Re: [hlcoders] HTTP-Request?

2010-06-28 Thread Justin Krenz
You'll need a library that will do it for you. I used Boost's Asio: http://www.boost.org/doc/libs/1_43_0/doc/html/boost_asio.html You call one of its functions with a url, and it will return a string of the HTML content of the page. To make it easier, you can retrieve a steam account's info in

Re: [hlcoders] Source Engine 2!!!

2010-06-18 Thread Justin Krenz
I believe he was referring to your claim about voxels being the first thing used in 3d. Vector graphics (lines/edges) were the first things used in 3d with games like Battlezone and Star Wars at the arcades.. If you think voxels are so great, what did you think about Kevin Silverman's voxlap

Re: [hlcoders] How to start?

2010-02-20 Thread Justin Krenz
Set a small goal for yourself and stick to it. I'd recommend creating a new entity and familiarize yourself with how to basic entities. Then make the entity an area that can be captured by players standing in it, and then make multiple ones in a map and have the game end when a team captures all

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Justin Krenz
I think what you want is for friction to not take effect immediately when a player lands. Save the time a player lands or gets a valid ground entity. Subtract this from the current time and multiply it by a factor you want. This will give the player a small period of time they can jump again

Re: [hlcoders] How safe is it to travel into The Void

2009-09-20 Thread Justin Krenz
#define MAX_COORD_FLOAT (16384.0f) Anything outside of the coordinates 16384 to -16384 is not going to function properly, and anything outside of this range is going to be clamped to the proper range when networked. Go ahead and play in the void all you want like it's

Re: [hlcoders] Engine Memory Leak

2009-07-12 Thread Justin Krenz
is lost for each call? We are chasing memory leaks in our mod at the moment and are playing mp3 sounds file at level changes. On Mon, Jul 6, 2009 at 12:19 AM, Justin Krenz kre...@gmail.com wrote: I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call

[hlcoders] Engine Memory Leak

2009-07-05 Thread Justin Krenz
I just discovered the source of a memory leak in my mod, Smashball. It appears that if you call EmitSound using an MP3 sound file, memory is allocated and never returned. Specifically, enginesound-EmitSound(...) ( /game/shared/SoundEmitterSystem.cpp line 460 ) is the function that allocates the

Re: [hlcoders] Detecting Memory Leaks

2009-07-05 Thread Justin Krenz
How does Glowcode interface with the DLLs? Alfred suggested I use Memory Validator, but it requires your DLLs to be compiled with Run Time Library: Multi-threaded DLL. The SDK dlls need to be compiled with Run Time Library: Multi-threaded otherwise there are linker errors in some of the static

Re: [hlcoders] client/serv protocol version mismatch - Invalid steam key size

2009-06-27 Thread Justin Krenz
Orangebox uses protocol version 14. Teamfortress 2 and probably DoD uses 15. Check that your windows client is running off of sourcetest/SourceSDK 2007. On Sat, Jun 27, 2009 at 10:40 PM, atomyat...@jackinpoint.net wrote: hey, when connecting to a linux ded server using a windows client I'm

Re: [hlcoders] Changing the texture sampling?

2009-06-09 Thread Justin Krenz
Is this using the 3d vgui screen method? I remember placing a vgui screen in the world, and its contents weren't filtered for me at all when I wanted them to be. On Tue, Jun 9, 2009 at 8:41 PM, Jan Frederick Eickj.f.e...@gmx.de wrote: Hi there! I'm having a weird problem. For my project I'm

Re: [hlcoders] Unknown Command NewGame

2009-05-19 Thread Justin Krenz
There have been times for me when I screwed something up in the code so badly that the dll wouldn't load and would instead load the game's original dll. I can't say exactly how it's done, but I've done it before. On Tue, May 19, 2009 at 2:55 PM, Jonas 'Sortie' Termansen hlcod...@maxsi.dk wrote:

Re: [hlcoders] Multipassenger Vehicles for OBMP?

2009-05-05 Thread Justin Krenz
Adding passengers to vehicles is a simple case of attaching them via SetParent. On Tue, May 5, 2009 at 11:10 PM, Minh minh...@telus.net wrote:    I managed to get mulitple passenger vehicles to work fairly easily by extending the existing code. I just made copies of the  driver variables for

Re: [hlcoders] Please update the demo editor!

2009-05-01 Thread Justin Krenz
. /ScarT 2009/5/1 Justin Krenz kre...@gmail.com It's not going to happen.  Valve has no plans to update the editor. On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote: I first of all hope I am posting in the right section. If I am, then I beg of you Valve, update your demo

Re: [hlcoders] Please update the demo editor!

2009-04-30 Thread Justin Krenz
It's not going to happen. Valve has no plans to update the editor. On Thu, Apr 30, 2009 at 9:37 PM, Glen No tgp1...@gmail.com wrote: I first of all hope I am posting in the right section. If I am, then I beg of you Valve, update your demo smoother! Please! There are still so many undeveloped

Re: [hlcoders] mod randomly stops drawing viewmodels of weapons.

2009-01-23 Thread Justin Krenz
I was able to record a demo of this happening in Smashball. I traced it back to EF_NODRAW being set on the client entity for some unknown reason. The client code sets EF_NODRAW on the weapon model on weapon switch but then removes it when it switches to the new weapon. Yet, when this bug is

[hlcoders] Possible Crash

2008-12-22 Thread Justin Krenz
While working on my current mod (Smashball - www.smashball.tv), I came across a rare server crash in physics.cpp: line 454 (int CCollisionEvent::ShouldCollide function). This function tries to determine if two entities should collide. The physics system has the physics objects for each object

Re: [hlcoders] Possible Crash

2008-12-22 Thread Justin Krenz
UTIL_Remove does exactly what you say. It removes the entity on the beginning of the next frame. It adds it to a list of things to delete, and that list is checked at a certain point of the frame when everything is supposed to be done with it. UTIL_RemoveImmediate is the bad one. It doesn't

Re: [hlcoders] weapon animation prediction problems, client-side

2008-12-16 Thread Justin Krenz
You checked cl_predictionlist 1 to see that the weapon was being predicted? The time is supposed to go back on the client. It stores all predicted values over a period of time. When it goes back in time, it restores the values to what they were at that time. If you have a value that is

Re: [hlcoders] Steam Community Group members

2008-10-23 Thread Justin Krenz
That's very helpful to know. On Thu, Oct 23, 2008 at 5:07 PM, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote: This isn't possible from the Steam API AFAIK. You're better off using the XML from the steam community pages. IE: http://steamcommunity.com/id/voogru?xml=1 -Original

Re: [hlcoders] Two quick questions.

2008-10-20 Thread Justin Krenz
:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Sunday, October 19, 2008 10:53 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Two quick questions. Do you have a steam.inf file in your mod directory with appID=218 as the only line in it? I think doing that fixed the problem

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

2008-10-19 Thread Justin Krenz
I'm glad this was brought up. How does a material proxy affect the number of batches done? For example, I have a player model who uses a single texture. However, I have the model's triangles divided up so that there are 3 separate vmts referenced. Each vmt uses the same texture file, but each

Re: [hlcoders] Two quick questions.

2008-10-19 Thread Justin Krenz
Do you have a steam.inf file in your mod directory with appID=218 as the only line in it? I think doing that fixed the problem of the server not being listed in the steam server browser as well as many other problems. On Sun, Oct 19, 2008 at 6:10 PM, A.Oliver [EMAIL PROTECTED] wrote: Hi, very

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

2008-10-19 Thread Justin Krenz
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] Static prop

[hlcoders] DrawSetTextureRGBA and Hardware Filtering

2008-09-29 Thread Justin Krenz
Does a texture made with DrawSetTextureRGBA not support hardware filtering at all? There's a bool in the function to enable hardware filtering, but alternating between the two doesn't change my texture from being scaled via pixel doubling. It ends up looking like shit if I don't use a multiple

Re: [hlcoders] Weapon Variables and Replication Issues

2008-09-14 Thread Justin Krenz
You need to network the heat variable and add it to the weapon's prediction table. The client code is run multiple times because the client's time is rewound to some time in the past when it receives a server update. The prediction table remembers the variable's previous values, so when the

Re: [hlcoders] Question about CUtlVector.

2008-09-09 Thread Justin Krenz
If you run your server from the debugger, then you can get a full memory dump with heap when the crash occurs. That's a lot more help than a vague mini dump. On Tue, Sep 9, 2008 at 2:57 PM, botman [EMAIL PROTECTED] wrote: A.Oliver wrote: Hi, my mod is suffering random crashes each certain

Re: [hlcoders] Altering the Vanishing Point

2008-06-24 Thread Justin Krenz
I don't think you understand what a vanishing point is. Torben Schou wrote: Does anyone know if it's possible to alter the position of the vanishing point? I ask, as I want to make the view look natural if you're head was off centre from the middle of the screen. For example, if your head

Re: [hlcoders] Death Notices not displaying with OB HL2MP Mod

2008-05-25 Thread Justin Krenz
Do you have a mod_textures.txt file in /scripts/ that links the death name to the font and character to display? Daniel Soltyka wrote: Hey list, I have a question regarding the display of death notices. Within a basic OB MP mod, I receive no graphic death notices. At first I figured it was

Re: [hlcoders] Death Notices not displaying with OB HL2MP Mod

2008-05-25 Thread Justin Krenz
On May 25, 2008, at 7:13 PM, Justin Krenz [EMAIL PROTECTED] wrote: Do you have a mod_textures.txt file in /scripts/ that links the death name to the font and character to display? Daniel Soltyka wrote: Hey list, I have a question regarding the display of death notices. Within

Re: [hlcoders] Orange Box SDK Code Update

2008-05-18 Thread Justin Krenz
I don't care about the lack of features like the particle editor, but Valve really needs to fix the VAC connection issues and inability to compile a Linux server with the OB SDK. Those things are definitely holding mod teams back. ___ To

Re: [hlcoders] Fwd: Client timed out

2008-05-02 Thread Justin Krenz
Yes, others have noticed it. I haven't seen Valve comment on it yet. Devin Dawson wrote: -- Forwarded message -- From: Devin Dawson [EMAIL PROTECTED] Date: Fri, May 2, 2008 at 12:00 PM Subject: Client timed out To: hlcoders@list.valvesoftware.com Hello, has anyone else

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Justin Krenz
List the contents of your gameinfo.txt. Maarten De Meyer wrote: Hi list/valve! I'm gonna repost a problem I posted earlier since I really need a fix for this before we release. Basically, double-clicking on a server in the steam client's server browser doesn't work when not ingame. More

Re: [hlcoders] Advanced SDK, know exploits/crashes?

2008-04-05 Thread Justin Krenz
My mod was recently hit with a loser crashing all servers. He was using the respawn_entities command which was changed to a FCVAR_CHEAT command in the latest SDK. Mark Gornall wrote: Hi, I released my Source mod last week and I've got a bunch of bugs to fix, but there are reports of

Re: [hlcoders] Advanced SDK, know exploits/crashes?

2008-04-05 Thread Justin Krenz
at 3:51 PM, Justin Krenz [EMAIL PROTECTED] wrote: My mod was recently hit with a loser crashing all servers. He was using the respawn_entities command which was changed to a FCVAR_CHEAT command in the latest SDK. Mark Gornall wrote: Hi, I released my Source mod last week and I've got

Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Justin Krenz
Does this mean VAC will work now? Mike Durand wrote: Hi All- The Source SDK has been updated to address some crashes and is no longer in beta. Here are the release notes: ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Justin Krenz
the time anyway.. http://www.youtube.com/results?search_query=css+hacksearch_type= I can always tell when Vac has been upgraded because I suddenly become the best player on any sever I join :) On Mon, Mar 24, 2008 at 3:04 PM, Justin Krenz [EMAIL PROTECTED] wrote: Does this mean VAC

[hlcoders] OrangeBox and VAC

2008-03-12 Thread Justin Krenz
I'm unable to run my OrangeBox mod with VAC enabled. I used TF 2's gameinfo.txt and changed the appid to 218, but a server will disconnect the player as if the player is running without VAC (ie, using a debug version). If I turn off VAC on the server with -insecure, then the client disconnects

Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Justin Krenz
Does 218 work now? Matt Stafford wrote: -- [ Picked text/plain from multipart/alternative ] I'm not even running with a Steam.inf file, and I'm using AppID 218. On Sat, Feb 23, 2008 at 2:28 PM, Ryan Sheffer [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Hey So

Re: [hlcoders] CUtlVector*... Memory management?

2008-02-15 Thread Justin Krenz
I found a good site that details EA's own version of STL and why game companies don't use STL. http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html Paul Peloski wrote: -- [ Picked text/plain from multipart/alternative ] Why doesn't Valve use the STL, anyways? I've always

Re: [hlcoders] CUtlVector*... Memory management?

2008-02-15 Thread Justin Krenz
An EA employee posted it on another forum in reply to a similar question about game companies not using STL. Nate Nichols wrote: That is a really interesting article. How did you find it? Also, they do have some performance benchmarks buried at the bottom:

Re: [hlcoders] vgui panels on models

2007-11-28 Thread Justin Krenz
I also tried getting a vgui panel to appear on a weapon view model and gave up quickly and used an animated texture instead. I think the problem has something to do with having to link your vgui class name with the text file which lists all vgui panels that can be used with the vgui entity. You

[hlcoders] Server only installs

2007-11-20 Thread Justin Krenz
What is the point of having sounds (.wavs) on a server only install? I notice when you download hl2dm for srcds, it downloads all sounds but no vtf materials. Is this solely for sv_pure? I've always left out the sounds out of my mod's server only install file, but is there a reason to include

Re: [hlcoders] Server only installs

2007-11-20 Thread Justin Krenz
can't really think of anywhere it does that. I'd put my money on sv_pure now though. garry On Nov 20, 2007 10:15 PM, Justin Krenz [EMAIL PROTECTED] wrote: What is the point of having sounds (.wavs) on a server only install? I notice when you download hl2dm for srcds, it downloads all sounds

Re: [hlcoders] Your version does not match the Servers.

2007-10-29 Thread Justin Krenz
You need to create a steam.inf file in your mod's directory on the server, and it needs to have only appID=215 in it. Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] I'm receiving this error when trying to connect to a server via Steam Server Browser, however, I can connect

Re: [hlcoders] Your version does not match the Servers.

2007-10-29 Thread Justin Krenz
the hl2mp steam.inf and the server have no steam.inf in the mod dir, other than the hl2mp one if they don't have hl2mp in the game paths. On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote: You need to create a steam.inf file in your mod's directory on the server, and it needs to have only appID=215

Re: [hlcoders] Your version does not match the Servers.

2007-10-29 Thread Justin Krenz
On 10/29/07, Justin Krenz [EMAIL PROTECTED] wrote: I've definitely gotten complaints from my players who couldn't play because I was using the HL2DM steam.inf instead of the appid=215 one. Have you talked to any of your players who don't have HL2DM and confirmed that they're able to play without

Re: [hlcoders] SDK Update heads up?

2007-10-16 Thread Justin Krenz
Vehicles have always been possible with the Source SDK. What do you mean? Keeper wrote: Will vehicles be implemented or possible with the orange box SDK? Thanks, Keeper ___ To unsubscribe, edit your list preferences, or view the list archives,

Re: [hlcoders] Setting/forcing an entity's orientation

2007-10-01 Thread Justin Krenz
It's using an interpolated variable (m_iv_angRotation). You can call ResetInterpolatedAngles() in C_BaseEntity after changing the angles to have it change instantly to the new value. [EMAIL PROTECTED] wrote: Hi list, I got a basic question on how entities' orientations are applied. I've got

Re: [hlcoders] Loading woes

2007-09-28 Thread Justin Krenz
This was their response after they realized it was a large problem: http://forums.steampowered.com/forums/showthread.php?t=602169 I wasn't aware if they actually released a fix yet, but the problem according to them is Steam. If they fix the problem in Steam, then it should take affect for all

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-26 Thread Justin Krenz
is there for the rest of us less experienced coders? On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote: It seems that fix only comes into play when getting an attachment from the local weapon. My problem is elsewhere as it happens during all animations. Is anyone else experiencing my problem? I suppose I

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-25 Thread Justin Krenz
To: hlcoders@list.valvesoftware.com; hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Why do most mods never see this issue? At 2007/04/12 08:43 PM, Justin Krenz wrote: Prediction-IsFirstTimePredicted() did not fix the problem as the problem is not with simulating a command

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-25 Thread Justin Krenz
Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works for you. It fixes the issues I was having with glitchy shoot animations and of course the shoot animations occurring over twice as fast for rapid fire weapons. However, I'm still getting a jittering

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-25 Thread Justin Krenz
: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz Sent: Tuesday, September 25, 2007 5:00 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] FW: SDK Needs to be fixed Yeah, I'm ashamed for all of us that we didn't find this sooner. :P Tell me how this fix works

Re: [hlcoders] FW: SDK Needs to be fixed

2007-09-25 Thread Justin Krenz
These bugs scare me, if neither Valve nor the more experienced coders can fix them. What hope is there for the rest of us less experienced coders? On 9/25/07, Justin Krenz [EMAIL PROTECTED] wrote: It seems that fix only comes into play when getting an attachment from the local weapon. My problem

Re: [hlcoders] studiorender.dll crash

2007-09-17 Thread Justin Krenz
I've seen many dumps for my mod with this similar stack trace ending on the exact address in studiorender.dll. I remember asking Alfred about it a year ago, and he said: I am not getting good stack traces from those dumps, could they be general memory/stack corruption? One thing I've learned

Re: [hlcoders] Initializing Game Data Freeze....

2007-09-15 Thread Justin Krenz
I've had this reported by my players in random cases, and I've heard a lot of complaints about it with the recent release of Fortress Forever. Are you saying it happens consistently? I've never experienced it myself, but it seems to happen randomly. Minh wrote: This is a multi-part message in

[hlcoders] No Steam Content Servers are available

2007-09-08 Thread Justin Krenz
What's the deal? Trying to run the Source SDK gives an error message: MountFilesystem( 236 ) failed: SteamMountFilesystem(1264,236,0x12e0fc74=,0x12e0fd75) failed with error 5? No Steam Content Servers are available Everyone else I've asked has had the same problem. Trying to run off-line says

Re: [hlcoders] Loading screen art

2007-08-17 Thread Justin Krenz
for text to overlay a raster image or embed the text into the image? On 8/16/07, Justin Krenz [EMAIL PROTECTED] wrote: I modified the loading panel res file to insert my own image and increase the size of the panel. That image uses a texture proxy which allows me to modify the image in-game to show

Re: [hlcoders] Loading screen art

2007-08-16 Thread Justin Krenz
I modified the loading panel res file to insert my own image and increase the size of the panel. That image uses a texture proxy which allows me to modify the image in-game to show the level that's loading. I put another transparent image on top of that for hint text. Jeremy wrote: -- [

Re: [hlcoders] make client authority

2007-07-30 Thread Justin Krenz
Yes, it's possible. Modify the UserCMD class to send a vector to the server for the position, and then the server uses that vector as the position for your entity when it processes the usercmd. Oliver wrote: -- [ Picked text/plain from multipart/alternative ] Is there a way to temporarily set

Re: [hlcoders] Recent Steam Problems

2007-07-21 Thread Justin Krenz
Is there anyway for players with only Counterstrike to play mods? I have players complaining to me because they only have Counterstrike and can't play my mod even though they can get the Source SDK Base. The server ends up requiring them to have HL2 DM because of the steam.inf issue. If it's

Re: [hlcoders] Array of Arrays as network variable?

2007-07-16 Thread Justin Krenz
And how are you going to show 10 magazines with ammo per each? It's going to take up a lot of space on the HUD that's going to be wasted. Firearms had separate magazines with separate ammo for each and only showed you the ammo in the current clip. Jed wrote: Yeah just to clarify, the reasons I

Re: [hlcoders] Resizing models dynamically?

2007-07-02 Thread Justin Krenz
that it takes Z into account. because it only scales x and y by default. and I pasted the name of the function that it's in.. On 7/2/07, Justin Krenz [EMAIL PROTECTED] wrote: No, it was only resizing bones without a parent. Though altering it so that it did all bones only lets you make models

[hlcoders] Recent Steam Problems

2007-07-01 Thread Justin Krenz
Since about two weeks ago (coinciding with when the recent server updates began releasing), I've been experiencing a few problems with Steam and my mod (Empires). Whenever my beta testers or I try to join my testing server via the in-game server browser, they'll receive a message saying Server

Re: [hlcoders] Resizing models dynamically?

2007-07-01 Thread Justin Krenz
Has anyone tried this on player models? I'm messing with it right now, and only the midsection of the model appears to be changing in size. Tony omega Sergi wrote: -- [ Picked text/plain from multipart/alternative ] void C_BaseAnimating::ApplyBoneMatrixTransform( matrix3x4_t transform ) On

Re: [hlcoders] Resizing models dynamically?

2007-07-01 Thread Justin Krenz
No, it was only resizing bones without a parent. Though altering it so that it did all bones only lets you make models skinny or fat. They don't get taller or shorter with the scale. Adam amckern McKern wrote: Are you resizing the attachments as well? Adam --- Justin Krenz [EMAIL PROTECTED

Re: [hlcoders] Force Consistent Client.dll?

2007-05-12 Thread Justin Krenz
Force all clients to send the server a CRC of their client.dll. If the server doesn't receive this or it's invalid, kick them within a certain period of time. The upcoming dedicated server update is going to allow this functionality built-in via the sv_pure convar. There's a beta of it

[hlcoders] VProf

2007-05-11 Thread Justin Krenz
Is anyone familiar with the vprof_record_start/stop and vprof_remote_start/stop commands? I'm trying to find a better way to get VProf info from a dedicated server. The way I've been doing it is to let vprof run its course and then print a report to the console. That's much too cumbersome to be

Re: [hlcoders] FW: SDK Needs to be fixed

2007-04-12 Thread Justin Krenz
I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent in the HL2DM sdk that everyone will want to fix this bug in their code. This is the e-mail including the fix I sent to the GE team: The bug

Re: [hlcoders] FW: SDK Needs to be fixed

2007-04-12 Thread Justin Krenz
PROTECTED] On Behalf Of Justin Krenz Sent: Friday, April 13, 2007 4:31 AM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] FW: SDK Needs to be fixed I was contacted personally by the Goldeneye Source team about this bug, and I had fixed this already in Empires. I assume since this is a bug inherent

Re: [hlcoders] Where'd Mike Durand go?

2007-03-13 Thread Justin Krenz
Awww, but we love you Yahn. Yahn Bernier wrote: And I was in the office the week Mike and several others were on vacation and decided to fix up a few issues you guys were seeing, but I'm mostly moving back to other projects now that Mike is around for you guys. Yahn -Original Message-

Re: [hlcoders] Where'd Mike Durand go?

2007-03-08 Thread Justin Krenz
Everyone really wants to know what's going on with Dhabih Eng and when he's going to update his web site. Andrew (Bromfitsen) wrote: -- [ Picked text/plain from multipart/alternative ] More curiously, whatever happened to Minh Le? -- ___ To

Re: [hlcoders] Multiplayer Vehicles

2007-01-13 Thread Justin Krenz
collision model of the ship. Look in triggers.cpp line 1716 for an example of how to do this. This would require you do the same on the client and server and handle everything about the collision on your own. John Sheu wrote: On Friday 12 January 2007 3:34 pm, Justin Krenz wrote: Does

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
I remember Valve said Havok doesn't want their code opened in the SDK at all, so I doubt Valve wants to start opening anything up in the VPhysics interface to get the functionality you want. I chose client-side vehicles because it's the fastest solution. You just move the vehicle code

Re: [hlcoders] Multiplayer Vehicles

2007-01-12 Thread Justin Krenz
Does SweepCollideable(...) not support OBB? I know const.h says SOLID_OBB is not implemented, but from what little I played with it, SweepCollideable seemed to correctly orient the entity's bounding box before doing the trace. As far as VPhysics, what about using PhysShouldCollide(

Re: [hlcoders] gpGlobals-curtime inaccessable from animationlayer.h

2006-12-20 Thread Justin Krenz
It's because one of the header files that BaseAnimatingOverlay.cpp includes goes back and defines that class. You need to include the header file that defines it by adding: #include globalvars_base.h Michael Chang wrote: -- [ Picked text/plain from multipart/alternative ] Hello once again

Re: [hlcoders] Variable Memory Location

2006-08-15 Thread Justin Krenz
a backup copy of config.cfg if (pPlyaer isGrunt) { cvar-FindVar(exec)-SetValue(cfg/backup.cfg); Or if they exit the game while still in the console, execute the backup copy on the game shutdown. Adam --- Justin Krenz [EMAIL PROTECTED] wrote: I'm assigning multiple commands to the same key. I just

Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Justin Krenz
When I first started programming the vehicle code for Empires, I tried to implement vehicle prediction. This consisted of me copying the physics entity of the vehicle onto the client so that I could predict the physics portion of the vehicle on the client side for the predicted frame.

Re: [hlcoders] Vehicles in HL2

2006-08-14 Thread Justin Krenz
In player.cpp, look in the function GetInVehicle(...). There's a line that says AddEffects( EF_NODRAW ). This makes the player in the vehicle invisible. What I've done in my mod is have a script which states what positions of the vehicle show the passenger. The code checks if the position the

[hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz
I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's some way in Visual Studio to take a snapshot of a certain memory range and compare changes once you've indirectly changed the hidden variable,

Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz
to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote: I know plug-in writers can help me on this one. How do you go about finding the memory location of a variable you don't have access to? I assume there's

Re: [hlcoders] Variable Memory Location

2006-08-14 Thread Justin Krenz
usually, what do you plan to accomplish if you can hack that? It isn't just a single variable you need access to most likely. On 8/14/06, Justin Krenz [EMAIL PROTECTED] wrote: Specifically, I want to be able to access the GameUI's key bind list displayed in the keyboard options panel, to manually

Re: [hlcoders] Source SDK Update Is Released

2006-08-04 Thread Justin Krenz
That's great. After we switched to using 320 to use the Episode 1 engine, our players complained of having to download HL2 DM to play. Does 215 allow those with the HL2 Demo to play? I'm curious if I have to program some extra detection with this to make sure that griefers can't use the HL2

[hlcoders] Portal

2006-07-30 Thread Justin Krenz
Is it possible to create portals like those seen in the Portal video or is the Episode 2 engine required? Are they essentially func_areaportals with the two sides dynamically defined during run time? ___ To unsubscribe, edit your list preferences, or

[hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz
I have a physics object that I'm trying to retrieve its angular velocity in degrees/second. Using GetVelocity(Vector * velocity, AngularImpulse * angularVelocity), it appears that I can retrieve the angular impulse of the angular velocity. Getting this value, I multiply it by 180*pi to convert

Re: [hlcoders] Physics Problem

2006-07-25 Thread Justin Krenz
Thank you very much. The whole AngularImpulse type was throwing me off. Jay Stelly wrote: GetVelocity returns a velocity. It's already in degrees / second. SetVelocity() takes the same units. AngularImpulse is a vector type that can contain an impulse, but here it's just used as a vector.

Re: [hlcoders] CUtlLinkedList overflow

2006-07-11 Thread Justin Krenz
The last time I was getting an error along these lines, I was creating a new BitmapImage in a HUD each frame instead of reusing the same object or deleting the old one first. You should be able to place a breakpoint somewhere in utllinkedlist.h to watch for when the list becomes filled. John

[hlcoders] Roll angle confusion

2006-07-10 Thread Justin Krenz
Why is it that the roll angle (.z) of an entity only goes from -90 to 90 and not -180 to 180 like the other two angles? How would I go about getting the full range of the roll angle? ___ To unsubscribe, edit your list preferences, or view the list

[hlcoders] SteamAppId Update

2006-07-03 Thread Justin Krenz
I just want to give everyone a heads up that the SteamAppId in your mod's gameinfo.txt should be either 320 or 240, not 220. I just received an e-mail from Alfred Reynolds in reply to my inquiry about a fix that was supposed to go into HL2 regarding my mod. My mod was still using 220 for it's

Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Justin Krenz
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: if (!pCustomImpactName) { if (IsPlayer()) DispatchEffect(bloodimpact, data);

Re: [hlcoders] Map Scaling

2006-06-12 Thread Justin Krenz
Okay, so I found a much better way to handle the down scaling for my aircraft. I changed the phys_timescale to 0.125 to coincide with my new 1/8 scale instead of trying to modify gravity and the force of the engines and lift from the wings. Is this how you went about the scale down? The

[hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz
Has anyone tried shrinking down all players and models to get larger sized maps? I know at least one mod has done it, but I can't remember which mod that was. I recently started to shrink down all things in my mod to get larger map sizes so that aircraft have more room to play in, and most of

Re: [hlcoders] Map Scaling

2006-06-11 Thread Justin Krenz
So is your ship an actual physics object and if so are you applying forces or modifying the velocity directly? What do you have as your drag coefficient and inertia values? John Sheu wrote: On Sun, 2006-06-11 at 20:59 -0700, Tim Holt wrote: Justin that looks pretty sweet btw - but let's see

Re: [hlcoders] Error at engine.dll!0x0DDDDAF2

2006-06-01 Thread Justin Krenz
What exactly are the differences between the three different Send/RecvPropArray methods? My only tests show that 3 seems to handle network traffic much better. Giancarlo Rivas wrote: -- [ Picked text/plain from multipart/alternative ] Pretty sure that was the cause, I recoded CTeam so it was a

[hlcoders] Scrollbar Missing Texture

2006-04-28 Thread Justin Krenz
The scroll bar background in my mod's MOTD panel is missing its texture (appears as the purple checkerboard). Does anyone know what texture is needed for scroll bars? ___ To unsubscribe, edit your list preferences, or view the list archives, please

Re: [hlcoders] Crash in release mode only AND Changing the viewports

2006-04-27 Thread Justin Krenz
What defines that all variables are initialized to 0? Is it a compiler flag, and why wouldn't you want this to be always set? This is the first I've heard of it. Ben Everett wrote: The most common cause of crashes in release mode but not in debug are due to variable initializations. In debug

[hlcoders] Demo Recording and Playback

2006-03-25 Thread Justin Krenz
For my mod, any time someone tries to play back a demo, it refuses to play giving the exact error message of DataTable warning: SetupClientSendTableHierarchy: missing SendTable 'DT_EffectData' (referenced by 'DT_TEEffectDispatch'). Basically, it seems that when initializing the demo, it can't

Re: [hlcoders] -dti and Network Optimization

2006-03-18 Thread Justin Krenz
Thanks, this will be very helpful. Now, when running a dedicated server, the FPS counter that appears in the top area of the console, what exactly affects this? Does this go down due to CPU utilization or is it a combination of CPU utilization and insufficient network bandwidth? Also, is there

[hlcoders] -dti and Network Optimization

2006-03-17 Thread Justin Krenz
I've been working on optimizing my mod and the -dti command has been very helpful. It doesn't seem to work on a dedicated server though. Is there anyway to get it to work? I would like to see what the server is sending exactly because I'm in confusion about some things that the client file

[hlcoders] Linux Compile

2006-03-05 Thread Justin Krenz
-- [ Picked text/plain from multipart/alternative ] I finally managed to get my mod to compile in Linux. However, some of the maps cause a segfault. I guess I'll have to figure out how to use the gcc debugger for that. However, the one map that does work does not have any collisions between the

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