or similar. I don't know

Re: [hlcoders] Engine Error SetupArrayProps_R

2009-10-31 Thread Jorge Rodriguez
Well Chris could be right, could be just a plain old bug in the engine. Might want to go back through your source control (you do have source control right?) and see when the error started happening. -- Jorge Vino Rodriguez ___ To unsubscribe, edit

Re: [hlcoders] Do high ping players cause extra lag?

2009-10-13 Thread Jorge Rodriguez
I have no proof but my best instincts say this is untrue. From all of the code I see there isn't any indication that just because one player has higher ping than others that it takes any more resources to deal with that player such that it would slow the server down for everybody else. The reason

Re: [hlcoders] whats happening with this engine

2009-10-08 Thread Jorge Rodriguez
Guys guys guys. If they are working on Half-Life 3, do you think they're going to announce it on this list? Guys guys guys. Do you really think that Valve is sitting idly by letting their engine get old? Use your head. They developed Half-Life 2 for years in secret, and chances are they're doing

Re: [hlcoders] Dynamic weapon attachments

2009-10-07 Thread Jorge Rodriguez
On Tue, Oct 6, 2009 at 1:18 AM, Minh minh...@telus.net wrote: Imagine trying to make an animation where the player switches the gun from one hand to another, or he holds the gun from a different part of the gun at different part of the animation. This sort of stuff is easy to do when the

Re: [hlcoders] Re : hlcoders Digest, Vol 20, Issue 1

2009-10-02 Thread Jorge Rodriguez
Try adding them to your mod's language resource file. I don't know why they're missing. The file is: yourmod/resources/yourmod_english.txt As for the crash, you'll have to debug that yourself. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list

[hlcoders] Frame order documentation

2009-10-02 Thread Jorge Rodriguez
On popular demand I took the time to document the order in which all of the game library methods are called by engine.dll. The article is on the wiki here: http://developer.valvesoftware.com/wiki/Frame_Order I'd appreciate input before I move on to the next thing on my to-do list. If there's any

Re: [hlcoders] terrains...finally its here:)

2009-10-02 Thread Jorge Rodriguez
Looks good Adam. Valve doesn't need this kind of thing because they focus on micro gameplay, while this is more of a macro thing. However, I'm sure someone will find some use for it. On the other hand, this thing has nothing to do with Half-Life, so you're a little bit off topic. -- Jorge Vino

Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Jorge Rodriguez
If it's just a regular sound, maybe you can just use EmitSound() on the client? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Glados / TF Announcer voice scenes

2009-09-30 Thread Jorge Rodriguez
Well I don't know how Valve did it so I'm just making stuff up off the top of my head, but perhaps you can have the vcd target an entity that plays the sound on the client with EmitSound()? This way you keep the CC's. -- Jorge Vino Rodriguez ___ To

Re: [hlcoders] Compile problems for teamplayer_roundbased

2009-09-27 Thread Jorge Rodriguez
pTimer isn't NULL, its value is shown in that stack trace. Whatever CBaseTeamObjectiveResource object he's using is what's null. Emiel, it looks like ObjectiveResource() is returning NULL for you. You need to have your game create an objective resource. Create a class that extends

Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Jorge Rodriguez
The functionality probably wasn't taken out without adding another way to do it. What are you trying to do? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] ShouldCollide()

2009-09-27 Thread Jorge Rodriguez
ShouldCollide is okay for that but my ShouldCollide shows the second parameter as being a contents mask instead of another collision group. Maybe you can use that? My quick research shows that the mask is set by CGameMovement::PlayerSolidMask() so it should be pretty easy to overload that in

Re: [hlcoders] Is it possible to change particle properties via code?

2009-09-26 Thread Jorge Rodriguez
There are some values which are not in an operator or initializer or anything, but in the regular properties page of the particle, same page where you set the particle's texture. Is this the max_particles property that you're talking about? -- Jorge Vino Rodriguez

Re: [hlcoders] Is it possible to change particle properties via code?

2009-09-26 Thread Jorge Rodriguez
Right. How did you spawn those drips? Looks like you just assigned a control point and had them spit out. Probably what Valve did was spawned the particles from a particular entity (like the engineer player model) and there is an initializer in the system called Position on model or some such that

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-25 Thread Jorge Rodriguez
On Fri, Sep 25, 2009 at 4:07 AM, Michael Chang flux.black...@gmail.comwrote: What's the relationship with GetIntervalMovement and user commands? I've traced all the lines of code with Studio_Seq stuff and nothing seems to care about current speed or input. I'm at a total loss as to why

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Jorge Rodriguez
Xeno Clash isn't multiplayer, what Micheal is doing is. Micheal, as you know I'm doing something rather similar. I've gotten it working reasonably well, but in truth I don't like the way I have it working. It's laggy and a bit jumpy, and plays terribly for players with latency more than 50. But I

Re: [hlcoders] getting animation velocity and applying it to player

2009-09-24 Thread Jorge Rodriguez
Those are NPC's though, not players. Players use a completely different set of movement rules. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] CSS FOV since last update?

2009-09-15 Thread Jorge Rodriguez
Jay, I'm not sure if this is even a coding question, which is why you probably got all of the snarky replies. I'm not a Valve employee, but it think I would be accurate if I said that the reason fov is considered a cheat is because players used to set it to ridiculously large values to be able

Re: [hlcoders] Getting a CBaseAnimatedEntity to animate

2009-09-11 Thread Jorge Rodriguez
Why aren't you using CBaseAnimating? It does all that stuff for you. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Backface Culling

2009-09-05 Thread Jorge Rodriguez
Maybe you can make a model, and have two skins on it, one with a material with nocull and one without, (but the same texture) and then just flip the skin when you want to have it do nocull? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list

Re: [hlcoders] Creating a Custom Player Class

2009-08-30 Thread Jorge Rodriguez
I really don't recommend doing this. There's no reason you can't modify CSDKPlayer to do what you want it to do. Also the whole point of subclassing is so that you can make the subclass have different behavior, or perhaps multiple subclasses with different behaviors. However, the aforementioned

Re: [hlcoders] Possable Improvements to the Source SDK

2009-08-29 Thread Jorge Rodriguez
This is only slightly off topic, but: Every version of Hammer (even back to Worldcraft and before) I've ever worked with, the build window always stops updating about 20 or 30 seconds into the process. All of Hammer then freezes up until the build is completely done, so progress isn't visible.

Re: [hlcoders] Source control solution?

2009-08-24 Thread Jorge Rodriguez
For the love of God don't use SourceSafe. It's an abomination that will be sent to the hell fires on judgment day. CVS isn't quite that bad but it's a real pain to use anyway. Subversion, Perforce, and git are pretty much your choices. -- Jorge Vino Rodriguez

Re: [hlcoders] Erour in OB Mod

2009-08-24 Thread Jorge Rodriguez
You have a function definition, looking similar to: void CBaseGrenade::HandleInteraction() { // ... blah blah } You must have copied a function from CBaseGrenade and tried to add it to grenade_frag.cpp because the compiler is complaining. The function is declared as a member of CBaseGrenade

Re: [hlcoders] Fragments memory corruption in the Source Engine (exploit; arbitary memory access)

2009-08-22 Thread Jorge Rodriguez
The guys at Novint probably had something to do with it. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Trouble Implementing Ironsights

2009-08-20 Thread Jorge Rodriguez
A quick Find in Files for CWeaponInfo should find you a class declaration in some file that ends in .h and that will be your file. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Jorge Rodriguez
100% sure the answer is no. Other than player resource of course. You can change that with ShouldTransmit(). You can check it with mat_wireframe or mat_overdraw or any other debug drawing cvar, or putting by in some code to see if pPlayer-IsDormant(). I wonder what you're up to? -- Jorge Vino

Re: [hlcoders] question regarding PVS and networking

2009-08-10 Thread Jorge Rodriguez
Sure, they'll be completely isolated. Also you could make ShouldTransmit make the firing range players invisible to other firing range players as well. (With some game movement and firing code tweaks to make sure they can't interact either, if that's what you actually want to do.) -- Jorge Vino

Re: [hlcoders] Awkward crash dumps

2009-08-07 Thread Jorge Rodriguez
On Fri, Aug 7, 2009 at 5:58 AM, a...@watkins.to wrote: * A crash where the call stack ONLY shows a memory address? Not even any mention of a dll. This is our most common crash, and happens 1-2 times a day on each server. These are usually crashes dealing with the user's hardware. Video card

Re: [hlcoders] whats happening with this engine

2009-07-24 Thread Jorge Rodriguez
On Fri, Jul 24, 2009 at 2:41 AM, Minh minh...@telus.net wrote: The .smd format is extremely robust the way accomodates reference meshes, AND skeletal animation. So you want a method to go straight from 3d model / animation - .mdl ? How is that going to work with parametric animation? where

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jorge Rodriguez
Valve's engine and toolset are perfect for what Valve does with it, and Valve has a lot of tools that they don't distribute to the community that make what they do easier. The limitations that exist are only because the engine is focused for doing one thing and doing it well, that being the kind

Re: [hlcoders] whats happening with this engine

2009-07-23 Thread Jorge Rodriguez
Source engine works just fine for outdoors areas. Did you people forget that half of HL2 and the episodes take place outdoors? Obviously it doesn't scale up to GTA-size large areas, but it can handle some pretty large areas. -- Jorge Vino Rodriguez ___

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Jorge Rodriguez
If you have a quad core and you're having problems with the particle effects being too expensive, probably you need to lighten up on those particle effects. Not everybody has a quad core. Open up the showbudget panel to see how long your particles are taking to render. -- Jorge Vino Rodriguez

Re: [hlcoders] Two quick questions.

2009-07-19 Thread Jorge Rodriguez
Well the particle library isn't multithreaded as far as I know, so you can't do that. It uses SIMD on one core. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Animated Vtf For Hud - Is it possible

2009-07-16 Thread Jorge Rodriguez
The way I do animated textures on the HUD: CCFHudTexture* pDFATexture; if (fmod(gpGlobals-curtime, 0.6f) 0.3f) pDFATexture = m_pDFAUp; else pDFATexture = m_pDFADown; int iSize = 200;

Re: [hlcoders] Animated Vtf For Hud - Is it possible

2009-07-16 Thread Jorge Rodriguez
Good job :) -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Failure to Debug when VS launched from Steam

2009-07-12 Thread Jorge Rodriguez
Why don't you launch it directly from the IDE with F5 or F11? -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Unintended Rotation of Parented Props

2009-07-08 Thread Jorge Rodriguez
That's not quite what I meant, but if it works, good. I meant to put similar code in the client-side portion of the flag entity. For example, here's something out of my game: int C_InfoObjective::DrawModel( int flags ) { Vector vecDirection = CurrentViewOrigin() - GetAbsOrigin(); QAngle

Re: [hlcoders] Detecting Memory Leaks

2009-07-05 Thread Jorge Rodriguez
I know of a memory manager by Paul Nettle I think that is pretty decent, but I don't think it will cooperate with the Source Engine. There's also valgrind, but that will only help you for the Linux binary. Bounds Checker of course is an option, and as previously mentioned memoverride is where the

Re: [hlcoders] Rendering Z-Depth Pass's in TF2?

2009-07-04 Thread Jorge Rodriguez
No. In reality Valve uses their money printing machine and both Valve and Garry get $20 each. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Source SDK Beta Concluded

2009-06-17 Thread Jorge Rodriguez
On Tue, Jun 16, 2009 at 7:25 PM, Mike Durand mik...@valvesoftware.comwrote: The root cause of the crash was a missing resource file that Hammer relies on and that is included in the same game cache file as the TF2 binaries. Aw man I fixed this ages ago in my working copy, had I known that was

Re: [hlcoders] Source SDK Beta Concluded

2009-06-17 Thread Jorge Rodriguez
I don't remember actually, but I want to say mdlpicker.res and mdlpickerrender.res -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Stuck on where to look

2009-06-16 Thread Jorge Rodriguez
I would think prediction would be causing the problem if anything. The client thinks the object is being picked up (something prediction would do) when the server disagrees. Keeper, this sort of problem is difficult to diagnose without actually debugging it, but probably the first place I would

Re: [hlcoders] Stuck on where to look

2009-06-16 Thread Jorge Rodriguez
Oh. Well I'm out of ideas then :) Sounds like a fun time in the debugger. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Source SDK Beta Concluded

2009-06-16 Thread Jorge Rodriguez
It was Stavros. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] FCVAR_

2009-06-11 Thread Jorge Rodriguez
That is, it's a way to signal to the CVar system that a cvar only exists on the client or on the server. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] TF2 compound_bow kill

2009-06-03 Thread Jorge Rodriguez
Raphael, This isn't really the appropriate list to ask that kind of question, this list is for programming-related questions. And most likely, no, we don't know. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] TF2 compound_bow kill

2009-06-03 Thread Jorge Rodriguez
Oh I thought you were trying to get an achievement or something. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] 3rd Person Camera woes

2009-06-02 Thread Jorge Rodriguez
I don't know about any of that. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
I've always wondered about this myself actually. Why don't you make a simple prop with a couple different levels that are different in obvious ways and stick a couple of them at different distances in the skybox? -- Jorge Vino Rodriguez ___ To

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Why should I do that when you can do that for me? Bwahahaha -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] 3rd Person Camera woes

2009-06-01 Thread Jorge Rodriguez
On Mon, Jun 1, 2009 at 1:16 AM, Chris Marshall krizt...@comcast.net wrote: First of all, what is the difference between CAM_Think() and CAM_ThirdThink()? I was looking to see which one to override in the sdk files but it appears that CAMThirdThink() is never called. Again I don't know about

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Christopher, with very large skyboxes it would make content creation much simpler if an artist could place the same object close to the skybox camera or far away and have the game automatically decide which LOD to use. -- Jorge Vino Rodriguez ___ To

Re: [hlcoders] LOD on models in the skybox?

2009-06-01 Thread Jorge Rodriguez
Wow! Good job Minh, that will come in handy. -- Jorge Vino Rodriguez ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] 3rd Person Camera woes

2009-05-30 Thread Jorge Rodriguez
My mod is far deviated from the standard sources and I don't have those lying around, but in my sources the third person camera code is in: void CSDKInput::CAM_ThirdPersonThink() In your code it may be in CInput and you'd have to override it. The file you're looking at should be

Re: [hlcoders] Half-Life 1 Voice

2009-05-21 Thread Jorge Rodriguez
voice_enable 1 voice_loopback 1 Make sure your key is properly bound. Sometimes in a mod the icon that shows that you are talking is broken, so voice_loopback 1 can let you hear what other players would hear so you can see if it really is working. -- Jorge Vino Rodriguez

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